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Shemhazian

Nathan Nasif's page

Paizo Charter Superscriber, Pathfinder Battles Case Subscriber. Pathfinder Society Member. 250 posts (573 including aliases). No reviews. 3 lists. 1 wishlist. 1 Pathfinder Society character. 6 aliases.

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Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

I don't remember the source, but a 3PP product had the Gur in it, which were half-goblinoids, with seperate subraces for goblin, hobgoblin, and bugbear.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

And the PDF of the Core Rulebook is only 9.99, which is pretty cheap

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

I would be all over this like a horde of barbarians trying to bring down a giant robot spider (or scorpion in this case)!

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Sounds awesome. Always (well, since I first heard of mendev) wanted to play a Mendevian crusade campaign.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

And may I just add a hearty "Thank You, James!" to this thread, both for the original blog, and keeping up with it.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Awesomeness Silke.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

No problem! Was looking for it last night myself, while consolidating a weapon list.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

On the cover of Elves of Golarion, one of the elves is leaping in the air, doing a two handed overhead chop with a long, slender curved two-handed blade. I believe this to be one.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

I think in irori's case, it would play out similar to the scene in The Watchmen, where the blue fella gets atomized by Ozzy, and then puts himself back together.

"this was the first trick I learned, before I was a god."
Poof. He's a god again as soon as he takes the time to regain that meditative mental position.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Had an old pirate campaign me and my friends used to play back in the days of 3.5.

Mai'Tae - elf wizardress, orphan raised in a human port town, cold & calculating

Lo-Gar - Goliath paladin of tyrrany

Lo-Keg - Goliath rogue/barbarian

Ha'toi - hadozee swashbuckler/rogue

Dervin of Strom - human cleric of god of ocean storms

First adventure, during a raid by a temporary coalition of pirates on a treasure-laden cargo ship and it's escorts, killed the captain of our ship during the fighting, and seized it as our on. We were level 2 or so, with our own ship and crew.
YAARRRR!

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Truly awesome work!

I have already begun using parts of I2 and have plans for G2 as well.

Thanks for sharing the reapings of your efforts.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

All I really know about MLP is Sebastian has a imposed avatar of such.

But this kicks ass!!

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

It will lead the mmo to more closely resemble the world we know by encouraging people to stick to a single class. Personally, I like it.

Qadira Nathan Nasif (Male Human Ranger)

Wish I had seen this last month. I am interested, but alas, seems I'm the only one.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Stormwrack for 3.5 was full of nautical content, and soon we get Pathfinder pirates and high seas in Skull and Shackles AP.

Dark Water!!

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

If you have to try to remember a succubus, she isn't doing it right.
};-)>

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Korvaa wrote:


Pazio copies exsisting material? Color me shocked!

Why do this?

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Sounds like a good thing for a council of Druids to watch out for and try to prevent, peacefully or with the shillelagh

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

The Farastu (tarry) demodand, the Kelubar (slime) demodand, and the Shator (shaggy) demodand.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Sissyl wrote:
666 action-packed layers! Completely destructible terrain! Thousands of distinct enemy types!

Can I play!

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Yep. If you got the cash to spend, go with Herolab. Customizable character sheet outputs, feat and spell descriptions, all the classes, archetypes, and options from the Pathfinder library.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Awesome!

I've stayed away from mmo's for years now. I'll definitely give this a try.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Could someone please send me a copy as well

nathannasif@ yahoo.com

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

I'm thinking of basing it off of the Cavalier, replacing the mount with a link to a ship, that improves the ship as the captain levels.

Tactical Feats would apply to all allies on the ship who can see and hear the captain.

Probably drop the Order feature and replace it with something as well

will post more as I work on it.

Gotta work early tommorow.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Why not the full ten that most canines have?
Though I guess 2 human and 10 wolf averages out to 6.

Qadira Nathan Nasif (Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)

Dotting the Awesomeness.

Qadira Nathan Nasif (Male Human Ranger)

Backgrounds people! Backgrounds, backgrounds, backgrounds!

Qadira Nathan Nasif (Male Human Ranger)

Eggstu

Rygar:

Rygar
Male Wulfen Ranger(Infiltrator/Skirmisher) Level 1
Medium Humanoid (Wulfen) Experience: 2250
Init +3; Senses: Low-Light Vision, Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 19, touch 13, flat-footed 16
(+4 armor, +3 Dex, +2 NA)
hp (14)
Fort +5, Ref +5, Will +2
Immune ; Resist
--------------------
OFFENSE
--------------------
Spd 30 (50 in lupine form)
Melee: Claws (x 2) +5 (1d4+4) P, S
Bite +5 (1d6+4) B, P, S
Scimitar +5 (1d6+4;18-20/x2) S;
or
Bite (lupine form) +5 (1d6+6) B, P, S
Ranged:Superior Long Bow +6 (d8+1; x3) 100 ft. P
within 30 ft. of target: +7(d8+2; x3) 30 ft. P
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 16, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +5; CMD 18
Feats: Point Blank Shot
Traits: Armor Expert; Loper
Skills: Knowledge (geography) +4; Knowledge (nature) +4; Perception +8; Stealth +7; Survival +6; Swim +8
Languages: Taldane, Wulfen
SQ: Low-Light Vision, Scent, Wild Empathy +2
Combat Gear: Sup. Chain Shirt, Scimitar, Sup. Long Bow, 60 Arrows, Other Gear: Back Pack, Hemp Rope (50'), 6 Gold
--------------------
SPECIAL ABILITIES
--------------------
Favored Enemy: Outsiders (evil) +2 bonus on Bluff, Knowledge, Perception,
Sense Motive, and Survival checks against Outsiders (evil). Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track, Wild Empathy +2
Keen Senses (+2 perception)
Natural Weapons Bite & 2 Claws
Low light vision
• Change Shape: At will, as a standard action, a Wulfen can assume the shape of a wolf. In this form, he loses his claw attacks, but his speed increases to 50 feet, and he gains a +4 racial bonus on all Stealth checks.
• Armor: Wulfen have a +2 natural armor bonus.
• Scent: This special quality allows the wulfen to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Wulfen can identify familiar odors just as humans do familiar sights. The wulfen can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a wulfen detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The wulfen can take a move action to note the direction of the scent. When the wulfen is within 5 feet of the source, it pinpoints the source’s location. A wulfen can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Wulfen tracking by scent ignore the effects of surface conditions and poor visibility.
Traits:
-Loper: You can maintain a fast pace much longer than most. When running,
you can run for a number of minutes equaling your Constitution Score before you must start making Constitution checks. You must repeat the check each subsequent minute (as opposed to round), increasing the difficulty by 1 for each subsequent check.
-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

Background:

Rygar the Wulfen age 9 finds himself in Kaer Maga. He knows very little of this land and only knows of one man. This is Rygar's story.
Clan Firestriders
My Clan was driven from their land in Sarkoris by the World Wound and the demons who rule the lands now. For as long as my family could remember, they have been fighting the demons of the World Wound.
Our clan has been fighting along side the Mendevian Crusaders to rid our homeland of this demonic infection.
My ancestors had no choice but to join the same people they had hunted just years earlier
in a fight to preserve their homeland. This story starts in 4606 soon after the World Wound has opened.
My great x6 grandsire, known to the humans as Gwar, was one of the most decorated defenders of our clan and , in time, helped convince other Wulfen clans to pool their efforts with the humans and join in the Crusade. While the humans had a much stronger military force, the Wulfen could easily locate the demonic forces, and knew the lands they warred on. As the demonic-incursion advanced, Gwar learned how to turn his spiritual energy towards protecting himself from the powers of the abyssal aggressors, particularly their fell fiendish fires. Bolstered by this advantage, several other hunters amongst the clan learned this power from him, and they began leading more aggressive assaults against the demons. They were responsible for many of the early victories of the Crusade. One of the most important was the sacking of a demonic advance force near the Numerian border, and the recovery of the captured Crusader General Talmahan. After saving the life of Talmahan, Gwar became on of the most famous Wulfen in the war at that time. He was appointed as the official liaison between the Wulfen clans and the Crusaders. Talmahan would reward Gwar with many unnessecarry and unwanted gifts, including a chain shirt and bow crafted by Talmahan's finest craftsmen.
These items would prove beneficial to Gwar as he went on to slay many demons until he died of old age but not of a broken spirit.
Gwar's oldest son, known to the humans as Kaluth, would soon pickup where his father left off. Kaluth was possibly even more skilled in every facet of battle since he was born into a land of chaos and war. He soon would pickup the armor and bow passed down to him and help lead our clan to many victories. As adept and swift as Kaluth was in battle, his fate would be tied to one of the greater demons and was struck down by magic seen by very few who lived to speak of it. Although his loss was felt throughout the Crusade, Kaluth's legacy was such that the Fire Strider Clan has looked to his descendants for leadership ever since.
In the year 4689, my father Dargon was born. He was born into a world unlike that of Gwar or even Kaluth. There was little left of the sacred lands that the clans cared so much for. The World Wound had spread and despite the best efforts of the greatest of warriors the Crusades had to offer, the demons seemed unfazed. Dargon was wise in the ways of combat and skilled in the ways of nature. Afterall, my bloodline was said to yield some of the greatest warriors in all of the Northern Wulfen Clans and this proclivity seemed especially strong in those who bore the armor and bow that was once wielded by Gwar himself.
Dargon could have cared less about the human politics involved coming from such an important family tree. While he fought many battles against the scourge and on many occasions showed the same heroic abilities as his
grandfathers, he became more focused on preserving the culture and history of the Clan as he got older. The more the Wulfen had to rely on humans for help against the demons,
the more they became like them. This was obviously a conflict for all Wulfen except a few.
I Rygar was born in the year 4698. At the time my father was focused on being the warrior he was raised to be. I would watch with admiration
as he would don my families armor and bow and leave for battle only to return a week or two later with stories of honor and victory. He would teach
me the ways of the Wulfen and always made me remember where we came from and how the Wulfen lived before the World Wound. I was soon picking
up where the rest of my family had, adept at surviving and navigating the land. I had a unique ability to master several human weapons
and became comfortable fighting in armor. All this nessecary to fight the demons of the land. When I turned 7 my father began to resist
the influence of the humans and pushed for us to return to other Wulfen clans that felt the same as he did. He passed on the armor and bow of Gwar
telling me there might be a day that I need them again. While he saw the importance of resisting the humans, he knew it was best to not forget what
they had taught our family.
Well as a decendent of Gwar, my father was expected to help lead the Clans in the Crusades. When he decided to take less of a role in the
crusades, some humans saw this as treason. While this was a small group of humans, they were believed and Dargon fell out of their trust.
My father remained in high reguard with some of the humans and almost all of the Firestriders but soon something began that would set my fate
in motion.
About a year ago, my father was accused of helping the demons. He was blamed for the crusaders losing a major battle where many humans
and several Wulfen died. Since the humans had many influences over some of the Clans, my father became the scapegoat and my family name
was tarnished. My father began to sense motives were set in motion to have him killed. He knew his fate was sealed but I still had a chance
to escape and help clear his name and restore our family honor. He asked me to travel to the city of Kaer Maga to seek out a human by the name
of Pythagorus. Pythagorus and my father had fought several battles along side each other and was one of the few humans my father considered
a friend. He said Pythagorus would know how to help me prove his innocence. Two days before I was to set out for Kaer Maga, my father was
murdered. I could tell he was killed by another Wulfen but surely there was more to this than a simple murder. The last thing my father told
me was that a group of humans known as Notzes were looking for a way to end our family line and steal Gwar's armor and bow. I had to gather
some things from the wilderness outside of our clans village before my journey and as I left I had a feeling things would change. Upon returning
and finding my father dead, I swore to him and our Clan that I would return one day and bring honor back to my father's name. I was told by an
elder and family friend that a young wulfen by the name of Jikon was seen outside my fathers house before he was found dead. Jikon was known
to be working closely with the Notzes and probably had done the dirty work for them.
With no way to know how to find Jikon or the Notzes, I decided to head out towards Kaer Maga and begin my journey. I knew that I would constantly have to look out for someone trying to finish the job and take Gwar's armor and bow.

Qadira Nathan Nasif (Male Human Ranger)

Rygar:

RYGAR CR 1/2
Male Wulfen Ranger (Infiltrator, Skirmisher) 1
Medium Humanoid (Wulfen)
Init +3; Senses Low-Light Vision, Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 15. . (+4 armor, +3 Dex, +1 natural)
hp 14 (1d10+3)
Fort +5, Ref +5, Will +2
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Alternate Form - Wulfen) +5 (1d6+4/20/x2) and
. . Bite (Wulfen) +5 (1d6+4/20/x2) and
. . Claw x2 (Wulfen) +5 x2 (1d4+4/20/x2) and
. . Scimitar +5 (1d6+4/18-20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
Ranged Superior Longbow +5 (1d8/20/x3)
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 16, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +5; CMD 18
Feats Point Blank Shot
Skills Acrobatics +2, Climb +3, Escape Artist +2, Fly +2, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +8, Ride +2, Stealth +6, Survival +6, Swim +7 Modifiers +4 to Survival when tracking by Scent
Languages Taldane, Wulfen
SQ Alternate Form - Wulfen (Su), Enemies: Undead (+2 bonus) (Ex), Track +1, Wild Empathy +2 (Ex)
Combat Gear Arrows (60), Scimitar, Superior Chain Shirt, Superior Longbow; Other Gear Backpack (empty), Rope, hempen (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
+4 to Survival when tracking by Scent (Alternate Form - Wulfen) +4 to Survival when tracking by Scent.
Alternate Form - Wulfen (Su) A wulfen can change shape between wolf-man or regular wolf-form at will as a full-round action.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Keen Senses (Ex) +2 racial bonus to Perception
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Qadira Nathan Nasif (Male Human Ranger)

swamii:

NEQUAM VALIDUS CR 1
Male Human (Varisian) Rogue 2
Medium Humanoid (Human)
Init +9; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 20 (2d8+4)
Fort +2, Ref +6, Will +2
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Superior Long Knife +5 (1d6+2/19-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
Ranged Shortbow +4 (1d6/20/x3)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 14, Dex 17, Con 14, Int 16, Wis 14, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative, Rogue Weapon Proficiencies, Weapon Finesse
Traits Reactionary, Scholar of Ruins: Knowledge (Geography)
Skills Acrobatics +8, Appraise +7, Climb +7, Craft (Traps) +1, Diplomacy +7, Disable Device +9, Disguise +7, Escape Artist +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Local) +7, Perception +7, Sense Motive +7, Stealth +8, Use Magic Device +7
Languages Elven, Shoanti, Skald, Taldane, Varisian
SQ Fast Stealth (Ex), Trapfinding +1
Combat Gear Arrows (20), Shortbow, Superior Long Knife, Superior Studded Leather; Other Gear Backpack (9 @ 20 lbs), Bedroll, Potion of Cure Light Wounds, Pouch, belt (2 @ 2.88 lbs), Rations, trail (per day) (3), Rope, silk (50 ft.), Thieves' tools, Torch (2), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

Qadira Nathan Nasif (Male Human Ranger)

Tagge:
CR 1/2
Male Aasimar Cleric (Theologian) 1
NG Medium Outsider (Native)
Init +1; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Hanbo +1 (1d6+1/20/x2) and
. . Scimitar +1 (1d6+1/18-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Spell-Like Abilities Daylight (1/day), Rebuke Death (6/day)
Cleric (Theologian) Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Sanctuary (DC 14), Cure Light Wounds (DC 14), Cure Light Wounds (DC 14)
0 (at will) Stabilize, Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 11, Int 13, Wis 17, Cha 16
Base Atk +0; CMB +1; CMD 12
Feats Selective Channeling
Traits Illuminator, Sacred Conduit
Skills Acrobatics -1, Climb -1, Diplomacy +7, Escape Artist -1, Fly -1, Heal +7, Knowledge (Religion) +5, Perception +6, Ride -1, Spellcraft +5, Stealth -1, Swim -1
Languages Celestial, Elven, Taldane
SQ Aura (Ex), Channel Positive Energy 1d6 (6/day) (DC 14) (Su), Cleric (Theologian) Domain: Healing, Focused Domain, Spontaneous Casting
Combat Gear Chain Shirt, Hanbo, Scimitar; Other Gear Backpack (9 @ 10.5 lbs), Bedroll, Candle, Case, map or scroll (empty), Holy symbol, silver: Sarenrae, Ink (1 oz. vial, black), Inkpen, Journal, Pouch, belt (1 @ 2 lbs), Vial, ink or potion (2), Wand of Cure Light Wounds, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (6/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric (Theologian) Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Focused Domain +2 to cleric level for domain powers.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Qadira Nathan Nasif (Male Human Ranger)

What!!!!!
U suk

Qadira Nathan Nasif (Male Human Ranger)

Victor, here is information on your Deity

Spoiler:

Iomedae
Born as a mortal in Cheliax, Iomedae is the youngest of the gods. She served first as a warrior leading the Knights of Ozem against the Whispering Tyrant, and later ascended to godhood by passing the Test of the Starstone, when she was chosen by Aroden as his new herald following the death of Arazni. When Aroden himself died, Iomedae inherited most of his followers and the bulk of his church, tilting them toward valor, justice, and honor. She is a missionary and crusader, and is crucial to overcoming the evil tide that is sweeping across Golarion. Her alignment is lawful good; her portfolio is honor, justice, rulership, and valor; and her domains are Glory, Good, Law, Sun, and War. Her favored weapon is the longsword.

Adventurers
When you choose Iomedae as your deity, you declare that you will tolerate neither chaos nor evil, and vow to stamp them out wherever they arise. You become a crusader, traveling the world to find uprisings of evil so that you can tamp them back down. You are willing and able to serve and to lead; you have a forthright attitude and have no patience for lying, fraud, or deceit. You believe in discipline for yourself and others, tempered with love and respect.
Although your goddess is a warrior and your church is known for its efforts in battle, you still prefer the word over the sword. You would rather solve differences without bloodshed, but even when negotiating, you are firm and principled. And, of course, as an adventurer, you recognize that situations exist where the sword is the only answer.

Classes
As a worshiper of Iomedae, you are probably a priest, paladin, or cavalier, used to the ins and outs of righteous combat. You may also be a ranger or inquisitor, as these have their own unique skills useful to the faith. Highly trained warrior-monks are rare but not unknown, and fighters dedicated to the cause are always welcome (though some might wonder why your faith isn’t strong enough to walk the path of a paladin). You might be a wizard or a sorcerer, though never a necromancer or someone with an evil-related bloodline. Bards are welcome, provided they’re stout warriors or inspire people to fight against evil, and rogues acting as spies and scouts are always welcome if they bring intelligence from an enemy camp, but the faith of Iomedae generally calls for more straightforward followers.
Your faith lends itself to adventuring—you need to battle evil and spread the word of Iomedae, and while you might not preach openly everywhere you go, you certainly make no effort to hide your faith. Your forthright behavior frequently makes you a natural leader, for while you may not have extensive experience, you are willing to make tough decisions and plan a course of action. If you’re not the leading type, you are a valuable ally for those who do choose leadership roles, because your honest advice ensures that those leaders stay on the righteous path.

Goals
Iomedae is by far the most active god when it comes to battling evil on Golarion. As a worshiper of the Inheritor, your first goal is to stamp out evil and injustice wherever you find it. You can do this in cities or in the wild, because the truth of your goddess shines brightly wherever she stands. You do not charge into battle against unbeatable odds—your faith does not require stupidity—but you do all in your power to protect the innocent and show them how to stand up for themselves.

Identifiers
The first icon of Iomedaean worshipers is the sword. Whether or not you personally wield one, you likely carry a token sword of copper, tin, brass, or bronze somewhere on your person, and may display your goddess's sword-and- sunburst holy symbol openly, on a shield, tabard, or banner. You prefer to keep your raiment clean and in good repair, so as to appear strong and proud.

Devotion
Plenty of people offer lip service to Iomedae, speaking out against evil and mostly trying to avoid temptation, but still living their lives as they will. These people are on the right track, but are little more than children in the spiritual sense. If you are truly faithful to Iomedae, you don’t just speak out against evil, but actively devote yourself to fighting it in any capacity you can, including putting your personal safety on the line. You abstain from all but the strongest temptations and offer penance when you fail. You have a strict code by which you judge others, and an even stricter code for yourself.

Other Faiths
Iomedae herself is on good terms with all the good gods, as well as the civilization-oriented Abadar, and as a result her followers tend to be as well. As one of them, you’re happy to work with all good souls against evil, try to set a good example for adherents of neutral faiths, and never ally with any of the dark gods.
Of course, just because you’re on good terms with other churches doesn’t mean you don’t have your own private opinions of them. Sarenrae’s followers are often holy crusaders and thus closest to your heart, and Torag’s military experts are invaluable in a fight. You feel that followers of Cayden Cailean and Desna can be too impulsive and shortsighted. Shelynites think too much about beauty and rarely enough about worldly matters. Erastil’s followers are strong when defending their homes, but all too willing to let the world go to hell around them so long as their own little plot of land remains inviolate. Regardless of such feelings, f lawed allies are far better than no allies at all.

Taboos
If you see an opportunity to right a wrong and fail to take it, you have sinned against Iomedae and must perform a penance that fixes the original situation. If that’s not possible, you must find three others like it and make those right instead. You must stand for justice, and the only exception is if you are playing a longer game that will have far greater benefits when it comes to fruition. Should you fail in this, you may lose traits and class abilities related to your faith until you complete your penance.

Traits

Purity of Faith (Iomedae): Your soul is clean, and you are deeply committed to fulfilling your duties to the church. You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.

A Shining Beacon (Iomedae): You carry a burning hatred in your heart for all things demonic, and have studied their weaknesses carefully. You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon on a demon.
This damage is added only after the damage is totaled, and is not multiplied by the critical hit multiple.

The Church
The church of Iomedae is strongest in Andoran, Cheliax, Lastwall, and Mendev. Oddly, in devil-worshiping Cheliax her faith is often respected and even quietly encouraged; she is of Chelish descent and her lawful divinity makes her an example of what Chelaxians can achieve.
The church of Iomedae is organized in circles. At the head of these circles is the First Sword Knight of Iomedae, who commands the First Circle of 14 Second Sword Knights. Each of these knights in turn commands a Second Circle, and so forth. Advancement through the ranks depends on purity of faith and purpose, ability, valor, and honor. The ranks of the Sword Knights and Circles are roughly analogous to those of the military, and her church frequently works alongside or integrates with the local military.
The holy sites of Iomedae’s church are major battlefields or places where heroes have fallen in the struggle against evil. The greatest holy site, however, is the Cathedral of the Starstone itself. Since worshipers cannot reach it themselves, the primary church of Iomedae is the shrine in Absalom called the Seventh Church.
The holy book of Iomedae is The Acts of Iomedae, usually called just The Acts. It tells of 11 miracles that Iomedae performed in Aroden’s name while she was still a mortal. The church supplements The Acts with accounts of individual heroes and saints, noteworthy local battles, and tales that uplift the faithful.

Paladin’s Oath
The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root.
They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include:

• I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.

• I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.

• I am the first into battle, and the last to leave it.

• I will not be taken prisoner by my free will. I will not surrender those under my command.

• I will never abandon a companion, though I will honor sacrifice freely given.

• I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.

• When in doubt, I may force my enemies to surrender, but I am responsible for their lives.

• I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.

• I will suffer death before dishonor.

• I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae's perfection.

Feat
Charge of the Righteous (Combat)
You charge undead and fiends with confidence in your righteous cause.
Prerequisite: Base attack bonus +1, Worshipper of Iomedae
Benefit: When you charge an undead creature or an evil outsider, you do not take the –2 penalty for charging.
Normal: When you charge, you take a –2 penalty to AC until the start of your next turn.

Knights of Ozem
While Iomedae’s followers have formed any number of military orders devoted to spreading her word, perhaps none is better known than the Knights of Ozem, in whose number Iomedae herself served when she was mortal. Formed long ago to battle the Whispering Tyrant in the Shining Crusade, they saw their first patron, the goddess Arazni, destroyed by the lich-king Tar-Baphon, and stolen and defiled by the sorcerer-king Geb. The knights have never forgiven or forgotten this. The knights call Iomedae the “Light of the Sword,” and they take this name seriously. Their commanders carry flame tongues and frost brands, and many of the lesser ranks seek to have continual flame or permanent light spells cast on their blades. Their mission is to monitor Gallowspire and guard against any possible return of Tar-Baphon, to seek out and destroy undead, and to cast back the demons of the Worldwound. Smaller squadrons of the sect have made it their first priority to reclaim or destroy the Harlot-Queen, their former goddess, and have set up camps around Geb to spy on the country of the unliving—though to date all who have attempted to actively redeem Arazni have met with terrible fates.

Qadira Nathan Nasif (Male Human Ranger)

Wulfen Race Traits:

Only wulfen may select one of these traits.

Alpha Mentality: You naturally radiate a dominant bearing that other wulfen automatically pick up on. You receive a +2 trait bonus on all Bluff, Diplomacy, and Intimidate skill checks made against other wulfen.

Loper: You can maintain a fast pace much longer than most. When running, you can run for a number of minutes equaling your Constitution Score before you must start making Constitution checks. You must repeat the check each subsequent minute (as opposed to round), increasing the difficulty by 1 for each subsequent check.

Lupine Empathy: You have a strong bond with normal wolves. You can influence the attitude of wolves and dire wolves, as a ranger or druid can with animals. The bonus to your check is equal to your level + your Charisma modifier.

Pack Mentality: You work well with your fellow pack members. Whenever you use the aid another action, you grant them an extra +1 bonus to their roll, as well as an extra +1 to attack when flanking. You do not receive these bonuses, but your team(pack)mates do.

Thick-Furred: Your thick coat of fur protects you from the dangers of the cold. You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold-based spells and effects.

Qadira Nathan Nasif (Male Human Ranger)

Rygar

Spoiler:
Need to pick two Traits.

Victor [spolier]Need an Ethnicity or your race. You have one more favored class bonus to assign. Need to pick two Traits.[/spoiler]

Qadira Nathan Nasif (Male Human Ranger)

Updated character list:
Eggstu - Wulfen Ranger (Infiltrator/Skirmisher)
Pikeytang - Victor, Human Paladin
J21120 - Talathel, Elf Monk (Zen Archer)
Taggamus - Aasimar Cleric (Theologian)
Falcorn -

Whenever yall get your characters done we can start. I've got your first adventure designed, and working on several others at the moment as well, so lets do this s*~* yo!

Qadira Nathan Nasif (Male Human Ranger)

These three deities may also rarely sponser paladins, though it is not normal to find them in Avistan.

Irori LN history, knowledge, self-perfection

Spoiler:
Paladins of Irori often seek to protect repositories of knowledge while seeking perfection of self.

Pharasma N birth, death, fate, prophecy

Spoiler:
Pharasma's paladins are dedicated to exterminating undead, particularly intelligent undead, from the lands.

Milani CG devotion, hope, uprisings

Spoiler:
Paladins of Milani seek out opressive regimes and leaders, and seek to overthrow them where possible, and where not, to bring hope and goodwill to the people living under such tyranny.

Qadira Nathan Nasif (Male Human Ranger)

Victor Gladestone wrote:
prob gonna have to call u for help on my deiti info maybe sat night or sun after saints game

By all means, still call and we will go over them in greater detail, but here is a list of the deities with paladins amongst their followers, and a little bit of info on the paladins of each religion.

For many of these dieties, I have religion-specific paladin codes. For the others, may have some scavanged off of the net or built soon. Definately so if needed.

Iomedae LG honor, justice, rulership, valor –

Spoiler:
The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root. They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them.

Abadar LN cities, law, merchants, wealth –

Spoiler:
As the god of civilization and order, Abadar recognizes the value of holy warriors in advancing society’s aims. His paladins follow the standard paladin code of protecting the innocent, acting with honor and honesty, and respecting lawful authority. In addition, an Abadaran paladin protects the roads and markets, and seeks out bandits, thieves, and corrupt officials.

Sarenrae NG healing, honesty, redemption, the sun –

Spoiler:
The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. They often quest against undead and the aberrant spawn of Rovagug, the Rough Beast.

Erastil LG family, farming, hunting, trade –

Spoiler:
Erastils paladins are strict traditionalists. They seek to preserve the integrity of rural life and communities. They usually focus on becoming shining beacons within their community, doing all they can to support it, and ever vigilant in its protection. They usually involve themselves very heavily within their community, trying to serve by leading by example.

Torag LG the forge, protection, strategy –

Spoiler:
A paladin of Torag's duty is first to protect her people, but defending the works and traditions of her culture follow at a close second. These paladins are dedicated to protecting not just the lives but the lifestyles of those under their charge and hold the ways of their chosen people as holy, especially when they are the centuries-old ways of an entire race.

Aroden LN humanity (DEAD OR MISSING) –

Spoiler:
Though his priests have not had their prayers answered by Aroden in a century, and no one has gotten any communication from him or his spiritual servitors, his holy warriors still receive power, though they do not receive spells any longer either.

Shelyn NG art, beauty, love, music –
Spoiler:
The paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their job is to prevent the weak and foolish from being seduced by false promises.

Ragathiel LG chivalry, duty, vengeance –

Spoiler:
The paladins of Ragathiel believe in valor and bravery, in standing strong against evil, and that right makes might. Their congregation is made of like-minded warriors, the community of the battlefield.

Qadira Nathan Nasif (Male Human Ranger)

Patrick Curtin wrote:
no cat race

I just hopped on, pressed the {End} key to jump to the bottom, saw these three words, and was immensely baffled at first by the rest of the post once I read it. I firmly had my mind wrapped around the concept of a speed competition between felines, instead of a species of cat-folk. Funny how your mind (or at least my mind, lol) tries so hard to fit stuff into its preconceived slots.

Qadira Nathan Nasif (Male Human Ranger)

Cool beans. I'll be around whenever.

Qadira Nathan Nasif (Male Human Ranger)

Alright, still need characters from pikeytang, eggstu, and falcorn. Taggamus needs to level the Raven up to 2nd level.

Once we all get characters finished, we can start.

Qadira Nathan Nasif (Male Human Ranger)

Yeah, it's a good idea to get in the habit of hitting CTRL-a (select all) and then CTRL-c (copy) before submitting a post. It really sucks spending a lot of time working on something, only to have it eaten by the boards.
I feel your pain.

Qadira Nathan Nasif (Male Human Ranger)

Taggamus, I present you

The Raven:
THE RAVEN CR 1/2
Male Human (Chelaxian) Bard (Archaeologist) 1
Medium Humanoid (Human)
Init +2; Senses Perception +4
GP - 922, SP - 6, CP - 13
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12. . (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Dagger, Punching +2 (1d4+2/20/x3) and
. . Long Knife +2 (1d6+2/19-20/x2) and
. . Longsword +2 (1d8+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Bard (Archaeologist) Spells Known (CL 1, +2 melee touch, +2 ranged touch):
1 (2/day) Identify, Expeditious Retreat (DC 14)
0 (at will) Open/Close (DC 13), Read Magic (DC 13), Detect Magic, Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 13, Int 14, Wis 11, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Bard Weapon Proficiencies, Combat Casting, Combat Reflexes (3 AoO/round)
Traits Dump Salvager, Focused Mind
Skills Acrobatics +6, Appraise +6, Bluff +7, Heal +1, Intimidate +7, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +3, Knowledge (Engineering) +3, Knowledge (Enter Choice) +3, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +3, Knowledge (Nobility) +3, Knowledge (Planes) +3, Perception +4, Sense Motive +4, Spellcraft +6, Stealth +6, Use Magic Device +7
Languages Draconic, Elven, Taldane
SQ Archaeologist's Luck +1 (7 rounds/day) (Ex), Bardic Knowledge +1 (Ex)
Combat Gear Dagger, Dagger, Punching, Leather, Long Knife, Longsword; Other Gear Acid (flask), Backpack (11 @ 23.5 lbs), Bedroll, Candle (3), Chalk, 1 piece, Charcoal Stick, Fishhook, Flask, Flint and steel, Grappling hook, Lamp, common, Oil (1-pint flask) (2), Piton, Pouch, belt (11 @ 3.92 lbs), Powder (3), Rope, silk (50 ft.), Torch, Waterskin, Whetstone, Wrist sheath, Wrist sheath, spring loaded
--------------------
SPECIAL ABILITIES
--------------------
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Dump Salvager You gain a +3 trait bonus on Perception checks to search for concealed items.
Focused Mind +2 to Concentration checks

Qadira Nathan Nasif (Male Human Ranger)

Creation Guidelines

RACES:
The basic races which have no xp penalty.
Human, Dwarf, Elf, Half-elf, Gnome, Halfling, Hobgoblin, Half-hob (Gur), Orc, Half-orc

These races have a 500 xp penalty for using. If you pick one, you will start with 500 less xp than everyone else.
Aasimar(Angelic people), Tiefling(Fiendish people), Ifrit(Fire people), Undine(Water people), Oread(Earth people), Sylph(Air people), Dhampir(half-vampire), Fetchling(Shadow people), Suli-Jann(genie people), and Changeling(hagspawn).

Wulfen start with a 750 xp penalty.

If anyone has any urge to know more about one of these races, let me know, and I will put up the stats on that one, and a little bit more about them as a race.

Level and Experience:
We will be using the slow experience advancement, and so 3000 experience is needed for second level. And that is what all of you are starting with, before racial penalties and/or background story bonuses. Having just one level in one of the classes above sets your character far above the common guardsman. At second level (or the equivalent, with penalties), you have definately already begun to make your mark on the world. Third level is reached at 7500 xp. This slowness to advancement will apply to the rest of the world also. Their will not be a level 12 fighter acting as a gate guard somewhere. That legendary of a person would be leading his own mercenary company, or the personal body guard of a very wealthy ruler, or the ruler himself.

Alignment:
No one will have an alignment unless if they choose Cleric or Paladin as their class. Now other classes may temporarily gain an alignment aura, due to casting certain spells or certain actions or items, but in most(i.e. nearly all) cases this is temporary. For purposes of spells and effects based on alignment, most people are considered true neutral. Pikeytang, typo on the paladin class description above; some Neutral Good gods have paladins.[/spoilers]

[spoiler=Starting Wealth and Equipment] Everyone gets 1,000 gold pieces for purchasing starting equipment. Masterwork armor and weapons work differently than stated in the rules. There are two levels of enhanced construction in weapons and armor.
Superior Quality (which costs +250 gp for armor, and +500 gp for weapons) and Masterwork Quality (which costs +5,000 gp for either armor or weapons).

Superior armor has one less point of Armor Check Penalty than normal (minimum of 0/no penalty), and 5 more Item Hit Points, and costs 250 more gold than normal.

Masterwork armor has a +1 Equipment bonus to Armor Class, raises the Maximum Dexterity Bonus by +1, lessens the Armor Check Penalty by 2, 5% less Arcane Spell Failure Chance, +1 point of Hardness, and +10 Item Hit Points.

Superior weapons have a +1 Equipment bonus to attack rolls and to damage rolls, and have +2 Item Hit Points.

[b]Masterwork weapons[/b} have a +2 Equipmentbonus to attack rolls and to damage rolls, +1 point to their Hardness, and have +5 Item Hit Points.

Magic and Magic Items:

NPC's with moe than 5 class levels are very rare, all across the board class-wise. So permanent Magical Items are extremely rare, though disposable and one-use items can be found in most towns and cities. Potions, scrolls, and wands make up most of the magic items seen. Magical arms and armor is different from the books as well. Now, there are four levels of Enhancement enchantments for arms and armor. The lower two can be placed on gear of at least superior quality, while the higher two require masterwork gear to withstand the enchantment process.

Qadira Nathan Nasif (Male Human Ranger)

You will be starting in

Spoiler:
Kaer Maga, a city that sits on top of the Storval Rise, whose 1,000 foot cliffs seperate the Storval Plateau from the rest of Varisia.

Kaer Maga is an independent power, not owing allegiance to any of the three larger cities of Varisia (Korvosa, Magnimar, and Riddleport.

All kinds of less savory creatures and races are seen in Kaer Maga, and as long as they don't interrupt the normal activity to much, no one really pays them that much mind.

In your

Character Backgrounds:
, explain how it is that your life has brought you to Kaer Maga. Creative, well detailed backgrounds will gain a one time xp bonus of an amount up to me. Do not worry if your background requires you to make up a town or something. It can be worked in, or name-changed to one in the world already, depending on what we feel is best. Try and work a few allies/contacts (family, old training buddies or fellow soldier from the war, etc.) and a few foes/rivals into your background as well. Links to the outside world, so your character isn't a mysterious orphan who never met anyone he cared about and has no living enemies, or even people who dislike him.

Qadira Nathan Nasif (Male Human Ranger)

Yeah. that works good.
So far I think we got
Eggstu: Fighter or Ranger
Pikeytang: Paladin
Tagge: Bard (Archeoligist)
J21120: Monk (Zen Archer)
Falcorn: ??

Qadira Nathan Nasif (Male Human Ranger)

WULFEN:
Wulfen on Golarion
Wulfen packs in Avistan tend to be very rare, and range large areas. In the northwest (The Lands of the Linnorm Kings, Irrisen, the Realm of the Mammoth Lords) and in the Hold of Belkzen, the Wulfen packs rarely attempt peaceful negotiations, due both to the challenging hunts the natives in the area provide, and because the people here see them as beast.
In Varisia, Ustalav, and other Varisian dominant regions, some bands of wandering Varisians, particularly amongst the Szcarni, occasionally treat and trade with wulfen packs. The travesty of the Worldwound has attracted nine different packs to the defense of the land. Six of these packs have actually joined the Mendevian Crusaders, while the other three fight the traditional wulfen way. At least two packs have come to the side of the demons, whether by choice or corruption is unknown to most.
In many of the more advanced regions, such as Cheliax, Druma, Razmiran, and Taldor, wulfen are viewed as dangerous monsters, no different from lycanthropes, ogres, or undead, and hunt parties issue forth as soon as signs of their presence is found.
In the wilder places, such as the River Kingdoms and Nirmathas, the wulfen are undisputed lords of the wilderness, and none who run into them there have any doubt as to that. They are almost unheard of on the Garundian continent to the south of the Inner Sea.
 
Wulfen are a crippled race in modern-day Avistan, due to the travesty of the Worldwound. Previously, most wulfen packs roamed in or around the area known to humans as Sarkoris. They rarely made contact with the savage humans who lived in the area, other than to occasionally hunt them. Nearly a hundred packs roamed the region when the Worldwound appeared. The wulfen, with their strong ties to the natural world, fought against the demonic intrusion hard, so hard in fact, that over half the tribes died in the first few weeks. The crusades swallowed many others in its righteous quest. Now less than a dozen packs remain in the area, the others all either fallen to the demonic swarms, or having abandoned the region for better hunting grounds. One of the reasons the wulfen fight so hard against the worldwound is that of the 32 sites the wulfen hold most sacred, 28 of them have been lost to and corrupted by the demonic incursion.
Six packs are allied with the Mendevian Crusaders, the Silverfangs, the Fenrir, the Shadowrunners, the Moondaughters, the Firestriders, and the Howling Wind. Another three packs lead more feral lives, shunning the humans. These are the Blood Talons, the Snowghosts, and the Thunderchildren.
Corrupted wulfen exist as well, called the Black Howlers, they are led by a cabal of powerful sorcerers and witches who worship the abyssal entities around them. They can turn a captured wulfen in a vile ritual that instills them with abyssal taint, corrupting their mind, body, and spirit. They lucky ones die during the rite, the unlucky ones emerge with strange mutations, broken psyches, and thoroughly evil dispositions. Another group, called the Pack of the Pit, also fights against their brethren on the side of the fiends.
Young wulfen from other regions often join the Crusade, often being adopted by one of the local packs, though sometimes they remain as lone wulfen, living amongst the humans.
 
Wulfen once held both Thron and Curchanus in high regard amongst the gods and spirits, but one is now as twisted as its master/son, and the other was slain by the demon-b*%*& Lamashtu. As the successors of Thron and Curchanus, many wulfen now hold Shelyn and Desna in similar regards, though rarely are any of them devout enough to receive spells. Amongst the packs who have joined the Mendevian Crusaders, the worship of Iomadea is taking hold, one pack in particular, the Silverfangs, all have devoted themselves to the Crusader Goddess, Iomedae, and many of them are paladins or clerics of said deity.
Nearly all wulfen believe that by howling at the moon, they keep Groetus, and thus the end of the world, at bay. An old legend of theirs states that when no wulfen are left to keep Groetus at bay, then he will descend upon the world and cause its final destruction.
 
Wulfen thrived in times before the rise of man, and even afterwards, in the remote reaches of Avistan. But as humans spread across the continent, and the wild places grew smaller and smaller, and the wulfen lost more and more of their spirit-sites, so did their population. Packs became smaller and many vanished altogether, along with the wilderness they lived in.

The wulfen are the ultimate hunters, roaming the wilderness in packs, much like the wolves they so resemble. They rarely initiate contact with the other races in Avistan, due to a long history of prejudice. They have been around for a long time, and have kept the same traditions and oral legends and accountings of history. They prefer to roam the untamed reaches of northern Avistan's wilderness, avoiding humanoid settlements when at all possible. The exception to this is in Mendev, where many displaced wulfen have joined the crusade, seeking to staunch the festering pit of the Worldwound, and its bleeding forth of demons.
 
Physical Description: These shapeshifters have two forms that they can switch between. The first is a bipedal humanoid hybrid form, resembling a werewolf, and the second is a quadrapedal canine form, resembling a wolf. They are quite large in their bipedal form, often topping seven foot, and weighing over two-hundred pounds. In their canine form, they are still very large, being about four foot at the shoulder and weighing the same. Fur color varies as it does amongst natural wolves, though extremely rare wulfen are born with fur of a strange, unnatural hue. Eyes range from a deep brown to orange to golden in coloration.

Society: These creatures live in packs, usually of about a dozen adults, though sometimes a pack may grow to several dozen members before new packs split off. Each pack is lead by a leader called the alpha. The position of alpha is secured and held by show of physical dominance, yet often a wise ruler will go unchallenged even into his later years, as wisdom is highly valued. A wulfen must be considered an accomplished hunter in order to challenge the alpha.
Wulfen have a fairly brief lifespan, though few die outside of battle. They are considered adults around 10 years old, middle aged by 25 years, old at 37 years of age, and venerable by 50. Their maximum age is 50 + 2d8 years.
As a race, the wulfen enjoy the act of stalking a prey and bringing it down more than anything. Much of their culture is based on this act. A wulfen measures its victories in what it has stalked and defeated, gaining more honor the more difficult the prey. A wulfen will often stalk and track selected prey for days before attacking. Cruel wulfen like to let their prey know they are being stalked, while more practical-minded wulfen try and avoid all detection until they strike. While wulfen gain more honor for defeating strong prey, they often take down weaker prey also, seeing it as culling the sick and weak from the herd. It is also taboo for a wulfen to follow its prey into its home. If the prey can make it to its lair, it is safe from the wulfen, though the wulfen may wait around for the prey to emerge as long as it chooses.
Wulfen speak their own language, called Wulfen by other races. It has a runic alphabet, easily carved into trees with their claws, though most wulfen very rarely find the need to write anything down. They can speak wulfen in either form, but other languages only in their bipedal form, and then still with some difficulty, making their words sound very rough.
 
Relations: Wulfen invariably consider other races as one thing first and foremost, prey. The fate of the prey depends on the prey's race almost as much as on the wulfen's disposition. Goblinoids, orcs and giants are generally killed, as are abominations such as aberrations and undead. Humanoids who fight well often awaken bandaged and barely alive, and are usually missing a token of some kind, whether a small body part or a lock of hair or a trinket or weapon depends on the wulfen. Humans from the more 'civilized' nations are more rarely spared, due to a long history of hunting wulfen as beast, and mistaking them for werewolves. Often times, Chelaxians and Taldans who have run afoul of wulfen, if they awaken at all, do so to find themselves scalped, a practice the wulfen picked up from them and their bounties on wulfen pelts. Wulfen see elves as the craftiest prey of all, and also as the most respected. Only the cruelest and most irreverent of wulfen will kill an elf, if they manage to bring one down, but they are considered targets too tempting to pass on, as elves are usually very difficult targets, due to their keen senses and centuries of experience, which make them exceptionally hard to stalk, and they are often formidable enough that it often takes an entire pack to fell one or two elves. The elves are almost never killed, and usually no more than a lock of hair is ever taken as a trophy. Often if an elf is attacked and finds itself about to fall, it will be allowed to leave still walking as long it admits defeat and makes a gift of a token to the wulfen. Wulfen lore holds rumor of several types of ancient prey no longer seen amongst the land..
Wulfen bear a special hatred for werewolves. Most other races mistake wulfen for werewolves, and try to kill them. Also, a wulfen that contracts lycanthropy doesn't become a werewolf, he contracts a disease that eats a hole in his brain, regressing him into a unintelligent savage beast. Whenever a wulfen pack catches the scent-trail of werewolves, they hunt them mercilessly, even following them well outside of their territory.

Alignment and Religion: Wulfen typically revere lupine spirits that fall in line with their own personal philosophies, such as lupinals or barghests, though Desna and Pharasma are often revered as well. Nearly all wulfen recognize Groetus as the end-bringer, and believe that by howling at the moon, they keep him at bay. Many wulfen in Mendev now revere Iomedae also, and paladins and battle-priest are becoming common sights amongst the packs that fight in the crusade.
 
Adventurers: While lone wulfen are rare, they do exist, usually as outcast, exiled from the pack and its range. More commonly encountered are small groups of young wulfen adults and adolescents, setting out to gain honor. While not a true pack, they often refer to themselves as one.
The wulfen pride themselves on not needing all the gear and equipment other races need to survive. They usually don't wear any clothing except for a specially designed harness that holds their weapons, regardless of what form they are in. They rarely wear armor, though some warriors keep pieces of armor cached away for emergencies or big battles. They don't often use manufactured weapons, though they have developed a few for the occasions they are needed. Wulfen smith work is comparatively crude, and is characterized by thick, wide blades. They make a sword-like blade called a klaive, and sometimes larger ones called great klaives. They also favor starknives as ranged weapons, and many carry sets of metal blades that extend from a long gauntlet over the back of the hand and forward past the fingers, called iron claws.

WULFEN RACIAL TRAITS
All Wulfen have the following racial traits.
• +2 Dexterity, +2 Constitution, -2 Intelligence: Wulfen are agile and hardy, but not as learned as other races.
• Armor: Wulfen have a +2 natural armor bonus.
• Change Shape: At will, as a standard action, a Wulfen can assume the shape of a wolf. In this form, he loses his claw attacks, but his speed increases to 50 feet, and he gains a +4 racial bonus on all Stealth checks.
• Keen Senses: Wulfen receive a +2 racial bonus on Perception checks
• Low-Light Vision: Wulfen can see twice as far as humans in conditions of dim light.
• Natural Weapons: Wulfen possess a bite natural attack that inflicts 1d6 points of damage on a hit, and 2 claw natural attacks that inflict 1d4 points of damage on a hit. These are primary attacks, or a secondary attack if the wulfen wields a manufactured weapon.
• Scent: This special quality allows the wulfen to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Wulfen can identify familiar odors just as humans do familiar sights.
The wulfen can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a wulfen detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The wulfen can take a move action to note the direction of the scent. When the wulfen is within 5 feet of the source, it pinpoints the source’s location. A wulfen can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Wulfen tracking by scent ignore the effects of surface conditions and poor visibility.
Languages: Wulfen begin play speaking Wulfen.

Qadira Nathan Nasif (Male Human Ranger)

So far for campaign votes we have
1: Settlers - 2 =2
2: Crusade - 2+2+3=7
3: Ramblin' Men - 3+3+2+3=11
4: Mega-Dungeon - 3 =3
5: Horror - 2 =0

Counting first vote as 3 pts., secondary vote as 2 pts. Less likely to be ties, and two second votes beats one primary vote, so that majority rules.

dunduduhhhh
Just when you thought you were safe, DEMOCRACY strikes again!!!
Booo-a-whoooooooooooooo

Qadira Nathan Nasif (Male Human Ranger)

Your idea could be worked in for sure. Evil group may not make it to the end of the campaign, but a nice climatic ending to an act of the story.

Qadira Nathan Nasif (Male Human Ranger)

Talathel:
TALATHEL CR 1/2
Male Elf Monk (Zen Archer) 1
Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +9
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DEFENSE
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AC 17, touch 17, flat-footed 13. . (+4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +5
Immune sleep; Resist Elven Immunities
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OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +2 (1d8+2/19-20/x2) and
. . Unarmed Strike +2 (1d6+2/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Special Attacks Flurry of Blows -1/-1
--------------------
STATISTICS
--------------------
Str 14, Dex 19, Con 15, Int 14, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 19
Feats Elven Weapon Proficiencies, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (1/day), Point Blank Shot, Precise Shot
Traits Treerazer's Bane, Warrior of Old
Skills Acrobatics +8, Climb +6, Escape Artist +8, Perception +9, Stealth +8, Survival +4, Swim +6 Modifiers Silent Hunter
Languages Elven, Skald, Taldane, Varisian
SQ AC Bonus +3, Unarmed Strike (1d6)
Combat Gear Arrows (40), Arrows, Flight (20), Longbow, Longsword; Other Gear Backpack (5 @ 14.5 lbs), Bedroll, Blanket, Case, map or scroll (empty), Flint and steel, Grappling arrow, Hammock, Pouch, belt (3 @ 2.02 lbs), Quiver, Rope, silk (50 ft.), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
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AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20) (1/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Treerazer's Bane You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Talathel, though still a young elf, he is already a veteran of many battles against Treerazer's followers and minions along the edges of the Tanglebriar. Trained by the senior staff to still be able to defend himself and dispatch enemies that get to close without ever having to drop his bow, Talathel has begun to gain a connection with his archery that borders on the spiritual.
While serving in the defense of his people, he became close friends with one of the scouts in his camp, a young elf named Severashor, a very outgoing and friendly fellow. After nearly a decade of serving together, Severashor disappeared from the camp one night, without saying anything to anyone. Concerned for their friend, Talathel and the others decided that someone should try and find Severashor, but that they couldn't really send more than one of them without weakening their group too much. So Talathel was chosen to go.
That was nearly four years ago, and the trail has gotten older and harder to find the further he has followed it. Nearly a year ago, the trail led him to the city of Magnimar on the Varisian coast, where it seemingly dissappeared. For months he searched without any luck. Now he has taken a ship north to the town of Sandpoint, having heard of a wandering elven hunter that regularly comes to town on their journeys. Hoping it is his missing friend, or at least that they may have seen him, Talathel disembarked The Harrowed Maiden and entered the town of Sandpoint. When he asked for an inn, he was pointed in the direction of an establishment called the Rusty Dragon. Entering, he found a crowded taproom filled with the aromas of good food and many people. A smiling young human woman of exotic looks was busy behind the bar, while a older halfling woman served trays of food and drinks to the seated patrons.
He found out that the human was named Ameiko, and that this was her inn. He secured himself a room, where he has been staying since. He was let down somewhat when he found out that the elven hunter in the region was a friend of Ameiko's, and a woman, and thus not his missing friend, but all the same he figures he can still question her, and she is nearly guaranteed to come by here when she does come back through town, though he has been told it may be a couple of months. Nearly two weeks have passed, and he has heard a few rumors of other elves in the region that he is trying to find out more about. He is also considering traveling north to see if the elves of the Mierani Forest have any information.
But for now, he stays here in Sandpoint, waiting to follow up on the lead that bought him here. But it promises to be an interesting day tomorrow he believes, as the town's new cathedral was just finished, and they are consecrating it during the Desnan Holy-Day of the Swallowtail Festival, and accordingly, the town is throwing a massive celebration in honor of the event. Many of the people seem very glad about this as the last temple seems to have burned down in a fire several years ago.

Go ahead and ponder an idea for a second character, in case if needed, or in case if Talathel dies.

EVERYONE SHOULD PONDER AT LEAST TWO CHARACTER CONCEPTS
some games may require multiple roles at points, and death is always lurking nearby. For now we will just focus on one, but know the concept of your backup, so replacement will just require stat choices.

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