Legends of the Fifth Crusade, A Wrath of the Righteous Gestalt Campaign

Game Master Divinitus


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As the name says! I will select 4-5 PCs once all applicants have either completed their characters or have withdrawn interest. Here is all of what you need to know to build your character!

CHARACTER CREATION

-Level 1 gestalt

-25 point buy, on a 1-1 basis from 08 (Example, to take an ability score from 08 to 18 costs to ability score points,)

-Any official Pathfinder material allowed (ACG playtest including, with the understanding that once the actual book comes out any changes are accounted for!) and most 3PP material allowed (Subject to my approval, of course!)

-Max HP per HD

-Maximum gold for each class, plus 100 GP

-2 Traits, with a 3rd if you take a Drawback (Would prefer if people looked at the Campaign Traits in the WotR Player's Guide and selected one, but it's not a requirement by any means. They simply open up interesting new RP possibilities and such!)

-Free Story Feat or an extra Favored Class Bonus and the gift of a normal feat once you accomplish something unique and of import

-Must post which Mythic Path you wish to follow

-Must include a backstory

-Must include at least one 'plot hook' for me to use for a side quest involving your character

-Must be amenable to continuing the campaign after the official AP's completion or to officially retire your character at such a point

-You may play as evil characters, but they must have some reason to oppose the demons and work with the forces of light (Assuming everyone doesn't play Asmodeans or something!)

I think that's all I need to state. If there are any questions, feel free to contact me via PM!


Alright I have been going all over the place in my head, I wonder if I should give this AP another try. perhaps with the right group and DM the whole experience can change.

in any event

the story of a divinely touched girl::

Abigail's full story begins long before she was born. Her parents came from Celestial origins and would travel Mendev helping those in need and battling the demons of the Worldwound; concentrating their efforts in and around Kenares. But their lives became complicated when her mother was with child.
Trey was born many years before Abigail, but the presence of a child touched by celestial origins was dangerous for the Merosa family.

The family was forced to flee Kenabres and they headed south. They were marked beings, an attraction to the demons of the Worldwound.

They were unable to escape the pursuit of the demons. It was as if someone or something was tracking them.

They eventually reached Thornstep in Razmiran. Once there Trey was given to an Orphanage to be cared for. It would seem that this act abated the demon pursuit for a bit. What became of Trey can be found here, as she ended up in an Orphanage in Korvosa.

--- Fast forward a few years ---

Abigail was born just outside the small town of Willip in fertile farmlands of Numeria, to the name of Abigail Merosa, Daughter of Jonathon and Krista Merosa. Abigail and her family never truly called anyplace home since they traveled quite frequently. Jonathon was a well-known salesman among the locals, frequently providing healing salves and ointments to many people at a price that anyone could afford. "People are always more important than Profit" He would always say. Except for not having a steady home Abigail was as happy as any girl could be. She loved her parents as much as girl could.

When Abigail was only 12, raiders attacked her family and took all three prisoner. They were sold to slavers and split up among different buyers. Abigail was a servant for an abusive noble family that wanted to keep their slave trade a secret living on a plantation about 10 miles north of Kenabres. Jonathon ended up in the heart of the Worldwound, as was Krista. What happened during their time away is unknown to Abigail.

Abigail worked hard for her master, Lord Falis, but despite her horrid living conditions and continuous beatings at the cruel hand of the work master, Abigail always had hope and faith. Each night she would pray an angel would come and take her away. Little did she know that Sarenrae was listening to her.

Abigail had a good heart; she never believed that she had a pure heart. Perhaps her innocence kept it pure or perhaps it was by the design of the gods, no mortal will ever know for sure. After 2 years Sarenrae answered her prayers but not directly.

An unnatural wind drove a ship toward Thornstep arriving there at just the right time to intercept a slave trader leaving port. Now this misguided ship had among her crew a band of adventurers, one of which recognized the slaver's ship and a battle soon followed. Taking the slave master prisoner the group learned of other being held captive and their mission became clear. These adventurers saved Jonathon and Krista from the torments they were enduring, which lead these adventurers back to Kenabres to free Abigail. Could it be coincidence? Or did the gods have some influence in the course of events? That is uncertain but the fact remains that this group of heroes freed Abigail and her family. But freedom did not come without a price. Krista died on the ship during childbirth, and the child? He is the bastard brother of Abigail; Krista was raped and beaten numerous times in her captivity this child was the result of those devices.

As pure as Abigail's heart was; her brother's was black and vile. With the blood of murderers, slavers, and demon warlords coursing through his veins it could be said that the balance was maintained.

One among the adventurers sensed the evil in the child and tossed it overboard. But a dark, demonic force brought deliverance to the child.

What happened to the child is unknown to Abigail but when the time is right she will know.

The adventurers arrived after many months of travel to the plantation where Abigail was enslaved. But what they thought to be an easy victory over some stuffy noble turned into an Epic battle. For Lord Falis was a demonic servant of great power, he was able to bring many demons to bear upon the heroes. Jonathon sought out Abigail while the battle raged on covering the entire plantation. Many minions of the "hells" that escaped the fury of the adventurers were moving among the slaves slaughtering them in a seemingly systematic genocide. Jonathon's failing health from age got the better of him and he was unable to escape the swath of Lemures that raged unchecked among the slaves. Abigail screamed to her father but he lay unmoving in a pool of blood. Abigail ran to her father's side. There she was seeing the life ebb from him. Abigail prayed to the angels and soon she felt the power of Sarenrae course through her and her father. She now believed that the angels of her dreams were real; the angel had a name, Sarenrae.

The angels did not grant life back to her father but instead took his life force and gave it to Abigail infusing her with power she never realized. Grabbing the spear her father was carrying she turned to face the creatures approaching. Then with an angelic fury she began to turn the battle to her favor, fighting with the strength of the heavens.

Abigail collapsed after the battle was over. When she awoke there was a new wisdom in her eyes. She asked for her father, for surely the angels would have given him back to her. But it was not to be. His soul was now a part of her forever. The adventurers told Abigail all that occurred on the journey. Now her father gone and her mother dead she had to move on. She carries with her the soul of her father and the heart of her mother. The pain brought on by the events of that battle Abigail vowed to try and to never take the life of an innocent.

Abigail took on the craft her father had before but now with a new meaning. With Sarenrae's light shining within her, she will give aid to those needing it. Sarenrae will provide her with the means to live. Her help will be free to help end the suffering of innocents and stop the influence of demonic powers in the world. Seek to find a sign of hope in a land of evil and be aware of the evil in the hearts of even the best of paladins.

Abigail's journeys, whether by chance or by fate have brought her to Kenabres; the place where it all started many years before she was even born.

Abigail had unknowingly cast Death Knell on her father killing him and giving her more strength. She also was blessed with the following spells for the combat: Bless, Bull strength, Protection from evil, Magic weapon, magic circle against chaos, magic vestment, Divine favor, resistance, protection from elements (fire), and weapon (+1 holy short spear). She has felt the angel's power in this sequence of events and has been forever enriched by them. This was a one time event that was a result of being touched divinely.

The effect of what happened grants her the touched by divinity campaign trait.

character picture:

crunch to follow later after I go through some stuff to see how I want to progress.


With the right GM, the AP feels like an epic installation for the Diablo franchise, if you are familiar with that! It can be VERY dark and gritty or it can be very epic and filled to the brim with climactic moments. I'm aiming for the campaign to be all of those things and more!


Definetly interested, here's Lune, Qlippoth Tiefling who really doesn't like Demons, will get to work on stats and backstory right NAO! Typing on a phone be damned!

Also she looks a lot like this


Hey there, Rysky!


All right, here's Harumi's build. ^^ I plan to follow the Archmage path (with Legendary Item as my first choice, as usual), and while I already sent in an overview of her history...

Fluff:
Harumi is one of the small number of half-elves living in Kenabres, and she's spent quite a lot of time working in bars and around the soldiers of the city, trying to save up enough money to get a true education in magic. In her case, she has a natural gift for temporal magic, giving her a degree of control over time and space that's difficult for others to even approach, much less match. Fortunately, Kenabres isn't especially negative towards half-elves. Harumi is a somewhat rare sight in the human-dominated city, but hardly unique (though she is undeniably comely, a fact she's repeatedly taken advantage of in order to talk her way out of problems). Though, there was that one time where... well... let's just say she didn't show her face at work for a couple of weeks, and she'd really like to forget about that.

When her arcane powers first began to manifest, Harumi found herself blessed (or possibly cursed) by one of the gods - Shyka, the God of Time, who seemed to think she needed even more ability to control it than she'd already been given. Well, Oracles don't exactly get a say in the powers available to them, so she was pretty much stuck with them... and eventually Harumi simply gave in to the divine demands, deciding to do her best to learn to control both aspects of her powers. As one who's both a sorcerer and an oracle, Harumi has numerous spells available to her each day, though her choices are fairly set. Still, she manages somehow, and she's been getting better at it lately.

Crunch:

Appearance

Harumi, the Maid of Time
Female Half-Elf Oracle 1 / Wildblooded Sorcerer 1
NG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +6
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (1d8+1 (CON) +3 (Toughness) +1 (FCB))
Fort +2, Ref +1, Will +2; +2 vs. enchantments
Immune sleep
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Oracle Spells Known (CL 1st; concentration +7):
. . 1st (4/day)—cure light wounds, potent weapon, second chance
. . 0 (at will)—create water, cure minor wounds (DC 14), detect magic, ghost sound (DC 14), mage hand, sign of discovery
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +7):
. . 1st (4/day)—chronal lance, withered sight (DC 15)
. . 0 (at will)—pants (DC 14), pause (DC 14), quicken, quicken stride
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Statistics
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Str 10, Dex 12, Con 12, Int 12, Wis 10, Cha 19
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Skill Focus (Diplomacy), Shamed (Story), Toughness
Traits forlorn, riftwarden orphan
Skills Diplomacy +11, Knowledge (arcana) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Spellcraft +5; Racial Modifiers +2 Perception, Circumstantial Modifiers +1 All (When observed by noncombatants)
Languages Celestial, Common, Elven
SQ cloak of shadows, elf blood, mutated bloodlines (umbral), mysteries (mystery [time]), revelations (temporal celerity)
Other Gear dagger, oracle's kit, 389 gp

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Special Abilities
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Cloak of Shadows +1 (7/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shamed (Story) A past humiliation haunts you to this day. Prerequisite: You must have been publicly embarrassed, or must have the Bastard Born background. If the embarrassment didn't cause significant harm to your personal honor or social standing, it does not qualify for the feat prerequisites. The humiliation doesn't need to have been unjustified. Benefit: Being observed drives you to excel. When you're in a conflict that is being observed by others not involved in the conflict, you gain a +1 bonus on attack rolls and skill checks. Goal: You can complete this goal in one of two fashions. First, thwart a chosen foe in a fashion that clearly establishes your superiority to the general public. Second, prove your worth another way, like gaining a title or becoming the chosen hero of a region. Completion Benefit: Your newfound confidence gives you temporary hit points equal to your character level. These temporary hit points last until lost and refresh any time you rest long enough for natural healing to occur, whether or not any healing actually occurs.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order
Umbral Your nature is to gather the darkness into yourself.


*Waves*


Remaking Therana as a paladin. I'll have stats and stuff up once I've slept some and had time to work on them.


Here is my submission. I still need to spend some money. I hope I did this right as it's my first gestalt character. I plan on going archmage. Zatarzee is always looking for news of his parents and will do anything to find out what happened to them.


Dotting this for interest.

Preliminary fluff:

Lazar Borgson as a name.

Lazar was born the bastard son of a well-known King of the River Kingdoms. He was loved and cared for, but always knew his place. He served as his aide-de-camp and shieldbearer for many many years, living with veterans of several wars just so he could be close to his father. When the old king felt his end nearing, he passed the crown onto his oldest son, and, in true Erastilite way, decided to go for 'one last hunt'. Once they learned where he was going, Lazar begged and pleaded to go with him, as did a high number of his army friends.

Solovei Borga decided it would not be right to do this on his own, so he handpicked some to join him while they went to the Worldwound. Lazar was brought with him only because he would have followed anyway, and this way someone would be able to report to the new King what exactly had happened.

One day, Solovei was training and waiting where they could be deployed, when something went wrong. Not understanding magic all that much, he later learned some of the protective magic was breached and demons came flooding into camp. Solovei and his men did not hesitate, and a bit foolishly, decided there was no time to properly don their armor.

The fight was over quickly, but Solovei did not survive. He died on the corpse of 3 demons, kneeling and praying to Gorum that he might have fought hard and long enough.

Lazar was hurt in that fight when one of the claws of a big dark one brushed against his chest, right next to the lung.
To this day, he wheezes if he has to run...

Picture?:
Page six of the WOTR player's guide][spoiler=Crunch]Probably going fighter/rogue or Fighter/bard.
Path sounds like Guardian will fit?

Will bulk it up later, this is a decent start no?


Merick as a Human Fighter/Cleric hybrid. Will complete spell list and then should be ready. (now ready)

GM, when are you planning on making selections for this AP?


Ok quite interested.
Can anyone tell me how gestalt works.
I have this picture of a investigator/inquisitor that looks worthy of checking in.


Cuàn/Marchesa from the other thread here

I'm not entirely sure what I'd like to play here yet. More or less in doubt between a (Half)Eleven demon hunter who came to the Worldwound to prove himself capable to be selected as a Lantern Bearer be sent into Tanglebriar and a more evil character, perhaps a servant of a Demon Lord who hates Deskari and wants him out of the picture.

Beyond that, it's 25 point for point on an 8 basis? That's kinda sucky with MAD character that gestalts are bound to be. I mean, a 12 costs double the number of points in this system and it only evens out at a 15. It's a system made for one trick ponies.


Gestalt is effectively bringing together the benefits of two separate classes within one character. You can take a look at my submission for an example; Harumi is a Sorcerer and an Oracle at Level 1, with both a bloodline and a mystery providing interesting benefits. Gestalt's very good for making characters that can deal with more circumstances than the average character... or for combining things in hideously broken ways because they were never meant to be used together, but most GMs will usually ask for a retcon if they see something that's too ridiculous. XD

See here for more information: http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm

That aside, I'll probably stick with Harumi... but I might put forth one or two other ideas as well, just to see if our GM likes them better. XD


My first ideas break at the horrible MAD needed to pull it off.
Hmm an Aasimar Paladin Swashbuckler. Is that possible?


I think I will have Abigail gestalt Cleric with Bard (Arcane Healer)

Also Rednal, there is no more "cure minor wounds" in pathfinder anymore. That was eliminated when they made 0 level spells unlimted usage. It seems minor but to have unlimited out of combat healing was a little too much.


I can see why that might be the case, yes... though a third-party did return it. XD If the GM would rather not have it, though, I can easily switch it out for something else. That's no problem at all.


of course if Harumi and Abigail are both chosen I can already see overlap, and possibly one of us needing to play a different character.

that was one of the reasons I droped from another Wrath game, my cleric had nothing to offer that wasn't already taken care of by others (in abundance)

got rather boring very quickly for me, just walking around not doing much and not being needed either. (partially due to crappy dice rolls)

as far as the cure minor thing I used it in a pathfinder table top game. ended up being rather un-balancing. I literally just walked around and healed the crap out of everything in sight and never expended a single resource.

imagine eveyone a full after every encounter and still have not used any magic items nor spells.


At least SOME overlap is fairly common in Gestalt. XD I think it helps if the players have a polite agreement amongst themselves to focus on -one- of their areas and avoid trying to do everything. Also, if the characters are too similar, I am willing to change. ^^ Harumi's only one of the ideas I have, after all.


An excellent point, Cuan.

CHANGE THE POINT BUY SO EACH SCORE IS A BASE OF 10. YOU MAY REDUCE ANY SCORE BY UP TO 4 POINTS TO GAIN THAT MANY POINTS. YOU ALSO HAVE 28 BASE POINTS! ENJOY!

Rednal, no Cure Minor Wounds. Yes, WotR is a meat grinder for PCs, but that is part of the appeal! I have already upped everyone's survivability by allowing gestalt, so no need for CMW.

For those who think it's unbalancing, trust me, this AP can be absolutely brutal for PCs. Trying to make it so I don't TPK everyone easily, because I believe in running foes to their maximum potential as opposed to being 'softie GM McGee'.

Ed, overlap almost always happens in gestalt, but most players are polite enough to not make it TOO much so.


Got it! ^^ *Tweaks in Hero Lab*

And, let's see... if Edward's still a bit too worried about Harumi overlapping with his character, I can get to work on a second idea. ^^ Probably Master Summoner / Something else, since I still have a few ideas on that.


Okay, I've considered, and doing a gestalt paladin/gunslinger ;)


Rednal wrote:

Got it! ^^ *Tweaks in Hero Lab*

And, let's see... if Edward's still a bit too worried about Harumi overlapping with his character, I can get to work on a second idea. ^^ Probably Master Summoner / Something else, since I still have a few ideas on that.

just to let you all know I am not worried, just want to be sure we establish roles before hand. with back ups

I don't mind over lap, what I do not like is purposeful overlap with the intent to outdo anoter PC.


I'm usually not too worried about that, mostly because I tend to prefer supporting roles in the party. XD For example, my second character would probably be Master Summoner / Oracle, themed to the Dark Tapestry and (if allowed) using a modified summoning list to provide a different kind of support - meat-shields and so on, as opposed to Harumi's emphasis on battlefield control. I'm basically fine with either role, so I'm happy to stay a little further away from what anyone else would like to do. ^^ A Cleric/Bard probably has the buffing covered, so I wouldn't need to emphasize that or the healing... but any Oracle's natural healing prowess would work as a backup there, especially if we will be facing the grinder. XD


I am mostly likely going to have Kayle be a gestalt paladin/magus.


I am curious though...

I hear tell that many of the Ap's put out, kind of make trapfinding not required, almost no traps. does anyone agree with that assessment?

Also I remember at a convention there was a group that ran a dungeon crawl game called the grinder.

there were lines to get in, you basically made your character, then when through "in-processing" where a team went through your character for mistakes and was with the rules they posted.

you then sat at the table and played until you died. then you leave the table and the next in line would take the seat. you would go to the back of the line and make a new character.

was lots of fun, I died by the second room. also all the rooms were in fact level approriate encounters and played by the rules, so no DM throwing out adult dragons against level 1 players.


We do seem to be a little heavy on the divine/arcane at the moment. I've had an idea, other than Zarzatzee, that may be a little over the top for this AP, paladin/ranger. Smite combined with favorite enemy would be nasty. Though we are a little light on thief. So maybe a rogue/full BAB type.

I'm of the opinion that having someone to find and remove traps would be good as well as unlocking doors. The bad guys are always harder to kill when they have time to prepare when they hear you breaking down the door. Traps do seem to be on the light side in most APs but they are not nonexistent and in this one I think they might get rather nasty when it's a demon lord making the trap.

Sczarni

Alright, I'm in. Afterall, my original idea for Tryggve was to do some Soul Knife with him as well, so Gestalting works perfectly! Once I get settled tonight, I'll rework him to fit the setting a bit more...

So when you say 1-1, do you mean that for every point you put into the stat, your stat goes up by one, instead of getting more expensive?


Well, if I understood the building rules correctly, here is my proposal.

Jordi has been raised in a temple at Kenabres, and trained since a child to fight agains the hordes of the Abyss with discipline and faith. He doesn't remember nothing of his true familiars, just knows they where killed when some demons lured somehow into the protected zone by the wardstones, being himself mortally wounded. Miraculously, he was saved by some crusades that come after hearing the cruel slaughter sounds, though some of them swore the child was dead...

Because of that, he has been observed by clerics and inquisitors, and generally acused on any "witch hunt" that takes places as possible demon possesed. Until now, thanks to being cared by a high-rank Knight, he got free of charges, but things change quick; his protector is getting old, and someone seems to have a grudge agains him (Jordi).

Mythic path: guardian

crunch:
Jordi, The Innocent Idealist Avenger
Male Human Paladín of Iomedae 1/Fighter 1
[Favored Class - HP:1 Skill:0]
LG Medium humanoid (human)
Init +3
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Defense
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AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 armor)
hp 13 (1d10+2 (CON) +1 (FCB))
Fort +4, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee
Paladin Spells Known
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Statistics
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Str 20, Dex 16, Con 14, Int 12, Wis 10, Cha 18
Base Atk +1; CMB +5; CMD 16
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Feats
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1-Power attack /-Weapon focus: Greatsword(fighter)/-Arisen (story)
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Skills
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Climb +5(Str)
Craft +1(Int)
Diplomacy +4(Cha) (1) +3 = +8
Handle Animal +4(Cha)
Heal (Wis)
Intimidate +4(Cha) (1) +3 = +8
Knowledge (dungeoneering) +1(Int)
Knowledge (engineering) +1(Int)
Knowledge (nobility) +1(Int)
Knowledge (religion) +1(Int) (1) +3 = +5
Profession (Wis)
Ride +3(Dex)
Sense Motive (Wis)
Spellcraft +1(Int)
Survival (Wis)
Swim +5(Str)
Armor penalty -4

Languages: Common
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SQ
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Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
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Gear
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Greatsword, breastplate, bagpack, blanket winter, flint & steel, dagger, lantern hood, oilx10, warhammer, Holy symbol of Iomedae (silver)
Total weight: 58/133(light) 266(medium) 400(heavy)
GP: 103 SP:5
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Special Abilities
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Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level. (Dodge)

Story bonus feat: Arisen (Story)

Escaping death strengthened your bond to life, but fills you with a need for answers.

Prerequisite: You must have been slain and brought back from the dead, or have the Left to Die or Cursed Birth background.

Benefit: You don't die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as a standard action, you can force yourself to carry on by strength of will alone, gaining 1 temporary hit point per hit die. These temporary hit points last for 10 minutes.

Normal: You die when your negative hit point total is equal to or greater than your Constitution score.

Goal: You meet in person and hear the words of your deity or your deity's chosen herald. If you worship a pantheon of deities, you must meet and hear a member of that pantheon—a herald does not suffice in this case. If you worship no specific deity, you must hear the words of an appropriate entity of the GM's choice.

Completion Benefit: You gain a +2 bonus on saving throws against death effects and fear effects. In addition, the caster level of any conjuration (healing) spell that is cast on you increases by 1 for the purposes of its effects on you alone.

Traits:
Exposed to Awfulness: When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death's door in a coma for weeks before waking. Ever since then, you've been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange "infection" from the assault, or perhaps a combination of both, has made you stronger than before. You're not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive but whatever it was, you're glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins-a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.


Tryggve, yes that is correct on the points.


Okay, so I had some free time... XD Here's my alternate submission, Korina, a character focused on providing summoned support and debuffing enemies; hopefully, she'll be able to mesh well with Abigail and provide further support for the team if picked over Harumi. ^^

Fluff:

For as long as she can remember, Korina has felt... different. Her parents, long since deceased, were said to be Riftwardens who were ultimately exposed to great planar energies over the course of their activities, and more than a little of that was passed on to her. However, things wound up being much more than that as well... because the energies that touched her parents were associated with some of the most incomprehensible realms and forged a bizarre link to certain beings so different that 'alien' doesn't even begin to adequately describe them.

By virtue of parentage, Korina is a Summoner - something she's kept carefully hidden from the other residents of Kenabres, because her abilities are extremely abnormal. She's the first to point out that none of the creatures she summons are actually evil, even if they look like they should be. They're just different... but this is a detail that tends to be lost on zealous people constantly on the lookout for demons. However, conversations with her Eidolon (a truly weird being in its own right) ultimately wound up with her finding a way to contact the patrons of the Eldritch pantheon.

She was very lucky to have survived this - only her natural affiliation for the Dark Tapestry allowed her to come out of this both sane and alive, but one of the deities seemed to have taken an interest in her, granting her the powers of an Oracle. This isn't without its downsides, of course, but her alien patron doesn't actually seem to care about anything she does - though its followers do loyally obey her when she calls upon them.

As things currently stand, Korina is effectively a cultist who isn't broadly spreading her teachings, because they would almost certainly be misunderstood if she did. The last time she tried doing it, some rather shameful things happened, and she's tried to blot that out of her memory. Nevertheless, she is strongly opposed to the demonic forces, which she sees as an active threat to her own livelihood - and besides, her summons all seem to have an intense dislike of evil beings anyway. They may be strange and alien, but Korina thinks they're cute, and she'd certainly prefer to have good neighbors over evil ones...

Notes:
-I'd be replacing the usual Staff with a very similar book as her Legendary Item. Different spell list, but basically the same thing, reskinned to match her appearance. XD
-She'll be taking the Archmage mythic path.
-Despite her CN alignment, I would like to emphasize that Korina is very much against the demons and will be supporting the party. She's a bit weird, and has some unusual viewpoints (befitting her Dark Tapestry connection), but she has reasons for supporting the party and won't be going against those. ^^
-If she's approved, I might eventually send over an idea for a feat that, essentially, is metamagic for summoning in that it can apply templates (within certain limits for fairness) to make lower-level creatures more interesting. XD That's for later, though - I just wanted to let you know my thoughts in that direction.

Crunch:

Appearance

Korina
Human Oracle 1 / Summoner (Master Summoner) 1
CN Medium humanoid (human)
Init +8; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Spell-Like Abilities (CL 1st; concentration +11)
. . 13/day—summoning mastery
Oracle Spells Known (CL 1st; concentration +11):
. . 1st (5/day)—compel hostility[UC], cure light wounds, forbid action[UM] (DC 19)
. . 0 (at will)—askew balance (DC 18), create water, ghost sound (DC 18), heaven's teardrop, mage hand, sign of discovery
Summoner (Master Summoner) Spells Known (CL 1st; concentration +11):
. . 1st (3/day)—shield, summon monster i
. . 0 (at will)—arcane mark, detect magic, light, unseen attendant
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 14, Wis 10, Cha 26
Base Atk +0; CMB +1; CMD 13
Feats Improved Initiative, Shamed, Summon Defenders
Traits reactionary, riftwarden orphan
Skills Diplomacy +12, Fly +6, Intimidate +12, Knowledge (planes) +6, Knowledge (religion) +6, Perception +1, Spellcraft +6, Use Magic Device +12
Languages Aklo, Common, Protean
SQ eidolon link, lesser eidolon, life link, mysteries (mystery [dark tapestry]), revelations (pierce the veil), share spells with eidolon, summon eldritch beings
Other Gear silken ceremonial armor, dagger, summoner's kit, 360 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Pierce the Veil (Su) Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a Deeper Darkness spell.
Shamed Benefit: Being observed drives you to excel. When you're in a conflict that is being observed by others not involved in the conflict, you gain a +1 bonus on attack rolls and skill checks. Goal: You can complete this goal in one of two fashions. First, thwart a chosen foe in a fashion that clearly establishes your superiority to the general public. Second, prove your worth another way, like gaining a title or becoming the chosen hero of a region. Completion Benefit: Your newfound confidence gives you temporary hit points equal to your character level. These temporary hit points last until lost and refresh any time you rest long enough for natural healing to occur, whether or not any healing actually occurs.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summon Defenders Each creature you conjure with any summon spell gains a +2 enhancement bonus to its armor bonus (increasing the creature’s total Armor Class) and saving throws. If you are adjacent to one of your own summoned creatures, you gain a +1 dodge bonus to AC.
Summon Eldritch Beings You call creatures from a different place than most summoners do, and replace the standard Summon Monster list with a selection of Aberrations (see below).
Summoning Mastery I (13/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.

Alternate Summoning List:

SUMMON MONSTER I: (1d3)
Gorbel, Sagari, Vilstrak

SUMMON MONSTER II: (1d6)
Akata, Dossenus, Fleshdreg, Reefclaw, Slime Crawler (Larval), 1d3 from SMI

SUMMON MONSTER III: (1d5)
Choker, Lurking Ray (Executioner's Hood), T'Shann, Volt, 1d3 from SMII

SUMMON MONSTER IV: (1d6)
Belabra, Gambado, Grick, Rust Monster, Vampiric Mist, 1d3 from SMIII

SUMMON MONSTER V: (1d6)
Cloaker, Elder Thing, Gibbering Mouther, Lunarma, Stone Roper, 1d3 from SMIV

SUMMON MONSTER VI: (1d6)
Arcanoplasm, Destrachan, Drider, Lurking Ray (Lurker Above), Neh-Thalggu, 1d3 from SMV

SUMMON MONSTER VII: (1d7)
Bedlam, Brume, Draconid, Spawn of Yog-Sothogh, Tentacled Horror, Yithian, 1d3 from SMVI

SUMMON MONSTER VIII: (1d4)
Evil Eye, Moon-Beast, Royal Naga, 1d3 from SMVII

SUMMON MONSTER IX: (1d6)
Azruverda, Charybdis, Flying Polyp, Ghorazagh, Vemerak, 1d3 from SMVIII

*All of Korina's creatures are summoned with the Entropic template, the ability to understand and communicate in Aklo (when possible), and a Neutral moral alignment, as they are ultimately the servants of chaotic neutral gods.


Is it okay if I start with the gun having already been repaired, as per what the Gunsmithing feat allows? It would give my character a masterwork pistol for 300gp.


I'm gonna throw this guy out there:

Morgrym

The one you want to look at mechanics wise is the one below the dotted line.


Rednal and Therana,, yes to your requests.


I'm thinking of going for the Envoy of Balance PrC on one side of my character which would be strengthened by the Beyond Morality mythic ability.

Basic idea for the character is that he/she seeks to bring balance to the world and the Worldwound is, at this moment in time, the biggest threat to that balance.

Not sure whether I want to take the Divine or the Arcane route to the PrC and I'm not sure what I'd take on the other end either.


Rednal, I have to admit I liked the first picture better.

wonder if I can make this character?

Sczarni

Also, is there a limit on the stats, or are we allowed to go past 18?


Many people seem to like attractive maids. XD Mostly, though, I just try to find pictures that match my idea of the character...


I usually pick the picture then develop the story then finally make the stats to fit.

also I am looking for some feedback:

here is a link to a story I am working on, any feedback would be welcome (even if you say it sucks) of course I won't like that but as long as its honest I can respect that.

clicky on this linky


1 person marked this as a favorite.

Just to warn you, I prefer to give constructive criticism. XD

Spoiler:
It sounds like you're describing a series of events instead of a story - rapid use of short sentences with many exclamation points, with a very "this happened then that happened" type of pacing. I kind of understand where that might be coming from, since that's how tabletop games tend to be, but you might want to think of the overall flow if you're trying to tell a story instead of, say, making a written version of what might have happened in a campaign. At the very least, thinking about the flow of your words will probably help smooth things out and improve the overall quality. At least you've got the ability to do length down - that does help, and having a more complete idea of the story makes it much easier to flesh things out properly if you ever decide to go back and edit it.


Meet Kassina, the charming and exotic Rogue. :)

Fluff:
Kassina grew up in the slums. Her adopted parents did their best to impart their wisdom and did admirably. Her father, having served as a guard for some years, passed on his skill in reading and manipulating people, as well as self-defense. Her mother, Adria, was a more maternal influence, and sung songs to her at night. Told her stories of great heroes, and of her own youth.

The other impoverished children that lived nearby picked on her relentlessly, as fortune would have it, Kassina was the only Kitsune that lived in the area. She was soon to drive them further away in her teen years. After the death of her father, and her mother gone missing, she grew to adulthood as a petty thief. Picking pockets, and scamming merchants at their stands. Within the tight knit circle, she began to develop a reputation for skill that outshone most others. This generated a certain rivalry with a human boy, Karhael that has resulted in many confrontations, often violent. His last attempt at ruining her plans landed him in the city prison, where Kassina arrogantly payed him a "friendly visit" to wish him well.

All through her development, she has been developing her skills, making connections, all in an effort to learn of her mother's fate. Then one day, chance brought her into contact with a man who claimed that her mother had been taken as a slave to some fiend. Kassina took to the rumor and sought out to determine its accuracy by any means.

Kassina has little tolerance for small talk, and is as a result, reclusive. Few have gained her trust in earnest, but once given it is iron-clad until broken. Once in a while, some minor oddity might catch her interest, pulling her from her internal affairs to engage in some manner of social participance. She remains almost exclusively in her human form in an effort to gain people's affection without the risk of discrimination or unwanted attentions.

Crunch:

Name/Race/Classes: Kassina/Kitsune/Rogue(Kitsune Trickster)/Fighter

Str 10, Dex 20, Con 14, Int 14, Wis 12, Cha 20

Defense:
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 Armor)
hp 13 (1d10+2)
Fort +4, Ref +7, Will +2

Speed - 30

Offense:
BAB: +1 Melee, +6 Ranged
Feats: Realistic Likeness (Racial), Weapon Finesse

Traits:
Chance Encounter (Campaign Trait)
Adopted - Carefully Hidden (Human)

Abilities:
Kitsune's Guile (Ex): At 1st level, a trickster relies on her intellect as much as her personality. She adds her Intelligence modifier on Bluff, Diplomacy, Disguise, and Sense Motive checks. This ability replaces Trapfinding.
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Fast Shifter (Su) You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic.
Gregarious (Ex) Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a -2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.
Realistic Likeness (Feat): You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.
Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster.

Skills:
Bluff +14
Diplomacy +14
Disable Device +11
Disguise +14
Intimidate +9
Perception +5
Sense Motive +10
Sleight of Hand +9
Stealth +9
Use Magic Device +9

Mythic Path: Trickster (If dual path is allowed, Trickster/Guardian)

Gear:
Gladius
Leather Armor
Explorer's Outfit
Alchemist's Fire
Thieve's Tools, Masterwork
Small Steel Mirror
Masterwork Backpack
395gp


Here's the crunch. Working on the fluff.

Can someone check my math? I keep getting negative infinities. I blame staring at numbers too long.

Crunch:

Therana Silmor
Paladin-Gunslinger Gestalt/1-1; AC: 17; HP: 11/11; F: +3, R: +6, W: +6; Init: +4; Perc: +8
LG Human
Deity: Sarenae
Init +4; Senses 0; Perception +8
XP:
Fame: 0
Prestige:
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13
hp 11, Current: 11/11
Fort +3, Ref +6, Will +6
Defensive Abilities
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Short sword +2 (1d6+1)
Ranged Masterwork Pistol +6 (1d8)
Special Attacks
Deeds (5 Grit), Smite Evil
--------------------
STATISTICS
--------------------
Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 18 (+4)
Base Attack +1; CMB +2; CMD +16
Feats Arisen, Gunsmithing, Rapid Reload, Point Blank Shot
Traits Chance Encounter, Armor Expert
Skills Diplomacy +8 (1 rank), Heal +8 (1 rank), Knowledge (engineering) +5 (1 rank), Knowledge (religion) +5 (1 rank), Perception +8 (1 rank), Sense Motive +8 (1 rank), Stealth +5 (1 rank)
Languages Common (Taldane), Varisian, Abyssal
Combat Gear Masterwork pistol, powder horn (30 doses of black powder), 30 bullets, short sword, studded leather
Other Gear Gunslinger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin), wooden holy symbol, holy text (1 pound, 1 gp version)

Coin:
PP:
GP: 4
SP:
CP:
--------------------
SPECIAL ABILITIES
--------------------

Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunsmithing: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3–11, to a maximum of seven times per day at 19th level.

Chance Encounter: You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you "accidentally" found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore-she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you've never seen her again. Ever since, you've just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster.

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Arisen: You don't die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as a standard action, you can force yourself to carry on by strength of will alone, gaining 1 temporary hit point per hit die. These temporary hit points last for 10 minutes.
Normal: You die when your negative hit point total is equal to or greater than your Constitution score.
Goal: You meet in person and hear the words of your deity or your deity's chosen herald. If you worship a pantheon of deities, you must meet and hear a member of that pantheon—a herald does not suffice in this case. If you worship no specific deity, you must hear the words of an appropriate entity of the GM's choice.
Completion Benefit: You gain a +2 bonus on saving throws against death effects and fear effects. In addition, the caster level of any conjuration (healing) spell that is cast on you increases by 1 for the purposes of its effects on you alone.

Rapid Reload: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. (Pistol chosen)

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

--------------------
SPELLS
--------------------
Spells Per Day

Spells Known


Therana, besides for the equipment, which I admittedly did not check, everything else checks out math-wise.


Abigail Merosa:

Female Aasimar Cleric of Sarenrae 1 / Bard (Arcane Healer) 1
NG Medium outsider (human, native)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +7; +2 vs. [evil], +2 circumstance vs. blinded or dazzled
Resist acid 5, cold 5, electricity 5
--------------------
Offense
Speed 30 ft.
Melee
. . Consecrated shortspear +0 (1d6) and
. . Unarmed strike +0 (1d3 nonlethal)
Special Attacks bardic performance 9 rounds/day (counter-song, distraction, fascinate, inspire courage +1), channel positive energy 8/day (DC 17, 1d6+1)
--------------------
Domain Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—rebuke death (1d4), touch of glory
Aasimar Spell-Like Abilities (CL 1st; concentration +6)
. . 1/day—daylight
Cleric Spells Prepared (CL 1st; concentration +6):
. . 1st—divine favor, Cure Light Wounds (1d8+1) (DC 16), shield of faith[D], stone shield[ARG]
. . 0 (at will)—enhanced diplomacy, guidance, stabilize
. . D Domain spell; Domains Glory, Healing
Bard (Arcane Healer) Spells Known (CL 1st; concentration +6):
. . 1st (3/day)—chord of shards [UM] (DC 16), sleep (DC 16)
. . 0 (at will)—detect magic, prestidigitation, quill, summon instrument

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 14, Wis 20, Cha 20
Base Atk +0; CMB +0; CMD 12 (10 vs. dirty trick)
Feats Angelic Blood [ARG], Deny the Reaper (Story feat)
Traits blessed touch, innocent, touched by divinity

Skills
Craft (alchemy) +6
Diplomacy +11
Heal +11 (+13 w/healer kit)
Intimidate +5 (+7 circumstance vs. evil creatures)
Knowledge (planes) +7
Knowledge (religion) +7
Linguistics +6
Perception +7
Perform (oratory) +9
Perform (sing) +9
Sense Motive +9
Racial Modifiers +2 Diplomacy, +2 Perception

Languages Celestial, Common, Elven, Sylvan
SQ bardic knowledge +1, aura, halo, naive, scion of humanity

Gear antitoxin, healer's kit, holy water, masterwork leather armor, consecrated short spear, backpack, masterwork, bedroll, belt pouch, canteen, wooden holy symbol (Sarenrae), holy text, mess kit, tindertwig (10), trail rations (3), 23 gp, 2 sp

--------------------
TRACKED RESOURCES
--------------------
Cleric Channel Positive Energy 1d6+1 (8/day, DC 17) (Su) - 0/8
Consecrated shortspear - 0/1
Daylight (1/day) - 0/1
Rebuke Death (8/day) (Sp) - 0/8
Touch of Glory (8/day) (Sp) - 0/8
Touched by Divinity (Healing, 1/day) - 0/1
Antitoxin - 0/1
Bardic Performance (standard action, 9 rounds/day) - 0/9
Healer's kit - 0/10
Holy water - 0/1
Tindertwig - 0/10
Trail rations - 0/3
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
-- Countersong (Su): Counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the counter song make a Perform(keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counter song is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the counter song, but it must use the Perform skill check result for the save. Counter song does not work on effects that don't allow saves. Counter song relies on audible components.
-- Distraction (Su) : Can use performance to counter magic effects that depend on sight. Each round of the Distraction makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by any illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
-- Fascinate (Su) : At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 14) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If it’s saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
-- Inspire Courage (Su) : Can use performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Cleric Channel Positive Energy 1d6+1 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Deny the Reaper you gain a +2 bonus on Heal checks. If you have 10 or more ranks in Heal, this bonus increases to +4. You can apply first aid as a move action and don't take a penalty when treating deadly wounds without a healing kit.
Goal: Bring an ally back from the dead, including by using breath of life or reincarnate.
Completion Benefit: You and each ally within 10 feet of you gain a +2 bonus on saves against death effects. In addition, once per day you can spontaneously convert any 5th-level or higher conjuration (healing) spell into Breath of life.
Energy Resistance, Acid (5) you have the specified Energy Resistance against Acid attacks.
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.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Innocent If making a Bluff check to tell a believable/unlikely lie, the target always wants to believe you.
Naive -2 to AC vs. improvised weapons.
Rebuke Death (8/day) (Sp) as a standard action, touch heals 1d4 dam to negative HP target.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Touch of Glory (8/day) (Sp) Grant +1 to a CHA-based skill or ability check.

new spell descriptions:

Quill
School conjuration (creation); Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V,
Range: personal
Target: self
Duration: 10 minutes/level
DESCRIPTION
This spell conjures a perfectly formed quill pen, usually pure white. The conjured quill has a soft glow. The quill does not need ink; it creates its own as needed. The quill vanishes if it leaves the caster's hand.

the story of a divinely touched girl :

Abigail's full story begins long before she was born. Her parents came from Celestial origins and would travel Mendev helping those in need and battling the demons of the Worldwound; concentrating their efforts in and around Kenares. But their lives became complicated when her mother was with child.
Trey was born many years before Abigail, but the presence of a child touched by celestial origins was dangerous for the Merosa family.
The family was forced to flee Kenabres and they headed south. They were marked beings, an attraction to the demons of the Worldwound.
They were unable to escape the pursuit of the demons. It was as if someone or something was tracking them.
They eventually reached Thornstep in Razmiran. Once there Trey was given to an Orphanage to be cared for. It would seem that this act abated the demon pursuit for a bit. What became of Trey can be found here, as she ended up in an Orphanage in Korvosa.
--- Fast forward a few years ---
Abigail was born just outside the small town of Willip in fertile farmlands of Numeria, to the name of Abigail Merosa, Daughter of Jonathon and Krista Merosa. Abigail and her family never truly called anyplace home since they traveled quite frequently. Jonathon was a well-known salesman among the locals, frequently providing healing salves and ointments to many people at a price that anyone could afford. "People are always more important than Profit" He would always say. Except for not having a steady home Abigail was as happy as any girl could be. She loved her parents as much as girl could.
When Abigail was only 12, raiders attacked her family and took all three prisoner. They were sold to slavers and split up among different buyers. Abigail was a servant for an abusive noble family that wanted to keep their slave trade a secret living on a plantation about 10 miles north of Kenabres. Jonathon ended up in the heart of the Worldwound, as was Krista. What happened during their time away is unknown to Abigail.
Abigail worked hard for her master, Lord Falis, but despite her horrid living conditions and continuous beatings at the cruel hand of the work master, Abigail always had hope and faith. Each night she would pray an angel would come and take her away. Little did she know that Sarenrae was listening to her.
Abigail had a good heart; she never believed that she had a pure heart. Perhaps her innocence kept it pure or perhaps it was by the design of the gods, no mortal will ever know for sure. After 2 years Sarenrae answered her prayers but not directly.
An unnatural wind drove a ship toward Thornstep arriving there at just the right time to intercept a slave trader leaving port. Now this misguided ship had among her crew a band of adventurers, one of which recognized the slaver's ship and a battle soon followed. Taking the slave master prisoner the group learned of other being held captive and their mission became clear. These adventurers saved Jonathon and Krista from the torments they were enduring, which lead these adventurers back to Kenabres to free Abigail. Could it be coincidence? Or did the gods have some influence in the course of events? That is uncertain but the fact remains that this group of heroes freed Abigail and her family. But freedom did not come without a price. Krista died on the ship during childbirth, and the child? He is the bastard brother of Abigail; Krista was raped and beaten numerous times in her captivity this child was the result of those devices.
As pure as Abigail's heart was; her brother's was black and vile. With the blood of murderers, slavers, and demon warlords coursing through his veins it could be said that the balance was maintained.
One among the adventurers sensed the evil in the child and tossed it overboard. But a dark, demonic force brought deliverance to the child.
What happened to the child is unknown to Abigail but when the time is right she will know.
The adventurers arrived after many months of travel to the plantation where Abigail was enslaved. But what they thought to be an easy victory over some stuffy noble turned into an Epic battle. For Lord Falis was a demonic servant of great power, he was able to bring many demons to bear upon the heroes. Jonathon sought out Abigail while the battle raged on covering the entire plantation. Many minions of the "hells" that escaped the fury of the adventurers were moving among the slaves slaughtering them in a seemingly systematic genocide. Jonathon's failing health from age got the better of him and he was unable to escape the swath of Lemures that raged unchecked among the slaves. Abigail screamed to her father but he lay unmoving in a pool of blood. Abigail ran to her father's side. There she was seeing the life ebb from him. Abigail prayed to the angels and soon she felt the power of Sarenrae course through her and her father. She now believed that the angels of her dreams were real; the angel had a name, Sarenrae.
The angels did not grant life back to her father but instead took his life force and gave it to Abigail infusing her with power she never realized. Grabbing the spear her father was carrying she turned to face the creatures approaching. Then with an angelic fury she began to turn the battle to her favor, fighting with the strength of the heavens.
Abigail collapsed after the battle was over. When she awoke there was a new wisdom in her eyes. She asked for her father, for surely the angels would have given him back to her. But it was not to be. His soul was now a part of her forever. The adventurers told Abigail all that occurred on the journey. Now her father gone and her mother dead she had to move on. She carries with her the soul of her father and the heart of her mother. The pain brought on by the events of that battle Abigail vowed to try and to never take the life of an innocent.
Abigail took on the craft her father had before but now with a new meaning. With Sarenrae's light shining within her; she will give aid to those needing it. Sarenrae will provide her with the means to live. Her help will be free to help end the suffering of innocents and stop the influence of demonic powers in the world. Seek to find a sign of hope in a land of evil and be aware of the evil in the hearts of even the best of paladins.
Abigail's journeys, whether by chance or by fate have brought her to Kenabres; the place where it all started many years before she was even born.
Abigail had unknowingly cast Death Knell on her father killing him and giving her more strength. She also was blessed with the following spells for the combat: Bless, Bull strength, Protection from evil, Magic weapon, magic circle against chaos, magic vestment, Divine favor, resistance, protection from elements (fire), and weapon (+1 holy short spear). She has felt the angel's power in this sequence of events and has been forever enriched by them. This was a one-time event that was a result of being touched divinely.
The effect of what happened grants her the touched by divinity campaign trait.

click for picture


Thank you!

Just need to make certain the equipment is right... It looks mostly okay at a glance, but I can never be certain.

Sczarni

I give to you all, the new and improved Gestalt Tryggve: The Soul Sever!

Invulnerable Rager Barbarian and Soulknife. I don't know much about the mytic setting, unfortunately, but I have looked up a few things about each path. I will be going with the Guardian.

I'm up for constructive criticism, if you'd like.

History

Spoiler:
When Tryggve was young, his family's home came under attack by a stray demon that had traveled all the way from the World Wound. Only he and his sister, Andrea, escaped the vicious attack, though before the demon was killed by the local militia, its claws drove a deep scar into his back. Their home had been on the outskirts of the small settlement of Rickburn, a gathering of humans trying to live in the harsh country. When it their parents gone, the sibblings took refuge in the inner walls.

Swearing to dedicate his life to his only remaining family, Tryggve doted on and provided for Andrea. Developing natural strength and endurance, he made a living hunting for food and refurnishing the defenses on the town's outer walls. Though he kept to himself and his sister for the longest time, he eventually warmed up to the community of Rickburn, seeing the townspeople as an extended family.

His sister, Andrea, was not naturally strong like her older brother. Though lacking physical skill and strength, she had wit and intelligence to spar for her age, as well as a kind heart and talkative personality. She would often push her brother to be more social with the people of Rickburn and taught him the importance of non-family companionship. In fact, the only aspects she shared with Tryggve were her white hair and pale red eyes.

As they matured, it was revealed that both siblings were latent psionics. Andrea, who's power manifested in her ability to sing, could amplify her voice and even shatter glass if she tried. Tryggve's abilities were...less than stunning. He could solidify psionic energy, but he could barely shape it or keep it that way for long. There was only one man who knew a rudimentary level about psionics; Roland, one of the town guardsmen. He guided Andrea and appeared delighted by her natural talent, while he taught Tryggve how to fight and wield a sword, feeling that he had little talent for his own powers.

Still, Tryggve felt no jealousy toward his sister, his heart swelling with pride at her advancement.

It all came to an end one day; Tryggve returned from a week long hunting trip to find Rickburn reduced to smoke and ash. All that was left behind were unrecognizable corpses (including many that appeared to be orcs), his sisters coveted ocarina, and several orcs who seemed to have taken part in the attack. With the loss of his life's purpose and only remaining family, Tryggve felt a cold rage fall upon his heart, and in a burst of focus and righteous fury, manifested his mind blade and slew the remaining orcs viciously. From what he could tell, it looked like a lesser tribe had decided to attack Rickburn, resulting in almost the entire tribes destruction.

Ashamed of his failure and wracked with sorrow by his sister's death, Tryggve now roams the continent in search of purpose, either by challenging his strength, defending those under his protection, or finding comfort in the company of friends. But there is one ambition that burns deep in his heart, so foolhardy and impossible that it might as well be suicide.

He seeks to one day claim the Starstone...

Crunch

Spoiler:

Tryggve 1(Gestalt, 28 point buy 1-1, +1 fav. class bonus, max class gold+100)
Human Barbarian (Invulnerable Rager) & Soulknife/1
Neutral Good
Init 3; Perception +7;

DEFENSE
AC 18, touch 13 , flat-footed 16(+6 armor, +3 Dex)
hp 18 (1d12 + 6)
Fort +6, Ref +5, Will +5; Rage: Fort +8, Will +7
Defensive AbilitiesReroll saving throws once per day against demonic affects that could kill or incapacitate; DR ; Immune; Resist ; SR
Weaknesses

OFFENSE
Speed 40 ft (30 w/armor).
Melee
Mindblade +7(2d6+7 19-20x2 Slash) / Power: +6(2d6+10 19-20x2 Slash)
Ranged
Longbow +4(1d8 x3 Pierce)
Rage
Mindblade +9(2d6+10 19-20x2 Slash) / Power +8(2d6+13 19-20x2 Slash)
Space 5 ft.; Reach 5 ft.(100 ft. w/bow)
Special Attacks

STATISTICS
Str 20, Dex 16, Con 18, Int 10, Wis 16, Cha10
Base Atk +1; CMB +8(+10); CMD 19(21)
Feats Power Attack, Intimidating Prowess (Str to Intimidate), Weapon Focus (Soulblade)
Skills
Acrobatics +3 (+7 w/o armor)
Intimidate +11 (+13 rage)
Knowledge: Nature +4
Perception +7
Survival +7
Languages Common
SQBad Reputation Trait (Sczarni), Exposed to Awfulness(WotR)
Combat Gear Long Bow (40), Breastplate; Other Gear Backpack, Bedroll, Flint and steel, Waterskin, Torch (3), Trail Rations (3), Rope, Belt Pouch, Ocarina, Cloak w/hood, 16gp, 1sp, 6cp

SPECIAL ABILITIES
Fast Movement (Ex)
Rage (Ex)(8 rounds/day)
Form Mindblade
Shape Mindblade
Throw Mindblade
Wild Talent(2 Power Points/Day)

Sczarni

As for reasons for being near the worldwound...

"Recently, the battles against demonic forces near the Worldwound have caught Tryggve's attention. He travels to Kenabres, determined to test his strength and ability to protect others against such demonic foes. Afterall, if he can't survive the most deadly place on the continent, how could he possibly stand up to the Starstone test?

As he moves closer to the city, the scar on his back begins to itch..."

And I've already PMed the DM about the plot hook (though I accidentally used your Runelord account, sorry).


This game is screaming for a Paladin//Life Oracle.

But instead I want to take the opportunity to play something a little more off kilter. Im going to double up on Dreamscarred Press goodness and submit a Warder//Psion.

I will get him statted up tomorrow, and GM, I will PM you my personal background hook.


I might make a 2nd submission of magus/investigator seeing that a lot of the submissions have paladin and no one yet has submitted a trapfinder.


Jingo Jango is noticing a distinct lack of Arcane. I'm thinking Alchemist/Wizard... I'll get it in to you here shortly.

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