
Miner Cotren |

There is a Volcano, an island in the Dark. Mighty Volcano, god and landscape to the ifrit, is all that protects the land from the Dark that surrounds on all sides.
Truly, the natives have no reason to even name this sprawling continent where there is no Sky and no horizon - only darkness. It is simply the land, or perhaps Volcano's Land, depending on who is speaking.
Volcano's will is never directly given to mortals. In any of the three great cities, the rumbling prayers of oracles and priests can be heard at any time of day.
The worshipers of the 'lesser' gods can be found close to their masters. The undine travel endlessly up and down the thousands of meandering miles of River. The oread live off the bounty of herds of small earth elementals that roam through Great Forest. But even the bounty of River and Great Forest cannot hold sway over Volcano - many of their followers feel the call of the great cities and their splendor.
The war against the Dark and its spawn is unending. The innumerable armies of the ifrit defend the east and west, the undine hold the south, and the oread protect the northern Forest.
Volcano holds back the Dark.
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Greetings, potential players! I'm looking to run a fun, character-driven story set in my homebrew world.
Recruitment will be open about a week, but possibly less depending on how many responses I get. Give me character concepts sooner than later to prevent getting shut out.
Questions are welcome. I'm looking forward to this!
I recently finished a play-by-email I had been running for the last two years. It would have gone for longer, but my friends were kind enough to let me know well ahead of time of life changes that would take them out of the game, so I was able to end it in a satisfying manner.
Taking me at my word requires a leap of faith, but then so does any PbP at the end of the day. I believe we can make an awesome collaborative story here, and I want to share a setting I love.
20 point buy
Alignment: no evil
2 traits, no flaws
HP: Max at 1st level, average (round up) after that
Starting wealth: 150 gp
Leveling: No XP, you will level as appropriate to the story and the challenges you face,
Source material: Core is fine, 3rd party is not, check with me about other PF material (not just the book, but specifically what you want from it)
Background: 10 minute background, be sure to include appearance and personality. Note that you will all be starting in the ifrit capital of Hearth, so make sure you either live there, or have a reason to be visiting at the open of the campaign.
Once the characters are chosen, I'd also like some (not necessarily all) of you to form previous relationships with each other.
Races: Big change here. ifrit, oread, undine, and sylph only. See RACES for more info. Also, I am intentionally not capitalizing these – we don't capitalize the word Humans, right?
http://www.d20pfsrd.com/races/other-races/featured-races/arg-oread
http://www.d20pfsrd.com/races/other-races/featured-races/arg-ifrit
http://www.d20pfsrd.com/races/other-races/featured-races/arg-undine
http://www.d20pfsrd.com/races/other-races/featured-races/arg-sylph
Classes: Big change here: No full casters (wizards, sorcerors, clerics, etc, etc) In addition, no gunslingers (or guns at all), no summoners, no vigilante, no ninja, no samurai, no occult classes. Hybrid classes and base classes are fine. Archetypes on a case-by-case basis.
Divine Classes: Divine casters are different. Talk to me about alignment, spell selection, and channeling, as well as archetypes.
Skills: Every character gets one extra skill point per level in a Craft, Profession, or Perform skill of their choice. I want you to have some kind of flavorful/cool background skill, but I don't want it to come at the cost of a better skill.
Railroading vs Sandbox: This is not a purely sandbox game. I like giving characters a good deal of choice, but there are other forces in the world besides the players. Ultimately, where the story will go is up to us, not just me.
Tone: I'm not going for “grimdark” here, but things are not happy-go-lucky, either. I like characters that act like real people, instead of using stilted “thees” and “thous”.
Frequency: I will post every day, even just to acknowledge that IC RPing is still going on. This will almost always be around 9 or 10 PM Eastern time. I will always let you know if there will be a temporary hiatus. I expect players to post as often as they need to in order to keep the story moving. A pattern of unexplained absences or long periods between posts will be grounds for ejection, but I will always talk to a player first.
Moving forward: typically, if an action is suggested by one character and seconded by another, then I will move forward as if the entire party had agreed. If one character has a strong and rational reason to move backward, that may be allowed on a case-by-case basis.
Other minor tweaks:
--Oreads are not Slow.
--Undines get a swim speed, so to make all the races roughly equal RP:
-Ifrits get Sprinter (Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.)
-Oreads get burrow speed of 10 ft (dirt only!)
-Sylphs get Climb (Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.)
LANGUAGES
All of the "elemental" tongues (Ignan, etc) are simply called Ifrit, Oread, etc.
In addition, there is a more esoteric dialect of each language that must be learned separately:
-High Ifrit (mostly used by the Church)
-Benthic (used by the Swem)
-Maker Script (used by the Mithral Makers)
-Sedime (pidgin used by various minor oread tribes)
There are two 'outsider' tongues: Geni (roughly equivalent to Abyssal) and Eleme (roughly equivalent to Celestial). However, neither of these languages is available to starting characters.
All races start with Common and (native language) for free, then bonus languages for high Int. Low int loses race language (common is much easier to learn, and universal)
If any race is dominant or considered the norm, it is ifrits. Correspondingly, ifrits show different cultural characteristics, depending on many factors (city vs town, which city-state you are from, North (cooler) vs South (hot)), whereas sylphs, undines and oreads are slightly more uniform in manner (like we imagine dwarves, orcs, gnomes, etc)
The following spells affect native outsiders (since there are no humanoids) in this setting:
daze
enlarge person
reduce person
charm person
hold person
ghoul touch
I refuse to awkwardly dance around the words "human" and "humanoid", so a generic term: elen.
"I am an elen being, not an animal!"
"His strength was inelen"
"The treatment of the prisoners was inelane"
"The figure was vaguely elenoid in shape"
"Though certainly elen, the bandages and robes made it impossible to determine the man's race"
Yes, I'm still using man and woman as terms.
(a conflagration of ifrits)
(fritan)
Rough societal analog and naming conventions: Medieval Italy
Males tend towards dark red and charcoal black, sometimes ash gray. Females are lighter red, orange, sometimes ash gray. Eyes follow a roughly similar pattern, with yellow and the rare blue. Average in height and weight, and their skin is lightly scaled (such as a lizard of one kind or another might have)
Ifrit society, especially the town of Forge, revolves around the war against the Dark. They have the largest population in the land, and they proudly send their holy warriors to the battleground. Many do not return, but it is not uncommon for a soldier to complete their two years and come home. No draft; voluntary with good compensation. Alignment tends toward LG (military discipline, no tolerance for state corruption).
City-bred Ifrits have permanent buildings, feather beds, and other comforts that oreads and undines from the country aren’t used to.
Anatomy: Tough, light bones, similar to raw lumber that has been charred to a dry toughness. Blood is flammable in air, but burns too briefly to cause damage to anything (burning lint)
Common Classes: Skald, Paladin, Barbarian (marching to war)
(an avalanche of oreads)
(orean)
Rough societal analog and naming conventions: nomadic Native Americans
Males are various shades of brown, with pine needles of either green or brown/orange for hair and beards. Females are light brown and off-white (birch) and have moss-like hair with colorful flowers. Both can have skin ranging from smooth but tough (birch) to thick and heavy (oak). Oreads are solidly-built.
All Oreads are lithovores - that is, they eat rocks and similar non-organic material (and water, of course). They are nomads, following herds of earth elementals (that have the shape of what we would call deer, elk, moose, etc)
Oreads move in large nomadic tribes across Great Forest. All the tribes meet twice a year - at the height of summer, and the depth of winter. Within their tribes, oreads are boisterous and can usually be found playing music on their wooden panpipes or watching an orean wrestling match (think Greco-Roman wrestling). If outsiders are currently visiting however, they are mostly withdrawn and quiet. Tends toward CG (belief in family and tribe over outsiders, or even other tribes)
They use stone shape to make temporary shelter while they roam through Great Forest.
Anatomy: Bones are dense and resemble granite. Blood is thick, like tree sap.
Common Classes: Ranger, to hunt the herds or dangerous predators in Forest. Hunter, with special earth elemental animal companion. Monk, for the three major monasteries.
(a flood of undines)
(undan)
Rough societal analog and naming conventions: Vietnamese (tone language)
Males are lighter blue and white tones mostly. Their skin is slightly reflective and faceted, giving the appearance of ice. The females are darker blues and sea greens, and have a more uniform sheen, like a fish or a lake. Hair and eye color for both tend towards blue, pastel green, purple, and the occasional white/off-white. Silver hair for elders. Undines are built for swimming - lithe, skinny, and streamlined.
The slow, patient ways of River have been ingrained into undine society - even undine children are thoughtful and slow to anger. That is not to say they are slow in all they do - there are countless water-based sports and games the undine play that require speed and quick thinking.
Undines swim similarly to dolphins, using their sleek, lithe bodies to their advantage. Bulky or muscular undines are rare. The devout spend their lives traversing River's twists and turns, never coming out of the water voluntarily. Many of the devout go all the way to the end of River, to fight the never-ending battle to keep the Dark at bay. Undines sleep half-submerged in water, on the shore.
However, many have abandoned River's ways to move to one of the great cities, though undines are the smallest percentage of Volcano's followers. Oddly enough, Volcano's undine worshipers are often his most fanatical, and many end up working for the Inquisitors. Tendency toward NG (strong belief in doing what is right; undines can be found working together at IceFall or alone all along River)
Anatomy: bones are bluish, light and rubbery, and blood is significantly more watery than other races
Common Classes: Inquisitor, Bard (Watersinger), Bard (Dervish Dancer)
(a scattering of sylphs)
(sylphan)
Rough societal analog and naming convention: Industrial Revolution Britain, typically have vocational-based last names (like Chemic or Cheme for alchemists)
Male and females both pale (pearl, tan, gold) with the large, dark, unblinking eyes of a predatory bird. Thin-boned Sylphs are tall but strangely light. Curiosity is said to be the curse of extremely intelligent sylphs, but with a dead god all sylphs seem a little cursed at times.
With no patron god to give them guidance (Fallen Sky has been gone for at least 5,000 years), sylphs tend to be dispersed almost everywhere, especially in the great cities. They create medicines and help support the industry of the war, but few sylphs see the front lines of battle. Tendency towards neutrality (lack of unifying god and guidance; objectivity of science)
Sylphs are city-dwellers, unless circumstances find them traveling or in the army.
Anatomy: Brittle-looking, hollow bones, like a bird. They disintegrate into powder within 48 hours. Thin, clear blood evaporates immediately, leaving a chill behind.
Common classes: Magus, Alchemist, and Fighter (specifically Mutation Warrior)

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Would Druid not be a full caster? I have always taken the term to mean anything that has access to 9th level spells?
Currently contemplating options, thinking either Ifrit Skald, or Sylph Investigator or Slayer (or maybe rogue).
A few questions:
Is there any sort of planes assumed to be present for Celestials/Devils/Demons, or is it more of an elemental cosmology?
Do the Elem interbreed, if so are offspring simply one or the other?
Are 'Unchained' classes allowed? specifically rogue?

Miner Cotren |

Heya - this sounds interesting! My initial concept would be an undine Druid with an animal companion as the Nature bond. What types of critters would be available? I would not be looking to make a pouncing Dire Tiger combat monster, just something with the right sort of flavor.
Hello! Thanks for the response!
No full casters (so basically anything with 9th level spells, including Druid). If you're looking for a critter character, Hunter and Ranger I think would be your best choices. As for available animals, it's a big world, so really anything in the animal companion list should be fine.
As for flavor, undines are the water guys, so anything that has an aquatic/swamp flavor without being water dependent could be a good fit. Giant Frog, Gar, Giant Gecko, Iguanodon, etc.

Miner Cotren |

Would Druid not be a full caster? I have always taken the term to mean anything that has access to 9th level spells?
Currently contemplating options, thinking either Ifrit Skald, or Sylph Investigator or Slayer (or maybe rogue).
A few questions:
Is there any sort of planes assumed to be present for Celestials/Devils/Demons, or is it more of an elemental cosmology?
Do the Elem interbreed, if so are offspring simply one or the other?
Are 'Unchained' classes allowed? specifically rogue?
Thanks for the questions!
--Celestials, Devils, and Demons and their corresponding planes do not exist. As you mention, it is much more an elemental cosmology, though "Plane of Fire" is not exactly right either.
Each god (Volcano, River, Forest, and Fallen Sky) all have a home plane where the majority of their divine essence lies. The current belief systems of the land state that when an elen dies, believers go their their home plane (which is paradise) and those who fail their god go to one of the other planes (which is torture).
Elementals fill the role of "Angels" in the belief systems.
Genies (unholy half-elemental, half-elenoid monstrosities) fill the role of "Devils" and "Demons".
--Elens do interbreed, but the offspring will be one or the other, with subtle hints of the other parent's heritage.
--Unchained Rogue is fine.

CannibalKitten |
Hello! I am new to PbP gameing but have been interested in trying. I've played, and DMed, IRL for about 10 years the last 4 or 5 mostly using pathfinder. I am very interested in this world and would like to play if you'll have me? I may need a bit of handholding but I'll do my best! I will always be open to constructive criticism.
As for character: I'm thinking oread Brawler? Will multiclassing be allowed? I would eventually maybe try some Barbarian and make him from one of the tribes? Let me know what you think.

Miner Cotren |

Hello! I am new to PbP gameing but have been interested in trying. I've played, and DMed, IRL for about 10 years the last 4 or 5 mostly using pathfinder. I am very interested in this world and would like to play if you'll have me? I may need a bit of handholding but I'll do my best! I will always be open to constructive criticism.
As for character: I'm thinking oread Brawler? Will multiclassing be allowed? I would eventually maybe try some Barbarian and make him from one of the tribes? Let me know what you think.
Thanks for your interest! Since you're new to PbP, I just want you to be aware that this is just the recruiting stage right now. Ultimately, I'll pick the characters that I think will mesh together to make a good party and a good story. That being said, of course your submission is welcome!
Oread brawler sounds cool. Multiclassing is fine.
I'll be putting up more info in the "Campaign Info" tab. These will likely be links to google documents with more information about the great ifrit cities, the oread tribes, etc.

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Draft Character Fiodelise
Ifrit Skald. Still to do - feat, traits, gear, persona details.

Miner Cotren |

I'm interested in this concept as well. Looking at either an ifrit or sylph currently.
Would the "Chosen One" Paladin Archetype be permitted?
Sure, Chosen One looks very interesting! The default assumes that your race strongly influences your god (an ifrit paladin would belong to Volcano, for instance), but feel free to play against the norm.
Since Sky is a fallen god, I would need to think about whether the Chosen One could work there. I would lean more towards Warrior of the Holy Light (we could change the flavor a little bit) since it gets rid of the spells, which would be the most problematic fluff of a paladin that honors a dead god.
Let me know what you think, and if you have any other questions.

Miner Cotren |

been working on this fighter traveling freedom loving type uses starknifes, probably going to go sylph.
Travels alot "follows where the wind takes her" as a sort of concept
her fighting style is dancing in and out of melee using starknifes mixing the ranged parts with melee
Cool, looking forward to seeing it!

RePete |

Would be safe to assume if we make it to 7th level, the familiar would turn into an elemental instead of an outsider?
I have an idea of how to do this but have things to get done first. I'll try to set something up for you to look at later today.
Any chance you could give me an idea as to the tenets of the volcano deity? PM would be fine.

Miner Cotren |

So I should make and post my character for you to better decide?
Yep, I would love to see a character. You can start with just the stats, or have some personality in there too.
Thanks for mentioning the tribes earlier - I'll have more information about them soon in the Campaign Info tab.

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Sounds cool, I am thinking Oread monk(Would you allow this archetype with the unchained monk) going into the living monolith PrC.

Miner Cotren |

Sounds cool, I am thinking Oread monk(Would you allow this archetype with the unchained monk) going into the living monolith PrC.
Sounds perfect for an oread monk! Make sure to check out the oread "Society and History" info under the Campaign info tab for ideas about which order your monk may have come from.

Miner Cotren |

Would be safe to assume if we make it to 7th level, the familiar would turn into an elemental instead of an outsider?
I have an idea of how to do this but have things to get done first. I'll try to set something up for you to look at later today.
Any chance you could give me an idea as to the tenets of the volcano deity? PM would be fine.
Yes, I completely agree that an elemental form would be the way to go. I don't know if a direct port of elemental stats would be equivalent to the outsiders they have listed or if we might need to massage the stats a little bit, but the concept is solid.
See next post for more info regarding Volcano (and a lot of other stuff)

Miner Cotren |

Alright, as promised, check out the "Campaign Info" tab for lots more info on the setting. We've got:
--Map of the world, as well as map and info on Hearth, capital city of the ifrit and the starting location for the campaign
--Info on all the gods, the planes, and other gods-related stuff. Especially important to note is that all the gods have multiple aspects, so for instance a Paladin of the Warrior and an Inquisitor of the Cauldron Lady both worship Volcano, but they do so in very, very different ways.
--Very basic history of the world, as well as societal info on all the races (the initial post really only covered physicals characteristics) This is where to look for things like the different oread tribes and monastic orders.
If you want more details on any given subject, just ask!

Whiskey and a Bonesaw |

Dotting in. If you'd allow me to take the Stonelord paladin archetype for an Oread I'd do that; if not a debuff-focused Sylph Magus would be interesting.

Deaths Adorable Apprentice |

This sounds interesting. Would an Oread Bloodrager be ok? I think I would like to take the elemental bloodline but choose the fire bloodline. My PC would have an ashy or burnt look. She would be a temperamental Oread which I assume would be abnormal. She would be in the Ifrit city because of curiosity. Clearly she has some heritage among the fire people. She would be looking for a place to belong and eventually either find it in a place, with someone, or achieve peace with herself.

Ammon Knight of Ragathiel |

Miner Cotren |

Dotting in. If you'd allow me to take the Stonelord paladin archetype for an Oread I'd do that; if not a debuff-focused Sylph Magus would be interesting.
Yep, Stonelord would be fine, and thematically appropriate.

Miner Cotren |

This sounds interesting. Would an Oread Bloodrager be ok? I think I would like to take the elemental bloodline but choose the fire bloodline. My PC would have an ashy or burnt look. She would be a temperamental Oread which I assume would be abnormal. She would be in the Ifrit city because of curiosity. Clearly she has some heritage among the fire people. She would be looking for a place to belong and eventually either find it in a place, with someone, or achieve peace with herself.
Sounds interesting! I certainly have no problem with bloodragers. As I mentioned in a previous post, the races can interbreed, but these unions still end up as one of the four races (no steam people, etc). An oread and an ifrit would have either an ifrit (possibly with subtle oread signs, or not) OR an oread (possibly with subtle ifrit signs, or not) This could be part of your character's background, or the source of the fire heritage could be something else (a curse?) if you desire.

Miner Cotren |

@Gm your OP said archetypes are case by case, hows Flying blade Swashbuckler?
it does pretty much exactly what i plan on doing with the same weapon
Thanks for asking! Yes, that archetype looks fine - in fact (looking at subtle throw), it's probably one of the only ways to get the ranged/melee mix you're looking for right off the bat.

Miner Cotren |

A Curse you say? Tell me more please!
Well, generally speaking, Volcano isn't the most..benevolent or forgiving of gods (especially the aspect of the Cauldron Lady). So let's say your character's parents upset the church in some way - the ifrit father was a renowned war hero, who would normally be expected to marry a strong female ifrit, but instead married 'beneath his station' (a female oread).
The offspring was an oread, whose allegiance could very well lie in the north rather than on the eastern and western fronts (as would be proper). So, one of the Cauldron Lady's priests took it upon himself to curse the child, who ended up with a nasty temper (and some unexpected strange powers)
As an example.

Miner Cotren |

Here is our current breakdown of character concepts. Pretty sure I have them all, but let me know if I missed you, or if you want to change your concept and I will update.
Paxx1717 – Undine Bard
Spinningdice – Ifrit Skald
cannibalkitten – Oread Brawler
Ammon – Sylph Swashbuckler (flying blade)
RePete – Paladin (Chosen One)
Demon Lurking – Investigator
Tin Foil Yamakah – Oread Monk (Student of Stone)
Whiskey and a Bonesaw – Oread Paladin (Stonelord)
Deaths Adorable Apprentice – Oread Bloodrager (Fire Bloodline)

Miner Cotren |

Here's the crunch for my paladin submission (RePete). She's a follower of the Volcano. If anything needs changed let me know please.
Working on the backstory and description. My backstory should (hopefully :-P) explain while a sylph is a follower of Volcano.
Very interesting character! Two minor things (and really one is just a question)
1) When you say your familiar has a +2 total bonus to Know Religion (for instance), that's essentially shorthand for Inam using the familiar's ranks, right? (since you have a much better Int modifier)
2) I think these were your pre-racial stats (19 points). Looks like you have a point left to spend somewhere.
16 (10)
8 (-2)
15 (7)
8 (-2)
7 (-4)
16 (10)
I can't wait to see how you tie all these character elements together (an armor-crafting sylph paladin, chosen by volcano, with a chicken as the divine emissary) Speaking of which, if you like the HP from the chicken but you think a different animal would be a better flavor, just let me know. Volcano typically favors reptiles, but honestly it's up to you.

Miner Cotren |

Draft Character Fiodelise
Ifrit Skald. Still to do - feat, traits, gear, persona details.
Looks good. Looking forward to the background!

RePete |

You are right! I missed a point on my stat buy. I'll go with Dex 11.
My reasoning with the chicken was due to being an air/sky creature I figured a bird of sorts would reach me (thematically) easier. I would have no issue with going for a toad if you feel it's more appropriate.
As for the K (religion) on the chicken; on the skills I have ranks it, the familiar can use my ranks. However, it always uses it's stats, right? Or am I misreading that aspect? In PFS I've always used the familiar's stats for it's specific skills.

Miner Cotren |

You are right! I missed a point on my stat buy. I'll go with Dex 11.
My reasoning with the chicken was due to being an air/sky creature I figured a bird of sorts would reach me (thematically) easier. I would have no issue with going for a toad if you feel it's more appropriate.
As for the K (religion) on the chicken; on the skills I have ranks it, the familiar can use my ranks. However, it always uses it's stats, right? Or am I misreading that aspect? In PFS I've always used the familiar's stats for it's specific skills.
Nah, the chicken is cool, and makes sense with being a sylph.
I misread this:
"For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better."
I thought this meant that both (the master could use either his own or the familiar's ranks), AND (the familiar could use either their own or the master's ranks). Since the context is under the familiar, I think you've got the right reading that only the familiar can choose, the master uses his own ranks.
However, I'm still a little confused. I don't see where you have ranks in Know Religion. It looks like you have ranks in Craft, Sense Motive, and Diplomacy, which accounts for your 2 paladin skill ranks per level, your 0 int mod, and the free background skill (craft).

RePete |

The 'Chosen One' archetype states the familiar has a number of ranks equal to the chosen one's paladin level in Knowledge (religion). That's where I'm getting the ranks in it for the familiar. If you'd prefer otherwise, that's fine. Just let me know.
I have added a backstory to the alias. Hope to have a description shortly.

Miner Cotren |

The 'Chosen One' archetype states the familiar has a number of ranks equal to the chosen one's paladin level in Knowledge (religion). That's where I'm getting the ranks in it for the familiar. If you'd prefer otherwise, that's fine. Just let me know.
I have added a backstory to the alias. Hope to have a description shortly.
Ah, thank you! And no, I definitely want you to keep that - the chicken helping you with religious texts and such is priceless.

Paxx1717 |

Preliminary stats for Brinn the undine Bard. He will be here all week...
Brinn
Male Undine Bard 1 (Watersinger Archtype)
NG Medium Outsider (Native) (Hydrated vitality alternate racial traits)
Deity: TBD (if any)
Init +5; Senses darkvision 60 ft.; Perception +5
Traits: Reactionary (+2 Init),Skeptic (+2 vs Illusions)
--------------------
Defense
--------------------
AC 16 (Studded Leather), touch 13, flat-footed 13
hp 8 (1d8)
Fort +0, Ref +5, Will +3; +2 vs. Illusions
--------------------
Offense
--------------------
Speed 30 ft. Swim 30 ft
Melee: Longspear +0 (1d8)
Ranged: Light Crossbow +3 (1d8)
Other Weapons/Equipment: Dagger, Flute
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Extra Performance (+6 rounds/day)
Skills Acrobatics +6, Diplomacy +7, Knowledge(Nat) +6 (All others +2), Perception +5, Perform (Wind and Comedy) +7, Spellcraft +5, Swim +15, UMD +7
Languages Common, Undine, Ifrit
Racial Abilities
• ELEMENTAL RESISTANCE: Undines have cold resistance 5.
• SPELL-LIKE ABILITY: Hydraulic push 1/day. (Caster Level 1.)
• HYDRATED VITALITY: An Undine with this racial trait gains fast healing 2 for
1 round anytime she submerges completely within a body of natural salt water, fresh
water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial
pit or a bag of holding) does not activate this ability. The Undine can heal up to 2
hit points per level per day with this ability, after which it ceases to function.
Class Abilities:
Cantrips (4) - Detect Magic, Read Magic, Message, Create Water
Spells Known 1st level (2) (2/day) - Hydraulic Push, Grease
BARDIC KNOWLEDGE: You add +1 to all Knowledge skill checks and may make such
checks untrained. (PFCR 35).
• BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 13
rounds. Standard action to start, a free action each round to maintain. Only one
performance at a time. The targets must be able to perceive the performance. A deaf
bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Countersong (Su): Counters magical effects that depend on sound within 30 ft.
Creatures use the bard's Perform check result in place of its saving throw each round
countersong is active. (PFCR 36).
- Distraction (Su): Counters magical effects that depend on sight within 30 ft.
Creatures use the bard's Perform check result in place of its saving throw each round
countersong is active. (PFCR 36-37).
- Inspire Courage (Su): +1 morale bonus on saves vs. charm and fear and +1
morale bonus on attack and weapon damage rolls to allies who can hear.
Mind-affecting. (PFCR 37).
- Watersong (Su): A watersinger can use bardic performance to manipulate and
control the shape of water within 30 ft. A successful Perform check allows the bard
to animate and control a 5 ft cube of water (about 40 gallons/320 lbs). The watersinger can command the water to
take various forms, bend, rise, fall, or sustain a shape, and can make it support
weight as if it were solid ice. The manipulated water is as slippery as normal ice.
While under the bard's control, the water has hardness 0 and 3 hit points per inch of
thickness. The manipulated water retains its shape for 1 round after the bard stops
spending bardic performance rounds to maintain it. (PFARG 176). (PFCR 35-38).
• WATERSINGER SPELLS: A watersinger adds certain water-themed spells to his
spell list. He adds these abilities to his spell list as soon as his bard level allows
him to cast spells of that spell level. 0th—create water; 1st—hydraulic push,
slipstream; 2nd—aqueous orb, hydraulic torrent, water walk; 3rd—fluid form, ride the
waves; 4th—control water, communal water walk; 5th—vortex; 6th—seamantle. (PFARG
177).

Whiskey and a Bonesaw |

Alright, WIP character sheet here. Having a devil of a time finding a decent character image. Personality wise, this character is very much a 'gentle giant' though I don't have much more than that at the moment.
Side note: I swapped Earth Affinity for Granite Skin; I hope that's alright.

Deaths Adorable Apprentice |

If I were to use the bloodline as something from generations ago, meaning the family would not know where it came from, would there be any issues among the tribe?
Accusations of the mother having an affair?
My character or her family being treated unfairly?
Would it have her excluded from the tribe in any manner? Kids can be really mean and sometimes those things linger among cliques.

Deaths Adorable Apprentice |

Also this is a very helpful website if anyone is having issues naming their character. Random generators for the win! Unless it is appropriate to pick names from the earth cultures that you referenced.
Also are there Fey? I am rather partial to the Fey bloodline the Bloodrager has and I am thinking of going crossblooded.
Really torn between the Fire and Air on the elemental bloodline. Which one would be the stranger mixture for an Oread?

Deaths Adorable Apprentice |

Traditionally yes. Water just doesn't call to me but air and fire does which is why I am wanting one of those two. I want the one that most people of this weird little world would think is the oddest.
Air erodes the earth. While fire tends to cleanse earth/nature is a rather violent way. Though why the element of air is typically used as electricity I am not sure. That makes it seem to compete with the others a little better I guess. The suffocate spell is awesome though. As it the fly and the various cloud spells.

Almonihah |

Hmmm... a Sylph Investigator could be interesting... though someone else was already talking about an Investigator. Still, air-aligned Sherlock Holmes adventurer sounds like it could be fun. I'll play around with some ideas and see if a different one strikes me more strongly.
Edit: Hmmm... maybe a mad-scientist-style alchemist? That I could do... hmm..

Miner Cotren |

Traditionally yes. Water just doesn't call to me but air and fire does which is why I am wanting one of those two. I want the one that most people of this weird little world would think is the oddest.
Air erodes the earth. While fire tends to cleanse earth/nature is a rather violent way. Though why the element of air is typically used as electricity I am not sure. That makes it seem to compete with the others a little better I guess. The suffocate spell is awesome though. As it the fly and the various cloud spells.
Thanks for the questions!
--Name - I'd have to see the name to judge. Anything too "fantasy" like apostrophes and such might be vetoed, but I'm open. Out of millions of people, some of them are going to have weird names.
--Fey - yes, there are some low and mid-power fey in Great Forest to the north.
--As for which would be stranger for an oread, both could be strange in their own way. The traditional "opposing elements" still holds somewhat true here - and having a mix between a solid oread and a stick-thin sylph would be odd.
On the other hand, oread culture has the highest percent of agnostics, whereas ifrit culture is pretty heavily slanted toward Volcano worship. So it depends on if you're looking for a culture clash or a physical contrast.
--As for being an outcast or not, that would depend on what tribe you were originally from. The East Tribe is much more xenophobic, and would definitely display the prejudices you mentioned. The West Tribe on the other hand is more open and less judgmental.