
GM Ascension |

I am looking for one replacement player to join the cause of the rebellion in a large scale game.
I had one player disappear from this group and am looking to replace them. Post character concepts in this thread here if you are interested in filling the spot.
If you are one of the other players in one of the other factions do not read this.
Current party consists of 2 summoners, a bard, a rogue, and a ranger.

tomtesserae |

@GM Ascension,
Thanks for contacting me. I'm not sure how well my character for the merchant guild would work for this group. I'll think about his motivations and goals more.
One idea for a new character would be a cleric wanting to install a theocracy. Not sure what deity. I'll work on a character concept while also thinking about Gharak.

Rocosmia Semvelo |

Whatever build you go for, be tough and resilient enough to resist an alpha strike. And be the guy who would be alpha'ed- the guy who will be up front by ten-thirty feet(not counting our scout). It will take the party a round to reinforce you with summons, crowd control, and positioning for burst damage.

Jake the Rat |

We are skill heavy, so any character might have to put up with non-combat solutions. Addition I would like see any new character be sneak, they don't have to be a great scout (we have two of them) but just not give the entire party away. Personally I would be happy with a full caster (or the for mentioned melee type) but any character with a compelling back story would be great.

GM Ascension |

@GM Ascension,
Thanks for contacting me. I'm not sure how well my character for the merchant guild would work for this group. I'll think about his motivations and goals more.
One idea for a new character would be a cleric wanting to install a theocracy. Not sure what deity. I'll work on a character concept while also thinking about Gharak.
This could be an interesting twist on the general rebellion approach to things for such a character to strive for.

CCCXLII |

Okay~! I took those suggestions to heart and here is what I have so far. I'm happy to take more advice on the build, it's my first ever time creating a Fighter.
As for the background and stuff, I don't want to dig in too deeply into that until the crunch checks out, as I want to tie his items and abilities into his story. I do, however, have a basic summary.
Summary
Character Sheet
NG Medium Humanoid (Human Male)
Init +5; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 23, touch 13, flat-footed 20 (+9 Armor, +1 Shield, +3 Dex)
HP 65
Fort +6, Ref +4, Will +4 (+2 against fear)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Ebonclaw (+6 (+4 Power Attack), 1d8+4 (+8 Power Attack), 19-20/x2, 4 lbs., S)
or TWF: Ebonclaw (+4 (+2 Power Attack), 1d8+4 (+8 Power Attack), 19-20/x2, 4 lbs., S) and Briarward (+2 (+0 Power Attack), 1d4+5 (+10 Power Attack), x2, 12 lbs., P)
Ranged Composite Longbow (+4 Str) (+3, 1d8+4, x3, 110 ft., 3 lbs., P)
--------------------
STATISTICS
--------------------
Str 18 (+2 Racial), Dex 16, Con 14, Int 8 (4th: +1), Wis 13, Cha 7
Base Attack +5; CMB +9; CMD 22 (+1 if attempting to sunder 'Close' weapons)
Feats Human: Two-Weapon Fighting, 1st: Improved Shield Bash, 1st Fighter Bonus: Power Attack, 2nd Fighter Bonus: Weapon Focus [Longsword], 3rd: Iron Will, 3rd Fighter Bonus: Step Up, 5th: Combat Reflexes
Traits Reactive (+2 Initiative), Highlander (You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas)
Armor Check Penalty -6
Favored Class Fighter (+1 HP)
Skills
Stealth 3 (+10, 3 Dex + 3 Rank + 1 Trait (+2 in hilly or rocky areas) + 3 Class)
Climb 1 (+8, 4 Str + 1 Rank + 3 Class)
Swim 1 (+8, 4 Str + 1 Rank + 3 Class)
Ride 1 (+7, 3 Dex + 1 Rank + 3 Class)
Profession (mercenary) 1 (+5, 1 Wis + 1 Rank + 3 Class)
Languages Common
Equipment Briarward [Light, Spiked, Living Steel, Quickdraw Shield] (1d4, x2, 12 lbs., P, +1 AC, -2 ACP, 169 gp), Ebonclaw [Masterwork Adamantine Longsword] (1d8, 19-20/x2, 4 lbs., S, 3,015 gp), Demonfang [Cold Iron Longsword] (1d8, 19-20/x2, 4 lbs., S, 30 gp), Loveless [Silver Longsword] (1d8, 19-20/x2, 4 lbs., S, 105 gp), Composite Longbow (+4 Str) (1d8, x3, 110 ft., 3 lbs., P, 500 gp), 20 Arrows (3 lbs., P, 1 gp), 20 Cold Iron Arrows (3 lbs., P, 2 gp), 20 Silver Arrows (3 lbs., P, 3 gp), 2 Grappling Arrow (1 lbs., 2 gp), Full Plate (+9 AC, +3 Dex, -4 ACP, 20 ft., 50 lbs., 1,500 gp), Sash of the War Champion (1 lb., 4,000 gp), Silk Rope 50 ft. (5 lbs., 10 gp), Celestial Lamp (2 lbs., 300 gp), 2 Smokestick (1 lb., 40 gp), Masterwork Backpack (4 lbs., 50 gp), Soldier's Uniform (5 lbs., free)
Wealth 273 GP
Encumbrance Light: 116 lbs. or less (w/ Masterwork Backpack)
--------------------
SPECIAL ABILITIES
--------------------
RACIAL
+2 Strength: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Bonus Feat [Two-Weapon Fighting]: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
FEATS
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus [Longsword]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Iron Will: You get a +2 bonus on all Will saving throws.
Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
CLASS
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training [Close (+1)] (Ex): Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

GM Ascension |

I've just glanced over it quickly so far.
Stats you are underspent by 1 point.
Str 15 + 2 racial + 1 level 4 = 7
Dex 16 = 10
Con 14 = 5
Int 8 = -2
Wis 13 = 3
Cha 7 = -4
You could raise your int to 9 for that one point is all though. Or drop wis to 12 and put int at 10 for an extra 5 skill points.
You spent 7 skill points but should only have 5. (2 - int mod) * level.

tomtesserae |

I'm still finishing up the background, but here is the initial concept of Joruth. An urban barbarian, level 5. He went on one "major" quest (reaching level 4) and spent some time after that helping to defend the sea-side town where he lived from pirates. His mother is a musician, so maybe he knows the group's bard. Just an idea. More details tomorrow.
Personality: For the most part calm and deliberate. He is trusting, but will still measure the stone for cutting even after another worker has marked it. In combat, he let’s his adrenaline take him to a place of anger, rage, and strength. Joruth finds this thrilling and terrifying. He likes the feeling of power, but not the loss of control.
Appearance: 5’9” — thick with muscle but with little definition. Clean shaven. Curly, light brown hair. Tanned. Hazel eye. He wears a tunic of red and yellow stripes. Light grey pants. A matching saffron leather vest and belt.
Fears: From the mundane side of life, he fears snakes and wasps.
Goals: Build a cathedral taller than any other building in Coran. More immediate, help create a new government for the Ondian Empire, based on Shelyn’s teachings.

CCCXLII |

Ah, but you got the stats wrong. Before adjustment it's: 16 Str (10) 16 Dex (10) 14 Con (5) 7 Int (-4) 13 Wis (3) 7 Cha (-4). The +2 Racial Bonus goes to Str and the Level 4 Bonus goes to Int. That gives Gene 7 ranks by 5th level.
If you think the 4th Level bonus is better spent in Str or a different stat though, I could bear losing Ride and Swim.

Jake the Rat |

Ah, but you got the stats wrong. Before adjustment it's: 16 Str (10) 16 Dex (10) 14 Con (5) 7 Int (-4) 13 Wis (3) 7 Cha (-4). The +2 Racial Bonus goes to Str and the Level 4 Bonus goes to Int. That gives Gene 7 ranks by 5th level.
If you think the 4th Level bonus is better spent in Str or a different stat though, I could bear losing Ride and Swim.
GM Ascension is suggesting a way to have the same stats with an extra pt. but having one less strength at first and one more intelligence and then instead of spending the stat increase in Int instead use it in Str.
I have always considered skill pt increase retroactive (since everything else is) so you should have 10 ranks (2 fighter + 1 human - 1 intelligence). I'm know there was some disagreement over this in 3.5 and haven't looked at the rules in pathfinder.
You need to note your armour check penalty next to you stealth score as I suspect at least some of the time you'll be trying to sneak in full plate. Additional unless you have plans for the spare cash I suggest you make the full plate master worked (reduces ACP and means you don't have to buy a new suit if you want to enchant it later.)

CCCXLII |

Okay, now I get it xD
That is a smarter way to do the stats, and it makes calculating the skill ranks a bit easier to calculate too. Thanks Ascension, Jake.
And now I feel painfully dumb for not Masterworking the Shield and Armor. They're both Masterworked now, reducing the ACP to -4 at the cost of the 2 Smokesticks. Now I'm down to 13 gp. Do you think I should remove the Quickdraw property from the shield to bring the ACP up to -3?
Anything else? I'm definitely willing to work with you guys. For example, if you think more gold is needed for an enhancement or item, I'd be happy to replace some of the existing gear.
Crunch
NG Medium Humanoid (Human Male)
Init +5; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 23, touch 13, flat-footed 20 (+9 Armor, +1 Shield, +3 Dex)
HP 65
Fort +6, Ref +4, Will +4 (+2 against fear)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Ebonclaw (+6 (+4 Power Attack), 1d8+4 (+8 Power Attack), 19-20/x2, 4 lbs., S)
or TWF: Ebonclaw (+4 (+2 Power Attack), 1d8+4 (+8 Power Attack), 19-20/x2, 4 lbs., S) and Briarward (+2 (+0 Power Attack), 1d4+5 (+10 Power Attack), x2, 12 lbs., P)
Ranged Composite Longbow (+4 Str) (+3, 1d8+4, x3, 110 ft., 3 lbs., P)
--------------------
STATISTICS
--------------------
Str 18 (+2 Racial, 4th: +1), Dex 16, Con 14, Int 8, Wis 13, Cha 7
Base Attack +5; CMB +9; CMD 22 (+1 if attempting to sunder 'Close' weapons)
Feats Human: Two-Weapon Fighting, 1st: Improved Shield Bash, 1st Fighter Bonus: Power Attack, 2nd Fighter Bonus: Weapon Focus [Longsword], 3rd: Iron Will, 3rd Fighter Bonus: Step Up, 5th: Combat Reflexes
Traits Reactive (+2 Initiative), Highlander (You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas)
Armor Check Penalty -4
Favored Class Fighter (+1 HP)
Skills
Stealth 3 (+10, 3 Dex + 3 Rank + 1 Trait (+2 in hilly or rocky areas) + 3 Class)
Climb 1 (+8, 4 Str + 1 Rank + 3 Class)
Swim 1 (+8, 4 Str + 1 Rank + 3 Class)
Ride 1 (+7, 3 Dex + 1 Rank + 3 Class)
Profession (mercenary) 1 (+5, 1 Wis + 1 Rank + 3 Class)
Languages Common
Equipment Briarward [Masterwork Light, Spiked, Living Steel, Quickdraw Shield] (1d4, x2, 12 lbs., P, +1 AC, -1 ACP, 319 gp), Ebonclaw [Masterwork Adamantine Longsword] (1d8, 19-20/x2, 4 lbs., S, 3,015 gp), Demonfang [Cold Iron Longsword] (1d8, 19-20/x2, 4 lbs., S, 30 gp), Loveless [Silver Longsword] (1d8, 19-20/x2, 4 lbs., S, 105 gp), Composite Longbow (+4 Str) (1d8, x3, 110 ft., 3 lbs., P, 500 gp), 20 Arrows (3 lbs., P, 1 gp), 20 Cold Iron Arrows (3 lbs., P, 2 gp), 20 Silver Arrows (3 lbs., P, 3 gp), 2 Grappling Arrow (1 lbs., 2 gp), Masterwork Full Plate (+9 AC, +3 Dex, -3 ACP, 20 ft., 50 lbs., 1,650 gp), Sash of the War Champion (1 lb., 4,000 gp), Silk Rope 50 ft. (5 lbs., 10 gp), Celestial Lamp (2 lbs., 300 gp), Masterwork Backpack (4 lbs., 50 gp), Soldier's Uniform (5 lbs., free)
Wealth 13 gp
Encumbrance Light: 116 lbs. or less (w/ Masterwork Backpack)
--------------------
SPECIAL ABILITIES
--------------------
RACIAL
+2 Strength: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Bonus Feat [Two-Weapon Fighting]: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
FEATS
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus [Longsword]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Iron Will: You get a +2 bonus on all Will saving throws.
Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
CLASS
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training [Close (+1)] (Ex): Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

tomtesserae |

Background will be completed soon.
Making the character sheet usually involves an error or two despite my efforts to find them. Sorry.
Human Barbarian 5
NG Medium Humanoid (human)
Init +1; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 16 [uncanny dodge] (+5 armor, +1 Dex)
hp 85 (5d12+20+5)
Fort +8 (+4 base +4 Con), Ref +2 (+1 base +1 Dex), Will +2 (+1 base +1 Wis)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Glaive +8 1d10, x3; Dagger +7 1d4, 19-20/x2
--------------------
STATISTICS
--------------------
Str 14, Dex 12,Con 19, Int 11, Wis 12, Cha 10
Base Atk +5; CMB +7 (+5 base +2 Str); CMD +18 (10 +5 base +2 Str +1 Dex)
Feats Skill Focus Knowledge (engineering), Extra Rage, Extra Rage Power
Traits Ear for Music, Scholar of Ruins
Trained Skills Knowledge (dungeoneering) +5 (+1 skill point +3 class skill +1 trait),Knowledge (engineering) +6 (+3 skills points +3 class skill), Knowledge (local) +5 (+2 skill points +3 class skill), Knowledge (nobility) +4 (+1 skill point +3 class skill), Profession (stonemason) +9 (+5 skill points +3 class skill +1 Wis)
Untrained Skills Craft (stonemasonry) +4, Diplomacy +5 (+2 skill points +3 class skill), Intimidate +5 (+2 skill points +3 class skill), Perception +6 (+2 skill points +3 class skill +1 Wis), Perform (dance) +3 (+2 skills points +1 trait), Stealth +9 (+1 skill points +1 Dex +5 cloak)
Languages Common
Gear Studded Leather +2 (4000), Masterwork Glaive (308), Cloak of Elvenkind (2500), Ring of Swimming (2500), Backpack, Bedroll, flint & stell, belt pouches (2), rope (50’ silk), tent, waterskin, sunrod, Artisan’s masterwork tools, Artisan’s outfit, Courtier’s outfit. Gold: 502
--------------------
SPECIAL ABILITIES
-----------------------
Weapon and Armor Proficiency: An urban barbarian is not proficient with medium armor.
Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.
Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.
Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Rage/Day 28 rounds
Trap Sense (Ex) +1 Reflex save against traps and +1 dodge bonus to AC against attacks made by traps.
Improved Uncanny Dodge (Ex) Can no longer be flanked
--------------------
RACIAL TRAITS
--------------------
+2 to one ability score Con 16 —> Con 18
Skilled +1 skill point/level
Bonus Feat Extra Rage

CCCXLII |

Interesting how our builds are opposed, tomtesserae. Gene has a high initiative, Joruth doesn't; Joruth has a high Perception bonus, Gene doesn't; Gene has an extremely high AC but low health, Joruth is the opposite; and so on.
Also, you've made me realize that I screwed up the attack bonus on Gene xD I'll have to fix that.
Anyway, there are two problems I can see.
On the skills, you can't get the +3 Class Bonus unless you've put a rank in that skill.
You should have a Ranged attack, even if it's just a sling. It'll suck if you have to fight someone at range and all you have is your glaive and dagger (your dagger isn't listed in your gear btw).
Edit:
Fixed character sheet, added stats for attacking with just Briarward in Melee
NG Medium Humanoid (Human Male)
Init +5; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 23, touch 13, flat-footed 20 (+9 Armor, +1 Shield, +3 Dex)
HP 65
Fort +6, Ref +4, Will +4 (+2 against fear)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Ebonclaw (+11 (+9 Power Attack), 1d8+4 (+8 Power Attack), 19-20/x2, 4 lbs., S)
or Briarward (+10 (+8 Power Attack), 1d4+5 (+9 Power Attack), x2, 12 lbs., P)
or TWF: Ebonclaw (+9 (+7 Power Attack), 1d8+4 (+8 Power Attack), 19-20/x2, 4 lbs., S) and Briarward (+8 (+6 Power Attack), 1d4+5 (+9 Power Attack), x2, 12 lbs., P)
Ranged Composite Longbow (+4 Str) (+8, 1d8+4, x3, 110 ft., 3 lbs., P)
--------------------
STATISTICS
--------------------
Str 18 (+2 Racial, 4th: +1), Dex 16, Con 14, Int 8, Wis 13, Cha 7
Base Attack +5; CMB +9; CMD 22 (+1 if attempting to sunder 'Close' weapons)
Feats Human: Two-Weapon Fighting, 1st: Improved Shield Bash, 1st Fighter Bonus: Power Attack, 2nd Fighter Bonus: Weapon Focus [Longsword], 3rd: Iron Will, 3rd Fighter Bonus: Step Up, 5th: Combat Reflexes
Traits Reactive (+2 Initiative), Highlander (You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas)
Armor Check Penalty -4
Favored Class Fighter (+1 HP)
Skills
Stealth 3 (+10, 3 Dex + 3 Rank + 1 Trait (+2 in hilly or rocky areas) + 3 Class)
Climb 1 (+8, 4 Str + 1 Rank + 3 Class)
Swim 1 (+8, 4 Str + 1 Rank + 3 Class)
Ride 1 (+7, 3 Dex + 1 Rank + 3 Class)
Profession (mercenary) 1 (+5, 1 Wis + 1 Rank + 3 Class)
Languages Common
Equipment Briarward [Masterwork Light, Spiked, Living Steel, Quickdraw Shield] (1d4, x2, 12 lbs., P, +1 AC, -1 ACP, 319 gp), Ebonclaw [Masterwork Adamantine Longsword] (1d8, 19-20/x2, 4 lbs., S, 3,015 gp), Demonfang [Cold Iron Longsword] (1d8, 19-20/x2, 4 lbs., S, 30 gp), Loveless [Silver Longsword] (1d8, 19-20/x2, 4 lbs., S, 105 gp), Composite Longbow (+4 Str) (1d8, x3, 110 ft., 3 lbs., P, 500 gp), 20 Arrows (3 lbs., P, 1 gp), 20 Cold Iron Arrows (3 lbs., P, 2 gp), 20 Silver Arrows (3 lbs., P, 3 gp), 2 Grappling Arrow (1 lbs., 2 gp), Masterwork Full Plate (+9 AC, +3 Dex, -3 ACP, 20 ft., 50 lbs., 1,650 gp), Sash of the War Champion (1 lb., 4,000 gp), Silk Rope 50 ft. (5 lbs., 10 gp), Celestial Lamp (2 lbs., 300 gp), Masterwork Backpack (4 lbs., 50 gp), Soldier's Uniform (5 lbs., free)
Wealth 13 gp
Encumbrance Light: 116 lbs. or less (w/ Masterwork Backpack)
--------------------
SPECIAL ABILITIES
--------------------
RACIAL
+2 Strength: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Bonus Feat [Two-Weapon Fighting]: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
FEATS
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus [Longsword]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Iron Will: You get a +2 bonus on all Will saving throws.
Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
CLASS
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training [Close (+1)] (Ex): Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Hazan Razzka |

Howdy folks. If there's still time, I'd like to toss an Inquisitor in for consideration. I rolled him up pretty quick so forgive me if there's an error or two. I'll give him a back story later this evening.
Defense
AC 21 (25 with shield of swings), touch 12, flat-footed 19
hp x
Fort 6, Ref 3, Will 6
Offense
Init 4
Speed 20 ft.
Melee Attack:+8 2d4+6 18-20 x2
Statistics
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk 3; CMB 7; CMD 19
Feats:Shield of Swings, Power Attack, Cleave
Teamwork Feats: Precise Strike
Traits: Anatomist, Killer
Skills: Kn: Arcana 8, Kn: Dungeoneering 2, Kn: Nature 8, Kn: Planes 6, Kn: Religion 8, Perception 10, Stealth 10
Special Abilities
Race
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class
Judgment
Monster Lore- The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze- Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative- At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment- At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat- At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane- At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies- At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Spells
Liberation Domain Power: Liberation
Lvl 0: Acid Splash, Create Water, Detect Magic, Stabilize, Read Magic, Resistance
Lvl 1: Cure Light Wounds, Inflict Light Wounds, Lend Judgement, Shield of Faith
Lvl 2: Cure Moderate, Weapon of Awe, Litany of Defense

tomtesserae |

Once again, I'm open to changing details to fit the campaign.
Excepting archery lessons for hunting with his father, it wasn’t until his early teens that Joruth had any exposure to weapon training for self-defense. Pyntuil explained that someday Joruth would accompany him on a quest to find Jormyg’s “Ondian Victory” — a ten feet tall statue created by his great-grandfather that was stolen from a public square in Coran ninety-three years ago. Joruth’s half-sisters Maygam and Ishquill were investigating long dead rumors of who may have taken it.
When his father, Pyntuil, celebrated his 70th birthday, Joruth was seventeen. That night Pyntuil was given directions to “Ondian Victory” — a vault of an art collecting wizard that had died sixty years ago.
Joruth, his two half-sisters, three half-brothers, a cousin, a nephew, his father, and the family dog spent seven months to reclaim it. Not long after bringing the statue back to Coran, his father died, happy and surrounded by the people he loved.
From the ages of eighteen to twenty-three, as part of the stonemason guild, Joruth worked at Vingin, a seaside quarry town that would occasionally face raids from desperate pirates.
Returning to Coran, he rose in the ranks of the stonemasons. As the city slowly descended into chaos with the silence of the wizards, Joruth didn’t care very much. He figured such political problems were for other people. He was more concerned with stone.
One night, the public square that “Ondian Victory” reoccupied, was vandalized. Worse, the statue was smashed. His great-grandfather’s work and the time and expense his family spent to recover it was gone. His heart was broken. Why would anyone destroy such beauty? How could the Tower allow such chaos? Now, at the age of 27, he has decided to join the rebellion. He will help create a new city, a new empire, based on the ideals of Shelyn, where beauty is revered and inspires all to be their best.
Personality: For the most part calm and deliberate. He is trusting, but will still measure the stone for cutting even after another worker has marked it. In combat, he let’s his adrenaline take him to a place of anger, rage, and strength. Joruth finds this thrilling and terrifying. He likes the feeling of power, but not the loss of control.
Appearance: 5’9” — thick with muscle but with little definition. Clean shaven. Curly, light brown hair. Tanned. Hazel eye. He wears a tunic of red and yellow stripes. Light grey pants. A matching saffron leather vest and belt.
Fears: From the mundane side of life, he fears snakes and wasps.
Goals: Build a cathedral taller than any other building in Coran. More immediate, help create a new government for the Ondian Empire, based on Shelyn’s teachings.
CCCXLII -- thanks for the input! I'll add a short bow. I'll recheck the skills too.
Human Barbarian 5
CG Medium Humanoid (human)
Init +1; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 16 [uncanny dodge] (+5 armor, +1 Dex)
hp 85 (5d12+20+5)
Fort +8 (+4 base +4 Con), Ref +2 (+1 base +1 Dex), Will +2 (+1 base +1 Wis)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Glaive, masterwork +8 1d10, x3; Dagger +7 1d4, 19-20/x2
Ranged Short bow, masterwork +7 1d6, x3
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 19, Int 11, Wis 12, Cha 10
Base Atk +5; CMB +7 (+5 base +2 Str); CMD +18 (10 +5 base +2 Str +1 Dex)
Feats Skill Focus Knowledge (engineering), Extra Rage, Extra Rage Power,
Traits Ear for Music, Scholar of Ruins
Trained Skills Knowledge (dungeoneering) +5 (+1 skill point +3 class skill +1 trait), Knowledge (engineering) +6 (+2 skills points +3 class skill), Knowledge (local) +5 (+2 skill points +3 class skill), Knowledge (nobility) +4 (+1 skill point +3 class skill), Profession (stonemason) +9 (+5 skill points +3 class skill +1 Wis)
Untrained Skills Craft (stonemasonry) +4 (+1 skill point +3 class skill), Diplomacy +5 (+2 skill points +3 class skill), Intimidate +5 (+2 skill points +3 class skill), Perception +6 (+2 skill points +3 class skill +1 Wis), Perform (dance) +3 (+2 skills points +1 trait), Stealth +9 (+1 skill points +1 Dex +5 cloak)
Languages Common
Other Gear Studded Leather +2 (4000), Masterwork Glaive (308), Dagger (1), Masterwork Short bow (330), Cloak of Elvenkind (2500), Ring of Swimming (2500), Backpack, Bedroll, flint & stell, belt pouches (2), rope (50’ silk), tent, waterskin, sunrod, Artisan’s masterwork tools, Artisan’s outfit, Courtier’s outfit. Gold: 172
———————
SPECIAL ABILITIES
--------------------
Weapon and Armor Proficiency: An urban barbarian is not proficient with medium armor.
Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.
Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.
Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Rage/Day 28 rounds
[b]Trap Sense (Ex) +1 Reflex save against traps and +1 dodge bonus to AC against attacks made by traps.
Improved Uncanny Dodge (Ex) Can no longer be flanked
--------------------
RACIAL TRAITS
--------------------
+2 to one ability score Con 16 —> Con 18
Skilled +1 skill point/level
Bonus Feat Extra Rage

GM Ascension |

CCCXLII wrote:Ah, but you got the stats wrong. Before adjustment it's: 16 Str (10) 16 Dex (10) 14 Con (5) 7 Int (-4) 13 Wis (3) 7 Cha (-4). The +2 Racial Bonus goes to Str and the Level 4 Bonus goes to Int. That gives Gene 7 ranks by 5th level.
If you think the 4th Level bonus is better spent in Str or a different stat though, I could bear losing Ride and Swim.
GM Ascension is suggesting a way to have the same stats with an extra pt. but having one less strength at first and one more intelligence and then instead of spending the stat increase in Int instead use it in Str.
I have always considered skill pt increase retroactive (since everything else is) so you should have 10 ranks (2 fighter + 1 human - 1 intelligence). I'm know there was some disagreement over this in 3.5 and haven't looked at the rules in pathfinder.
You need to note your armour check penalty next to you stealth score as I suspect at least some of the time you'll be trying to sneak in full plate. Additional unless you have plans for the spare cash I suggest you make the full plate master worked (reduces ACP and means you don't have to buy a new suit if you want to enchant it later.)
This, I spaced off you being human though and getting a bonus skill point per level. So you should have 10 skill points (or 15 with int at 10).

tomtesserae |

@GM Ascension, the human feat was under the "Racial Traits" but I also added it to the "Feat" line. I updated the skill points.
Human Barbarian 5
CG Medium Humanoid (human)
Init +1; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 16 [uncanny dodge] (+5 armor, +1 Dex)
hp 85 (5d12+20+5)
Fort +8 (+4 base +4 Con), Ref +2 (+1 base +1 Dex), Will +2 (+1 base +1 Wis)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Glaive, masterwork +8 1d10, x3; Dagger +7 1d4, 19-20/x2
Ranged Short bow, masterwork +7 1d6, x3
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 19, Int 11, Wis 12, Cha 10
Base Atk +5; CMB +7 (+5 base +2 Str); CMD +18 (10 +5 base +2 Str +1 Dex)
Feats Skill Focus Knowledge (engineering), Extra Rage, Extra Rage Power, Extra Rage
Traits Ear for Music, Scholar of Ruins
Trained Skills Knowledge (dungeoneering) +5 (+1 skill point +3 class skill +1 trait), Knowledge (engineering) +6 (+2 skills points +3 class skill), Knowledge (local) +5 (+2 skill points +3 class skill), Knowledge (nobility) +4 (+1 skill point +3 class skill), Profession (stonemason) +9 (+5 skill points +3 class skill +1 Wis)
Untrained Skills Craft (stonemasonry) +6 (+3 skill point +3 class skill), Diplomacy +5 (+2 skill points +3 class skill), Intimidate +5 (+2 skill points +3 class skill), Perception +7 (+3 skill points +3 class skill +1 Wis), Perform (dance) +4 (+3 skills points +1 trait), Stealth +9 (+1 skill points +1 Dex +5 cloak)
Languages Common
Other Gear Studded Leather +2 (4000), Masterwork Glaive (308), Dagger (1), Masterwork Short bow (330), Cloak of Elvenkind (2500), Ring of Swimming (2500), Backpack, Bedroll, flint & stell, belt pouches (2), rope (50’ silk), tent, waterskin, sunrod, Artisan’s masterwork tools, Artisan’s outfit, Courtier’s outfit. Gold: 172
--------------------
SPECIAL ABILITIES
--------------------
Weapon and Armor Proficiency: An urban barbarian is not proficient with medium armor.
Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.
Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.
Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Rage/Day 28 rounds
Trap Sense (Ex) +1 Reflex save against traps and +1 dodge bonus to AC against attacks made by traps.
Improved Uncanny Dodge (Ex) Can no longer be flanked
--------------------
RACIAL TRAITS
--------------------
+2 to one ability score Con 16 —> Con 18
Skilled +1 skill point/level
Bonus Feat Extra Rage (listed in feat section as well)

Hazan Razzka |

Check it out yall, I gots me a backstory
Growing up can be difficult for anyone. Growing up a half-orc orphan, never knowing your parents, in the slums of Coran could be considered slightly more difficult than the average childhood. For better or worse, these were the conditions Hazzan Razzka found himself growing up in. Everyday of his life was a fight. He would have to fight for his food, a place to sleep, even just to be left alone. Being a half-orc made him stand out and standing out made him a target.
It wasn't unheard of for people to disapear in the slums. Rumor had it that the mages had a large demand for test subjects for whatever experiments they were doing. Hazzan had more than one friend that vanished in the night and was never heard from again. Being a half-orc, Hazzan was targeted more than once by opportunistic head hunters looking to sell a more resilient test subject. He usually managed to out run or out fight his attackers, but everyones luck runs out eventually. Hazzan was set upon and captured by a large group and taken to a warehouse. There he was thrown into a cage with other prisoners. He immedietly began looking for a way to escape.
During the night he got the cage open and started to leave, when one of the other prisoners called out to him. Her name was Tilda, and she was a cleric that was part of a group that was trying to stop the abductions and arrest the gang members in charge. She had gotten herself captured on purpose to find out where the prisoners were being held but her partners has lost track of her. Tilda asked Hazzan to lead her partners to the warehouse so they could free everyone. Hazzan agreed, and the next night he lead a group of warriors to the warehouse. While the warriors fought the gang, Hazzan ran around opening the cages. While he was freeing the prisoners he was attacked by one of the thugs. As Hazzan doged around the sword wielding attacker, he spotted a dead man still holding a falchion. Hazzan grabbed the weapon, struck at his opponent with a strength he never knew he had, and burried the sword in the mans chest. Wrenching it free, Hazzan returned to freeing the prisoners. Once the fighting was over, Tilda came to check on Hazzan. She found him in a corner still clutching the sword. Tilda took the sword from him and tried to comfort the child, who thanked her by vomiting on her and passing out.
The next day, Hazzan awoke to find himself in a real bed with Tilda sitting watch over him. She explained that this was her tavern, and that he was welcome to stay with her as repayment for his bravery. He agreed, but asked her to train him. He had spent his whole life fighting for his right to live, and he was tired of those with power trying to force their will on those without. He wanted to fight for those who couldn't. He wanted to be like Tilda. He wanted to be a hero.

GM Ascension |

I've read through the back stories now.
@CCCXLII, who is your significant NPC?
@tomtesserae, your significant NPC's are your brothers and sisters?
@Hazan Razzka, initial crunch looks good though I didn't go through it in depth.
Conferring with the current players in the game (giving them a good deal of say in this), then will make a decision Monday evening.

tomtesserae |

@GM Ascension
Sorry for not being clear about that. Sponiska is the primary significant NPC. His mother is about forty-five years old (the age difference between her and Joruth's dad was around 38 years). She lives in Coran, performs music for balls, galas, and festivals; tutors students for additional income. She did remarry after Joruth's father died. Her current husband is the same age as her. Joruth has half-siblings (from both sides) in Coran.

Eadgart Gene Pentti |

CCCXLII here.
Alright, so 3 more Skill ranks (2 Stealth and 1 Survival) and I've listed the ACP in the appropriate skills. Stealth is +8 with armor and shield (+10 in rocky or hilly area), which I think is pretty great, not to mention the shield can easily be put away for a +1 bonus.
Sorry it took so long with the background. I wouldn't call it finished, per se, as I'd like to write more about why he switched his name to Eadgart, how he got his swords, and so on, but that would take more time. You'll also find his Appearance and Significant NPC