1st level characters


Pathfinder First Edition General Discussion


I have a friend who is going to be running his first game. Not just Pathfinder, but his first actual game. He has minimal experience with RPGs so I suggested that he only allow Core characters until he is comfortable with the system. I'm going to be there to help guide him along, but he has to make all the decisions himself.

The rest of the group will have minimal experience as well. Instead of having everyone sit down with me to create characters (I am recovering from surgery and I have my own campaign to work on) I told him that I would be willing to create a ton of 1st level characters. I want to make one for each race/class combination. I am trying to build them while keeping in mind the stereotypical traits of the races. I want the dwarf rogue to feel different from the halfling rogue.

I'm soliciting advice from everyone. More accurately, I am asking for as many 1st level core only builds you can come up with. Please, CORE only. Not PRD only. CORE.

I don't know what the stat generation is so I've just been using the Elite Array. I can always make adjustments later. This is just the fastest set of stats.

So please share with me your 1st level core only builds!


this might be helpful to you.


Do these players have Core Rulebooks of their own, or is everyone sharing yours?

For total noobs it can be okay to hand them pregen characters, but if this group is truly interested in the hobby (and there are a handful of CRBs to go around the room), then I suggest letting everyone make their own characters. Not only will they feel more connected to their character, but it really truly helps them understand many fundamentals of the game.

Also - a character for each race/class combo?? That's a lot of characters, even with just the core books! (77 pregens?)


Oh, there's the Pregen characters. A lv1 of all the core classes with core only stuff.

Sovereign Court

Chess Pwn wrote:
Oh, there's the Pregen characters. A lv1 of all the core classes with core only stuff.

Just avoid the ranger - the rest I've looked at are decent. None of them are amazingly built - but I think that that was intentional so that there is a benefit to the players to figure out better builds and create their own character.


I already have he pregens as options. I'm trying to create as many others as possible so that they have options.

There are a couple of books available. I'm going to be the encyclopedia.

Right now we want everyone to just worry about mechanics. He's going to run an AP as soon as everyone, especially him, is used to the basics.

Yes, I'm working on a character for each class/race combo. I'm actually done through Rogue (each race done once), but I am looking to see what others come up with.

Silver Crusade

1 person marked this as a favorite.

This might also be helpful.


I love making first level characters, lets see: 7 races and 11 core classes make 77 first level characters - do you want me to start with the barbarians?

*Edit: I see you're "done through the rogues," which I assume means you've done them from the barbarians to the rogues. I'll start backwards and throw a few wizards at you


Create whichever characters you want. I have done everything through rogue so far, but I am open to all kinds of options. I want people to be able to just sit down and play. They will get a chance to work on their own characters when we start an actual campaign.


N. Jolly wrote:
This might also be helpful.

I will definitely use this for helping them later.

Grand Lodge

2 people marked this as a favorite.

DO NOT USE THE PRE-GEN CHARACTERS

Most of them are just awful. I don't mean they're under-powered; I mean they're just way too complicated for new players. Plus, most of the appeal of RPGs is making your own characters, with their own personalities, not trying to use one that already exists.

Here's what you do instead:

Let anyone who wants to make their own character. For everyone else, let them pick from the following:

  • Human fighter, greatsword and longbow, medium armor, power attack and combat maneuver focus

  • Dwarf cleric, warhammer and shield, medium armor, healing and strength domains

  • Halfling rogue, daggers and hand crossbow, classic "thief" skill selection, (Disable Device, Disguise, Stealth, Sleight of Hand, etc)

  • Elf wizard, evocation school, arcane bond item, longbow and longsword, lots of knowledge skills

Try to build these character so they fulfill their intended role, but aren't min-maxed so that they can only fulfill that role. Give that fighter ranks in Intimidation or Handle Animal and don't dump his Charisma. Give that cleric some combat feats, not just improved channel stuff. Pick rogue talents that add cool abilities, not just big sneak attack damage. Fill the wizard's spellbook with as many utilities as blasting spells.

And for all of them, avoid pushing attributes up to 18 or down to 8 after racial modifiers. Whenever possible, pick feats that grant passive bonuses, like Dodge, Improved Initiative, and Toughness.

Now, onto your actual game session:

  • Don't start with an adventure path; do an "exhibition session" instead.

  • Start it off with a brief introduction, then go right into a battle against a good number of weak enemies: goblins with daggers and slings, for example.

  • Do it on a map with a few elevations changes, a couple patches of rough terrain, some bushes that provide concealment, and some boulders that provide cover.

  • After the battle, divvy up some interesting non-magical treasure: a couple masterwork weapons and armor, some interesting adventuring gear (sunrods, thunderstones, tanglefoot bags, etc), a couple scrolls, and a few potions.

  • When you run the game, be sure to have a tablet or laptop nearby with d20pfsrd open so you can quickly look up rules, character abilities, and spells.


1 person marked this as a favorite.

Dwarf Wizard
Stats: 8, 14, 15, 15, 14, 8
Abjuration School, Opposed Schools (Illusion and Necromancy)
Raven Fmailiar
1st Level Spells in Spellbook: Shield, Grease, Mount, Sleep, Burning Hands
Skills: Spellcraft, Knowledge Arcana, Knowledge Planes, Appraise
HP: 9
Feats: Improved initiative


the GM is going to be running The Godsmouth Heresy. He isn't going to run the AP. When he's ready, I'm going to suggest one based on how well he is doing and what the party wants to do.

I will have the pregens available for those who want them. At 1st level they are just fine. As they go up in levels, I will help them work on things based on the concept behind the build. I don't think we're going to be advancing beyond 2nd level with these characters. I have a feeling that we may create a couple of 3rd level characters at some point, and I will help people with that instead of using a bunch of premade characters. I will show them how to build a character at that point.


1 person marked this as a favorite.

Human Druid
Stats: 16, 14, 15, 8, 8, 15
ape animal companion
0: detect magic, guidance, purify food and drink
1: detect snares and pits, entangle
Skills: Climb, Knowledge (nature), Survival, Swim
Feats: Athletic, Self-Sufficient

Grand Lodge

I'm curious, have you considered having your friend run the Beginner Box for everyone? Personally I think it and the Bash Demos are a great introduction for new players and GMs alike.


We talked about him running the Beginner Box. I have two copies and I was willing to loan him one. After talking about it for a few days, he decided that he didn't want to do that. He wants to jump right in since I'm going to be there.


Human Rogue
Stats: 16, 14, 14, 10, 14, 10
Skills: Craft, Disable Device, Disguise, Escape Artist, Intimidate, Linguistics, Sense Motive, Swim, Use Magic Device
Feats: Great Fortitude, Intimidating Prowess


Speaking as a new player myself...new players might be a bit put off if they find that their character "can't do anything." That is, a fighter for example can't talk well. He can't sneak. He can't cast spells. All he can do is attack once...and move slowly. Nobody is going to enjoy that. As such, what I'd recommend...

(1) Human Rogue (via Avoron, some changes)
Stats: Str14, Dex18, 14, 10, 10, 10
Skills: Stealth, Disable Device, Disguise, Escape Artist, Diplomacy, Perception, Bluff, Knowledge (Local)
Feats: Toughness, Dodge
Equipment: Studded leather armor, rapier, handcrossbow

In close combat he uses Dex to hit (+4) because of the rapier and +2 damage...as well as his sneak attack. Con 14 is nothing to sneeze at either. Sure, he's a rogue...but with dodge and toughness he'll be able to survive a hit as well. He can sneak around, find/disarm traps...and he can bluff.

(2) Dwarven Ranger
Str16 Dex14 Con16 Int10 Wis10 Cha10
Skills: Knowledge (dungeoneering), Knowledge (nature), Intimidate, Perception, Survival, Heal
Feat: Two weapon fighting
Equipment: Dwarven waraxe, Light Hammers, Studded Leather
Favored Enemy: Whatever your first adventure is fighting.

He can sneak around with the thief. Where the thief backstabs he hits them in the face. The thief shoots his handbow, the dwarf throws hammers. The thief bluffs, he intimidates. The thief disarms traps, and the ranger follows tracks. The two make a team together.

(3) Half Elf Druid
Str14 Dex14 Con12 Int10 Wis18 Cha10
Skills: Handle Animal, Heal, Perception, Knowledge (Nature)
Feat: Power Attack
lvl 0 spells: Mending (Give him the chance to use it in a semi-important way), Light, Stabalize or Light
lvl 1 spell: Charm Animal (Give him the chance to use it) + something else
Equipment: Hide armor, Spear, Sling, Wand of Cure Light Wounds

He can't sneak around...but he has some tools that will make him feel useful. Mending can let him solve a problem nobody else can. Power attack with the spear will let him do some decent damage. The wand of cure light wounds makes him the party healer, of course.

(4) Human Cavalier (not core, but still quite simple)
Str18 Dex12 Con14 Int10 Wis10 Cha12
Skills: Diplomacy, Ride, Handle Animal, Sense Motive
Feat: Mounted Combat, Ride by comat
Equipment: Warhorse, Lance, Longsword, Shield and armor of some type

So the rogue bluffs, the ranger intimidates and the cavalier uses diplomacy. He's a knight, and he gets to act like one. Where the rest of the party fights lightly and sneaks around, he rides in on a warhorse. The player gets a bit more fun with him as he gets to move around alot more on the battlefield. Much more fun than a slow moving paladin at lvl 1.

That's a 4 man party right there. Each one has a very distinct social role. 2 of them can scout things out and can compliment each other in battle. 1 is a knight...which is just damned awesome. The druid is the party's healer, but he can still do something in combat and has some unique tricks that the party can use. Also give him the chance to save the Cavalier's horse using his druidic tricks. You'll get that 'oh shyt' look from the Cavalier player, and the druid will get to feel important.


A few things I'm going to be teaching my GM is that we don't have to roll dice for everything. I'm also going to teach him how to use other skills and feats to accomplish things beyond the obvious.

For example, if someone has Craft (weapons), they can use that as a means to find other artisans dealing with metals, weapons, and armor. That character might even have an advantage talking to another artisan who shares a common interest.

I'm also going to show the players that they do not need 18's in their primary stat to function well. There are other ways to get around this. I want them to know how to use tactics and aid another. I want them to think beyond their character sheets.

I do like your builds, Grumbaki, and I will be adding them as options. I will be using the elite array to rebuild them though.


2 people marked this as a favorite.

Here are the barbarian builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders.

Balster Stonecutter:

Male dwarf barbarian 1
CG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 16 (1d12+4)
Fort +5, Ref +0, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee dwarven waraxe +2 (1d10+3/×3) or
. . unarmed strike +3 (1d3+2 nonlethal)
Special Attacks hatred, rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6
Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Power Attack
Skills Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +2, Intimidate +2, Knowledge (nature) +5, Perception +6 (+8 to notice unusual stonework), Survival +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc
SQ fast movement
Other Gear hide armor, buckler, dwarven waraxe, backpack, fishhook, fishing net, flask, flint and steel, hammer, piton, pot, shovel, waterskin, whetstone, 88 gp, 4 sp, 5 cp
--------------------
Tracked Resources
--------------------
Rage (7 rounds/day) (Ex) - 0/7
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Galurth:

Male half-orc barbarian 1
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 19 (1d12+7)
Fort +5, Ref +1, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee greataxe +4 (1d12+4/×3)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 17, Int 9, Wis 10, Cha 9
Base Atk +1; CMB +4; CMD 15
Feats Toughness
Skills Intimidate +1, Knowledge (nature) +3, Perception +4, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood
Other Gear hide armor, greataxe, backpack, belt pouch, chain (10 ft.), fishhook, fishing net, flask, flint and steel, grappling hook, hammer, hemp rope (50 ft.), piton (4), shovel, waterskin, whetstone, 70 gp, 9 sp, 5 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Hort Dashtall:

Halfling barbarian 1
NG Small humanoid (halfling)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size)
hp 14 (1d12+2)
Fort +4, Ref +4, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d3+1/19-20) or
. . greatclub +3 (1d8+1) or
. . halfling sling staff +3 (1d6+1/×3) or
. . unarmed strike +3 (1d2+1 nonlethal)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 13, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Dodge
Skills Acrobatics +6 (+2 to jump), Climb +4, Knowledge (nature) +5, Perception +6, Survival +4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Gnome, Halfling
SQ fast movement
Other Gear hide armor, dagger, greatclub, halfling sling staff, sling bullets (40), backpack, belt pouch, fishhook, fishing net, flask, flint and steel, mirror, waterskin, 88 gp, 4 sp, 7 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Rage (5 rounds/day) (Ex) - 0/5
Sling bullets - 0/40
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Reinsil o'Nimil:

Half-elf barbarian 1
NG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 15 (1d12+3)
Fort +4, Ref +1, Will -1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
. . scimitar +2 (1d6+3/18-20) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged heavy crossbow +2 (1d10/19-20)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 14, Int 10, Wis 8, Cha 13
Base Atk +1; CMB +3; CMD 14
Feats Persuasive, Skill Focus (Diplomacy)
Skills Diplomacy +7, Intimidate +7, Perception +5, Survival +3; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, fast movement
Other Gear hide armor, buckler, crossbow bolts (20), dagger, heavy crossbow, scimitar, backpack, belt pouch, hemp rope (50 ft.), ink, inkpen, parchment (5), scroll case, sealing wax, waterskin, whetstone, 44 gp, 8 sp, 8 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/20
Dagger - 0/1
Rage (6 rounds/day) (Ex) - 0/6
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Taurtherthor Larenthalil:

Elf barbarian 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 14 (1d12+2)
Fort +3, Ref +3, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee dagger +2 (1d4+1/19-20) or
. . unarmed strike +2 (1d3+1 nonlethal)
Ranged throwing axe +2 (1d6+1) or
. . throwing axe +2 (1d6)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 13, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Two-weapon Fighting
Skills Acrobatics +4, Climb +2, Handle Animal +3, Perception +7, Survival +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Sylvan
SQ elven magic, fast movement
Other Gear hide armor, dagger, throwing axe (7), throwing axe, backpack, fishhook, fishing net, flask, flint and steel, shovel, waterskin, whetstone, guard dog, 33 gp, 8 sp, 5 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Rage (5 rounds/day) (Ex) - 0/5
Throwing axe - 0/7
Throwing axe - 0/1
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

TikkUrd :

Male gnome barbarian 1
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 shield, +1 size)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +0; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee lance +1 (1d6/×3) or
. . unarmed strike +2 (1d2 nonlethal)
Ranged shortbow +4 (1d4/×3)
Special Attacks hatred, rage (7 rounds/day)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 17, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +0; CMD 12
Feats Animal Affinity
Skills Acrobatics -1 (-5 to jump), Craft (mapmaking) +1, Handle Animal +8, Perception +6, Ride +5 (+7 to stay in the saddle); Racial Modifiers +2 Craft (mapmaking), +2 Perception
Languages Common, Gnome, Sylvan
SQ fast movement, gnome magic
Other Gear studded leather, buckler, arrows (40), lance, shortbow, artisan's tools, backpack, belt pouch, paper, pot, waterskin, whetstone, riding dog, bit and bridle, military saddle, 7 sp, 8 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/40
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Prestidigitation (1/day) - 0/1
Rage (7 rounds/day) (Ex) - 0/7
Speak with Animals (1/day) - 0/1
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.


Here are the bard builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders. I also don't really build bards or play them often so I am very open to suggestions here.

Danhad:

Dwarf bard 1
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d4+1/19-20) or
. . unarmed strike +1 (1d3+1 nonlethal) or
. . warhammer +1 (1d8+1/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks bardic performance 5 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage +1), hatred
Bard Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—charm person (DC 12), cure light wounds
. . 0 (at will)—detect magic, ghost sound (DC 11), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 12, Int 14, Wis 10, Cha 13
Base Atk +0; CMB +1; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Extra Performance
Skills Acrobatics -1 (-5 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +4 (+6 to notice unusual stonework), Perform (percussion instruments) +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Orc
SQ bardic knowledge +1
Other Gear studded leather, light steel shield, crossbow bolts (20), dagger, light crossbow, warhammer, backpack, belt pouch, Drum, hourglass (1 hour), mirror, mug/tankard, waterskin, 20 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Bardic Performance (standard action, 5 rounds/day) - 0/5
Crossbow bolts - 0/20
Dagger - 0/1
Extra Performance (6 rounds/day) - 0/6
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Hagrus Guk:

Male half-orc bard 1
CG Medium humanoid (human, orc)
Init -1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 13 (+3 armor, -1 Dex, +1 shield)
hp 10 (1d8+2)
Fort +1, Ref +1, Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . longsword +2 (1d8+2/19-20) or
. . unarmed strike +2 (1d3+2 nonlethal)
Ranged light crossbow -1 (1d8/19-20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, hideous laughter (DC 14)
. . 0 (at will)—detect magic, mage hand, prestidigitation, summon instrument
--------------------
Statistics
--------------------
Str 15, Dex 8, Con 13, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 11
Feats Deceitful
Skills Bluff +9, Diplomacy +7, Disguise +11, Intimidate +9, Knowledge (local) +6, Knowledge (nature) +6, Perform (comedy) +7; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc
SQ bardic knowledge +1, orc blood
Other Gear studded leather, light steel shield, crossbow bolts (20), dagger, light crossbow, longsword, backpack, belt pouch, disguise kit, sealing wax, signet ring, waterskin, whetstone, 1 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Bardic Performance (standard action, 7 rounds/day) - 0/7
Crossbow bolts - 0/20
Dagger - 0/1
Disguise kit (10 uses) - 0/10
Orc Ferocity (1/day) - 0/1
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Laaercon Lareththar:

Elf bard 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
. . rapier +1 (1d6+1/18-20) or
. . unarmed strike +1 (1d3+1 nonlethal) or
. . whip +1 (1d3+1 nonlethal)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1)
Bard Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, sleep (DC 13)
. . 0 (at will)—detect magic, flare (DC 12), prestidigitation, summon instrument
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 11, Int 12, Wis 8, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Alertness
Skills Diplomacy +6, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +6, Perception +7, Perform (sing) +6, Perform (string instruments) +6, Sense Motive +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven
SQ bardic knowledge +1, elven magic
Other Gear studded leather, crossbow bolts (20), dagger, light crossbow, rapier, whip, backpack, belt pouch, Lute, waterskin, 55 gp, 9 sp, 10 cp
--------------------
Tracked Resources
--------------------
Bardic Performance (standard action, 6 rounds/day) - 0/6
Crossbow bolts - 0/20
Dagger - 0/1
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Pir Nipswiclaacks:

Male gnome bard 1
NG Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee dagger +1 (1d3/19-20) or
. . longsword +1 (1d6/19-20) or
. . unarmed strike +1 (1d2 nonlethal)
Ranged sling +3 (1d3)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1), hatred
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Bard Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, unseen servant
. . 0 (at will)—detect magic, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 14, Wis 8, Cha 15
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative
Skills Acrobatics -1 (-9 to jump), Bluff +6, Craft (alchemy) +8, Diplomacy +6, Heal +0, Perception +1, Perform (oratory) +6, Sense Motive +3, Sleight of Hand +3, Use Magic Device +6; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Dwarven, Elven, Gnome, Sylvan
SQ bardic knowledge +1, gnome magic
Combat Gear acid (2), alchemist's fire (2), antitoxin, holy water (2), smokestick (2); Other Gear leather armor, dagger, longsword, sling, sling bullets (20), backpack, belt pouch, hourglass (1 hour), mirror, sunrod, tindertwig (3), waterskin, whetstone, 15 gp, 4 sp, 5 cp
--------------------
Tracked Resources
--------------------
Acid - 0/2
Alchemist's fire - 0/2
Antitoxin - 0/1
Bardic Performance (standard action, 6 rounds/day) - 0/6
Dagger - 0/1
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Holy water - 0/2
Prestidigitation (1/day) - 0/1
Sling bullets - 0/20
Smokestick - 0/2
Speak with Animals (1/day) - 0/1
Sunrod - 0/1
Tindertwig - 0/3
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Ruaasar:

Male half-elf bard 1
N Medium humanoid (elf, human)
Init -1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 13 (+3 armor, -1 Dex, +1 shield)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . rapier +1 (1d6+1/18-20) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged shortbow -1 (1d6/×3)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1)
Bard Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—charm person (DC 13), cure light wounds
. . 0 (at will)—detect magic, know direction, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 12, Dex 8, Con 12, Int 14, Wis 13, Cha 15
Base Atk +0; CMB +1; CMD 10
Feats Extra Performance, Skill Focus (Diplomacy)
Skills Acrobatics -4 (-8 to jump), Bluff +6, Diplomacy +9, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nobility) +7, Knowledge (religion) +7, Perception +3, Sense Motive +5; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin, Orc
SQ bardic knowledge +1, elf blood
Other Gear studded leather, light steel shield, arrows (40), dagger, rapier, shortbow, backpack, belt pouch, mirror, waterskin, whetstone, 47 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/40
Bardic Performance (standard action, 6 rounds/day) - 0/6
Dagger - 0/1
Extra Performance (6 rounds/day) - 0/6
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Vyncent:

Human bard 1
NG Medium humanoid (human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4+1/19-20) or
. . longsword +0 (1d8+2/19-20) or
. . unarmed strike +2 (1d3+2 nonlethal) or
. . whip +2 (1d3+2 nonlethal)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1)
Bard Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, hypnotism (DC 13)
. . 0 (at will)—detect magic, light, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative, Two-weapon Fighting
Skills Acrobatics +4, Knowledge (arcana) +1, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +1, Knowledge (religion) +1, Perception +3, Perform (dance) +6, Stealth +4
Languages Common
SQ bardic knowledge +1
Combat Gear oil (4); Other Gear chain shirt, dagger (4), longsword, whip, backpack, belt pouch, hooded lantern, waterskin, whetstone, 14 gp, 5 sp, 8 cp
--------------------
Tracked Resources
--------------------
Bardic Performance (standard action, 6 rounds/day) - 0/6
Dagger - 0/4
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.


Here are the cleric builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders. I also don't really build clerics or play them often so I am very open to suggestions here.

Alyaolion Cromdiir:

Male elf cleric of Iomedae 1
LG Medium humanoid (elf)
Init +0; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
hp 9 (1d8+1)
Fort +2, Ref +0, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
. . gauntlet (from armor) +2 (1d3+2) or
. . longsword +2 (1d8+2/19-20) or
. . unarmed strike +2 (1d3+2 nonlethal)
Ranged longbow +0 (1d8/×3)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—battle rage (+1), touch of good (+1)
Cleric Spells Prepared (CL 1st; concentration +3)
. . D Domain spell; Domains Good, War
--------------------
Statistics
--------------------
Str 15, Dex 10, Con 10, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling
Skills Acrobatics -5 (-9 to jump), Heal +6, Knowledge (religion) +5, Perception +4, Spellcraft +5 (+7 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Orc
SQ elven magic
Other Gear scale mail, light wooden shield, arrows (40), dagger, longbow, longsword, backpack, wooden holy symbol of Iomedae
--------------------
Tracked Resources
--------------------
Arrows - 0/40
Battle Rage +1 (5/day) (Sp) - 0/5
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) - 0/4
Dagger - 0/1
Touch of Good +1 (5/day) (Sp) - 0/5
--------------------
Special Abilities
--------------------
Battle Rage +1 (5/day) (Sp) Touch ally to grant +1 to a melee dam for 1 rd.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Good +1 (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.

Crax Thabushku:

Male half-orc cleric of Gorum 1
N Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +4
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+3/19-20) or
. . gauntlet (from armor) +3 (1d3+3) or
. . greatsword +3 (2d6+4/19-20) or
. . unarmed strike +3 (1d3+3 nonlethal)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—battle rage (+1), strength surge (+1)
Cleric Spells Prepared (CL 1st; concentration +3)
. . D Domain spell; Domains Strength, War
--------------------
Statistics
--------------------
Str 17, Dex 10, Con 13, Int 8, Wis 14, Cha 12
Base Atk +0; CMB +3; CMD 13
Feats Combat Casting
Skills Acrobatics -4 (-8 to jump), Concentration: Cleric +3 (+7 when casting defensivley or grappled.), Heal +6, Intimidate +3; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood
Other Gear scale mail, crossbow bolts (20), dagger, greatsword, light crossbow, backpack, belt pouch, waterskin, whetstone, wooden holy symbol of Gorum, 5 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Battle Rage +1 (5/day) (Sp) - 0/5
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) - 0/4
Crossbow bolts - 0/20
Dagger - 0/1
Orc Ferocity (1/day) - 0/1
Strength Surge (5/day) (Sp) - 0/5
--------------------
Special Abilities
--------------------
Battle Rage +1 (5/day) (Sp) Touch ally to grant +1 to a melee dam for 1 rd.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Strength Surge (5/day) (Sp) Grant +1 to a melee attack or strength check.

Dogko Maganof:

Male dwarf cleric of Torag 1
LG Medium humanoid (dwarf)
Init -1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 15, touch 9, flat-footed 15 (+5 armor, -1 Dex, +1 shield)
hp 11 (1d8+3)
Fort +4, Ref -1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) or
. . gauntlet (from armor) +2 (1d3+2) or
. . morningstar +2 (1d8+2) or
. . unarmed strike +2 (1d3+2 nonlethal)
Special Attacks channel positive energy 4/day (DC 13, 1d6), hatred
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—acid dart (1d6 acid), touch of law
Cleric Spells Prepared (CL 1st; concentration +3)
. . D Domain spell; Domains Earth, Law
--------------------
Statistics
--------------------
Str 15, Dex 8, Con 15, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +2; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Improved Channel
Skills Acrobatics -6 (-10 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +6, Knowledge (religion) +4, Perception +2 (+4 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Other Gear scale mail, light steel shield, dagger, morningstar, backpack, belt pouch, grappling hook, hemp rope (50 ft.), waterskin, wooden holy symbol of Torag, 73 gp, 9 sp, 10 cp
--------------------
Tracked Resources
--------------------
Acid Dart 1d6 acid (5/day) (Sp) - 0/5
Cleric Channel Positive Energy 1d6 (4/day, DC 13) (Su) - 0/4
Dagger - 0/1
Touch of Law (5/day) (Sp) - 0/5
--------------------
Special Abilities
--------------------
Acid Dart 1d6 acid (5/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Cleric Channel Positive Energy 1d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Law (5/day) (Sp) Treat all d20 rolls as 11 for 1 rd.

Hallin Kyele:

Male half-elf cleric of Erastil 1
LG Medium humanoid (elf, human)
Init -1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
hp 9 (1d8+1)
Fort +2, Ref -1, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . gauntlet (from armor) +1 (1d3+1) or
. . morningstar +1 (1d8+1) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged light crossbow -1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of good (+1), touch of law
Cleric Spells Prepared (CL 1st; concentration +4)
. . D Domain spell; Domains Good, Law
--------------------
Statistics
--------------------
Str 12, Dex 8, Con 10, Int 13, Wis 17, Cha 14
Base Atk +0; CMB +1; CMD 10
Feats Channel Smite, Skill Focus (Heal)
Skills Acrobatics -5 (-9 to jump), Diplomacy +6, Heal +6, Perception +5, Sense Motive +7, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven
SQ elf blood
Other Gear scale mail, crossbow bolts (10), dagger, light crossbow, morningstar, wooden holy symbol of Erastil, 53 gp
--------------------
Tracked Resources
--------------------
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) - 0/5
Crossbow bolts - 0/10
Dagger - 0/1
Touch of Good +1 (6/day) (Sp) - 0/6
Touch of Law (6/day) (Sp) - 0/6
--------------------
Special Abilities
--------------------
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Touch of Law (6/day) (Sp) Treat all d20 rolls as 11 for 1 rd.

Shmint Kecks:

Male gnome cleric of Abadar 1
LN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 shield, +1 size)
hp 14 (1d8+6)
Fort +5, Ref +3, Will +5; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d3-2/19-20) or
. . unarmed strike -1 (1d2-2 nonlethal)
Ranged sling +3 (1d3-2)
Special Attacks channel positive energy 5/day (DC 12, 1d6), hatred
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—resistant touch (+1)
Cleric Spells Prepared (CL 1st; concentration +3)
. . D Domain spell; Domains Protection, Travel
--------------------
Statistics
--------------------
Str 6, Dex 15, Con 14, Int 10, Wis 14, Cha 15
Base Atk +0; CMB -3; CMD 9
Feats Toughness
Skills Heal +8, Perception +4, Profession (herbalist) +8; Racial Modifiers +2 Perception, +2 Profession (herbalist)
Languages Common, Gnome, Sylvan
SQ agile feet (5/day), gnome magic
Combat Gear antitoxin, healer's kit; Other Gear light wooden shield, dagger, sling, sling bullets (30), belt pouch, wooden holy symbol of Sarenrae, 42 gp, 7 sp
--------------------
Tracked Resources
--------------------
Agile Feet (5/day) (Su) - 0/5
Antitoxin - 0/1
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) - 0/5
Dagger - 0/1
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Healer's kit - 0/10
Prestidigitation (1/day) - 0/1
Resistant Touch +1 (5/day) (Sp) - 0/5
Sling bullets - 0/30
Speak with Animals (1/day) - 0/1
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant Touch +1 (5/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus.

Werret Haybrook:

Male halfling cleric of Gozreh 1
N Small humanoid (halfling)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d3-1/19-20) or
. . morningstar +0 (1d6-1) or
. . unarmed strike +0 (1d2-1 nonlethal)
Ranged sling +4 (1d3-1)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—lightning arc (1d6 electricity), storm burst (1d6 nonlethal)
Cleric Spells Prepared (CL 1st; concentration +3)
. . D Domain spell; Domains Air, Weather
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 13, Int 8, Wis 15, Cha 14
Base Atk +0; CMB -2; CMD 11
Feats Self-sufficient
Skills Acrobatics +5 (+1 to jump), Climb +1, Heal +6, Perception +4, Survival +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
Combat Gear healer's kit; Other Gear leather armor, dagger, morningstar, sling, sling bullets (20), belt pouch, waterskin, 77 gp, 8 sp
--------------------
Tracked Resources
--------------------
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) - 0/5
Dagger - 0/1
Healer's kit - 0/10
Lightning Arc 1d6 electricity (5/day) (Sp) - 0/5
Sling bullets - 0/20
Storm Burst 1d6 nonlethal (5/day) (Sp) - 0/5
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Air) Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Cleric Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Lightning Arc 1d6 electricity (5/day) (Sp) As a standard action, ranged touch attack deals electricity dam to foe in 30 ft.
Storm Burst 1d6 nonlethal (5/day) (Sp) As a standard action, ranged touch attack deals 1d6+0 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.


Here are the druid builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders. I also don't really build druids or play them often so I am very open to suggestions here.

Berteph:

Human druid 1
N Medium humanoid (human)
Init -1; Senses Perception +6
--------------------
Defense
--------------------
AC 11, touch 9, flat-footed 11 (-1 Dex, +2 shield)
hp 14 (1d8+6)
Fort +4, Ref -1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . scimitar +0 (1d6/18-20) or
. . sickle +0 (1d6) or
. . unarmed strike +0 (1d3 nonlethal)
Ranged sling -1 (1d4)
Druid Spells Prepared (CL 1st; concentration +3)
--------------------
Statistics
--------------------
Str 10, Dex 8, Con 15, Int 14, Wis 14, Cha 13
Base Atk +0; CMB +0; CMD 9
Feats Self-sufficient, Toughness
Skills Handle Animal +5, Heal +8, Knowledge (geography) +6, Knowledge (nature) +8, Perception +6, Spellcraft +6, Survival +10
Languages Common, Druidic, Elven, Sylvan
SQ nature bond (lion named animal companion), nature sense, wild empathy +2
Combat Gear potion of cure light wounds (2); Other Gear heavy wooden shield, dagger, scimitar, sickle, sling, sling bullets (20), backpack, whetstone, 17 gp, 7 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Potion of cure light wounds - 0/2
Sling bullets - 0/20
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Lion
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +4 (1d3+1 nonlethal) or
. . bite +4 (1d6+1), 2 claws +4 (1d4+1)
Special Attacks rake (2 claws +4, 1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Defend, Down, Guard, Guarding, Stay, Work
Skills Acrobatics +7 (+11 to jump), Perception +6
SQ attack any target, guarding, stay, work
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Idhrenthonon Shalandaerl:

Elf druid 1
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 9 (1d8+1)
Fort +2, Ref +1, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . longsword +1 (1d8+1/19-20) or
. . sickle +1 (1d6+1) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged shortbow +1 (1d6/×3)
Druid Spells Prepared (CL 1st; concentration +3)
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 10, Int 10, Wis 14, Cha 15
Base Atk +0; CMB +1; CMD 12
Feats Improved Initiative
Skills Acrobatics -3 (-7 to jump), Handle Animal +6, Heal +6, Knowledge (nature) +6, Perception +4, Survival +8; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Druidic, Elven
SQ elven magic, nature bond (tiger named merka cath), nature sense, wild empathy +3
Other Gear hide armor, light wooden shield, arrows (20), dagger, longsword, shortbow, sickle, backpack, belt pouch, holly and mistletoe, waterskin, whetstone, 73 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Dagger - 0/1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Merka Cath]
Tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 14 (2d8+5)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . bite +2 (1d6+1), 2 claws +2 (1d4+1)
Special Attacks rake (2 claws +2, 1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Toughness
Tricks Attack, Down, Fetch, Fighting, Heel, Seek, Stay, Track
Skills Acrobatics +7 (+11 to jump), Perception +6
SQ fetch, fighting, heel, seek, track
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

Jaan Domersil:

Half-elf druid 1
N Medium humanoid (elf, human)
Init -1; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 10 (1d8+2)
Fort +3, Ref -1, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6) or
. . sickle +0 (1d6) or
. . unarmed strike +0 (1d3 nonlethal)
Ranged sling -1 (1d4)
Druid Spells Prepared (CL 1st; concentration +3)
--------------------
Statistics
--------------------
Str 10, Dex 8, Con 12, Int 13, Wis 14, Cha 17
Base Atk +0; CMB +0; CMD 9
Feats Skill Focus (Diplomacy), Skill Focus (Handle Animal)
Skills Acrobatics -4 (-8 to jump), Diplomacy +7, Handle Animal +10, Heal +6, Knowledge (nature) +7, Perception +4, Survival +8; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Sylvan
SQ elf blood, nature bond (wolf named lewpyne), nature sense, wild empathy +4
Combat Gear wand of cure light wounds (7 charges); Other Gear leather armor, dagger, quarterstaff, sickle, sling, sling bullets (20), backpack, holly and mistletoe, parchment (5), scroll case, scroll case, sealing wax, signet ring, waterskin, 14 gp, 8 sp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Sling bullets - 0/20
Wand of cure light wounds (7 charges) - 0/7
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

LewPyne
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . bite +2 (1d6+1)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Come, Defend, Down, Fetch, Guard, Guarding, Heel
Skills Acrobatics +6 (+14 to jump), Perception +8; Racial Modifiers +4 to survival when tracking by scent
SQ come, fetch, guarding, heel
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Guarding [Trick] The animal has been trained for guard duty.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

Nortram Leafdirt:

Halfling druid 1
N Small humanoid (halfling)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d3+1/19-20) or
. . sickle +2 (1d4+1) or
. . spear +2 (1d6+1/×3) or
. . unarmed strike +2 (1d2+1 nonlethal)
Ranged sling +3 (1d3+1)
Druid Spells Prepared (CL 1st; concentration +3)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 10, Int 8, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Animal Affinity
Skills Acrobatics +4 (+0 to jump), Climb +3, Handle Animal +8, Heal +6, Perception +4, Ride +8, Survival +4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Druidic, Halfling
SQ nature bond (triceratops named poke poke poke), nature sense, wild empathy +3
Other Gear leather armor, dagger, sickle, sling, sling bullets (20), spear, backpack, belt pouch, holly and mistletoe, waterskin, whetstone, 111 gp, 7 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Sling bullets - 0/20
Spear - 0/1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Poke Poke Poke
Triceratops (Pathfinder RPG Bestiary)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 12 (2d8+3)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +1 (1d3 nonlethal) or
. . gore +1 (1d8)
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 11, Int 2, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +6
SQ attack any target, combat riding
Other Gear riding saddle, 4 gp
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Orrimm Torsten:

Dwarf druid 1
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) or
. . shortspear +2 (1d6+2) or
. . sickle +2 (1d6+2) or
. . unarmed strike +2 (1d3+2 nonlethal)
Ranged sling +1 (1d4+2)
Special Attacks hatred
Druid Spells Prepared (CL 1st; concentration +3)
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 12, Int 8, Wis 14, Cha 12
Base Atk +0; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Skill Focus (Handle Animal)
Skills Acrobatics -2 (-6 to jump), Appraise -1 (+1 to assess nonmagical metals or gemstones), Handle Animal +8, Perception +6 (+8 to notice unusual stonework), Survival +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Druidic, Dwarven
SQ nature bond (badger named selsten), nature sense, wild empathy +2
Other Gear leather armor, heavy wooden shield, dagger, shortspear, sickle, sling, backpack, belt pouch, fishhook, fishing net, flint and steel, grappling hook, hemp rope (50 ft.), holly and mistletoe, mug/tankard, shovel, waterskin, whetstone, 110 gp, 8 sp, 6 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Shortspear - 0/1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Selsten
Badger
N Small animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 16 (2d8+7)
Fort +5, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee unarmed strike +2 (1d2 nonlethal) or
. . bite +2 (1d4), 2 claws +2 (1d3)
Special Attacks rage
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 13 (17 vs. trip)
Feats Toughness
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Stay, Track
Skills Climb +8, Perception +6
SQ attack any target, defend, fighting, guard, track
--------------------
Tracked Resources
--------------------
Rage (6 rounds/day) (Ex) - 0/6
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Burrowing (10 feet) You have a Burrow speed.
Climbing (10 feet) You have a Climb speed.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.

Thog Zagriskex:

Half-orc druid 1
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +2, Ref +1, Will +4
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
. . greataxe +2 (1d12+3/×3) or
. . sickle +2 (1d6+2) or
. . unarmed strike +2 (1d3+2 nonlethal)
Ranged sling +1 (1d4+2)
Druid Spells Prepared (CL 1st; concentration +3)
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 10, Int 8, Wis 15, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats Animal Affinity
Skills Acrobatics -2 (-6 to jump), Handle Animal +8, Intimidate +4, Knowledge (nature) +5, Ride +4, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc
SQ nature bond (rhinoceros named weren), nature sense, orc blood, wild empathy +3
Other Gear hide armor, dagger, greataxe, sickle, sling, sling bullets (20), backpack, belt pouch, waterskin, whetstone, 102 gp, 7 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Orc Ferocity (1/day) - 0/1
Sling bullets - 0/20
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Weren
Rhinoceros (Pathfinder RPG Bestiary)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 16 (2d8+7)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +3 (1d3+2 nonlethal) or
. . gore +3 (1d8+3)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 15, Int 2, Wis 13, Cha 5
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Toughness
Tricks Attack, Come, Down, Fighting, Guard, Heel, Stay, Work
Skills Acrobatics +2 (+6 to jump), Perception +6
SQ come, fighting, guard, heel, work
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Work [Trick] The animal pulls or pushes a medium or heavy load.


Here are the fighter builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders.

Bopo Burrsky:

Halfling fighter 1
NG Small humanoid (halfling)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+3 armor, +3 Dex, +2 shield, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d3+1/19-20) or
. . halfling sling staff +3 (1d6+1/×3) or
. . unarmed strike +3 (1d2+1 nonlethal)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Deadly Aim, Throw Anything
Skills Acrobatics +2 (-2 to jump), Climb +4, Knowledge (engineering) +5, Perception +3; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Halfling
Other Gear studded leather, heavy wooden shield, dagger, halfling sling staff, sling bullets (30), backpack, belt pouch, waterskin, whetstone, 91 gp, 6 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Sling bullets - 0/30
--------------------
Special Abilities
--------------------
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Corevar:

Male half-elf fighter 1
N Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +3 shield)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
. . gauntlet (from armor) +3 (1d3+2) or
. . longsword +3 (1d8+2/19-20) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged light crossbow +3 (1d8/19-20)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 13, Int 8, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Intimidating Prowess, Shield Focus, Skill Focus (Intimidate)
Skills Acrobatics -4 (-8 to jump), Intimidate +10, Perception +3; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood
Other Gear scale mail, heavy steel shield, crossbow bolts (20), dagger, light crossbow, longsword, backpack, belt pouch, mirror, waterskin, whetstone, 11 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/20
Dagger - 0/1
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Garg Mitkeshka:

Male half-orc fighter 1
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+1/19-20) or
. . orc double axe +3 (1d8+1/×3) or
. . orc double axe +1 (1d8+1/×3), orc double axe +1 (1d8/×3) or
. . unarmed strike +2 (1d3+1 nonlethal)
Ranged heavy crossbow +3 (1d10/19-20)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Two-weapon Fighting, Weapon Focus (orc double axe)
Skills Acrobatics -1 (-5 to jump), Climb +2, Intimidate +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood
Other Gear hide armor, crossbow bolts (20), dagger, heavy crossbow, orc double axe, backpack, waterskin, whetstone, 17 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/20
Dagger - 0/1
Orc Ferocity (1/day) - 0/1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Glensidhil Lithdel:

Male elf fighter 1
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . elven curve blade +3 (1d10+3/18-20) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged shortbow +3 (1d6/×3)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Dodge, Improved Initiative
Skills Climb +5, Knowledge (dungeoneering) +5, Perception +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Sylvan
SQ elven magic
Other Gear studded leather, arrows (20), dagger, elven curve blade, shortbow, backpack, belt pouch, waterskin, whetstone, 7 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Dagger - 0/1
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Ritt Ovurndeer:

Male gnome fighter 1
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee dagger +3 (1d3+1/19-20) or
. . gauntlet (from armor) +3 (1d2+1) or
. . gnome hooked hammer +4 (1d6+1/×3/×4) or
. . gnome hooked hammer +2 (1d6+1/×3/×4), gnome hooked hammer +2 (1d4/×3/×4) or
. . unarmed strike +3 (1d2+1 nonlethal)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 15, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Two-weapon Fighting, Weapon Focus (gnome hooked hammer)
Skills Acrobatics -2 (-10 to jump), Craft (weapons) +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +2; Racial Modifiers +2 Craft (weapons), +2 Perception
Languages Common, Dwarven, Gnome, Sylvan
SQ gnome magic
Other Gear scale mail, crossbow bolts (20), dagger, gnome hooked hammer, light crossbow, artisan's tools, backpack, grappling hook, hemp rope (50 ft.), waterskin, whetstone, 71 gp, 6 sp, 4 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/20
Dagger - 0/1
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Prestidigitation (1/day) - 0/1
Speak with Animals (1/day) - 0/1
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Torbar Stonehair:

Male dwarf fighter 1
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) or
. . gauntlet (from armor) +3 (1d3+2) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged throwing axe +3 (1d6+2)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 16, Int 12, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Point-Blank Shot, Weapon Focus (throwing axe)
Skills Acrobatics -3 (-7 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Intimidate +2, Knowledge (dungeoneering) +5, Perception +2 (+4 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
Other Gear scale mail, dagger, throwing axe (5), backpack, crowbar, mug/tankard, waterskin, whetstone, 52 gp, 9 sp, 6 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Throwing axe - 0/5
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


2 people marked this as a favorite.

I think this is an awesome idea and resource, but don't you think it might be a bit overwhelming for a new player to have to flip through 77 character sheets without even necessarily knowing what they're looking at?

I mean, if I was a new player, I would immediately start having second thoughts about this game.


Here are the monk builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders.

Buch Citkokru:

Half-orc monk 1
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee kama +2 (1d6+2) or
. . kama flurry of blows +1/+1 (1d6+2) or
. . nunchaku +2 (1d6+2) or
. . nunchaku flurry of blows +1/+1 (1d6+2) or
. . sai +2 (1d4+2) or
. . sai flurry of blows +1/+1 (1d4+2) or
. . siangham +2 (1d6+2) or
. . siangham flurry of blows +1/+1 (1d6+2) or
. . unarmed strike +2 (1d6+2) or
. . unarmed strike flurry of blows +1/+1 (1d6+2)
Ranged or
. . shuriken flurry of blows +1/+1 (1d2+2) or
. . shuriken +2 (1d2+2)
Special Attacks flurry of blows, stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 12, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Ability Focus (scorpion style), Improved Unarmed Strike, Scorpion Style, Stunning Fist
Skills Acrobatics +6, Intimidate +5, Perception +6, Stealth +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood
Other Gear kama, nunchaku, sai, shuriken (15), siangham, backpack, belt pouch, waterskin, whetstone, 134 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Orc Ferocity (1/day) - 0/1
Shuriken - 0/15
Stunning Fist (1/day, DC 12) - 0/1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Scorpion Style (DC 14) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 2 rds (Fort neg).
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).

Bun Burozo:

Gnome monk 1
LN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +1 size, +2 Wis)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3/19-20) or
. . kama +1 (1d4) or
. . kama flurry of blows +0/+0 (1d4) or
. . nunchaku +1 (1d4) or
. . nunchaku flurry of blows +0/+0 (1d4) or
. . sai +1 (1d3) or
. . sai flurry of blows +0/+0 (1d3) or
. . siangham +1 (1d4) or
. . siangham flurry of blows +0/+0 (1d4) or
. . unarmed strike +1 (1d4) or
. . unarmed strike flurry of blows +0/+0 (1d4)
Ranged or
. . shuriken flurry of blows +2/+2 (1) or
. . shuriken +3 (1)
Special Attacks flurry of blows, hatred, stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 11, Dex 15, Con 12, Int 12, Wis 14, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Catch Off-guard, Improved Unarmed Strike, Stunning Fist, Throw Anything
Skills Acrobatics +6 (+2 to jump), Craft (tattoo) +5, Perception +8, Stealth +10, Survival +3; Racial Modifiers +2 Craft (tattoo), +2 Perception
Languages Common, Dwarven, Gnome, Sylvan
SQ gnome magic
Other Gear dagger, kama, nunchaku, sai, shuriken (10), siangham, backpack, fishhook, fishing net, mirror, shovel, waterskin, whetstone, 118 gp, 8 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Prestidigitation (1/day) - 0/1
Shuriken - 0/10
Speak with Animals (1/day) - 0/1
Stunning Fist (1/day, DC 12) - 0/1
--------------------
Special Abilities
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
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 dim light, distinguishing color and detail.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Cilien Gwaelon:

Elf monk 1
LN Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
. . kama +1 (1d6+1) or
. . kama flurry of blows +0/+0 (1d6+1) or
. . nunchaku +1 (1d6+1) or
. . nunchaku flurry of blows +0/+0 (1d6+1) or
. . sai +1 (1d4+1) or
. . sai flurry of blows +0/+0 (1d4+1) or
. . siangham +1 (1d6+1) or
. . siangham flurry of blows +0/+0 (1d6+1) or
. . unarmed strike +1 (1d6+1) or
. . unarmed strike flurry of blows +0/+0 (1d6+1)
Ranged or
. . shuriken flurry of blows +2/+2 (1d2+1) or
. . shuriken +3 (1d2+1)
Special Attacks flurry of blows, stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 10, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 17
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Skills Acrobatics +7, Escape Artist +7, Knowledge (religion) +5, Perception +8, Stealth +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Sylvan
SQ elven magic
Other Gear dagger, kama, nunchaku, sai, shuriken (15), siangham, backpack, belt pouch, waterskin, whetstone, 132 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Shuriken - 0/15
Stunning Fist (1/day, DC 12) - 0/1
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
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 dim light, distinguishing color and detail.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).

Nalas Denne:

Half-elf monk 1
LN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 Wis)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
. . kama +1 (1d6+1) or
. . kama flurry of blows +0/+0 (1d6+1) or
. . nunchaku +1 (1d6+1) or
. . nunchaku flurry of blows +0/+0 (1d6+1) or
. . sai +1 (1d4+1) or
. . sai flurry of blows +0/+0 (1d4+1) or
. . siangham +1 (1d6+1) or
. . siangham flurry of blows +0/+0 (1d6+1) or
. . unarmed strike +1 (1d6+1) or
. . unarmed strike flurry of blows +0/+0 (1d6+1)
Ranged or
. . shuriken flurry of blows +2/+2 (1d2+1) or
. . shuriken +3 (1d2+1)
Special Attacks flurry of blows, stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 12, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +3 (+5 grapple); CMD 16 (18 vs. grapple)
Feats Agile Maneuvers, Improved Grapple, Improved Unarmed Strike, Skill Focus (Acrobatics), Stunning Fist
Skills Acrobatics +10, Knowledge (religion) +4, Perception +8, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood
Other Gear dagger, kama, nunchaku, sai, shuriken (15), siangham, backpack, manacles (2), waterskin, whetstone, 103 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Shuriken - 0/15
Stunning Fist (1/day, DC 12) - 0/1
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
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 dim light, distinguishing color and detail.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).

Norren Shortfeather:

Halfling monk 1
LN Small humanoid (halfling)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +1 size, +2 Wis)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d3/19-20) or
. . kama +4 (1d4) or
. . kama flurry of blows +3/+3 (1d4) or
. . nunchaku +4 (1d4) or
. . nunchaku flurry of blows +3/+3 (1d4) or
. . sai +4 (1d3) or
. . sai flurry of blows +3/+3 (1d3) or
. . siangham +4 (1d4) or
. . siangham flurry of blows +3/+3 (1d4) or
. . unarmed strike +4 (1d4) or
. . unarmed strike flurry of blows +3/+3 (1d4)
Ranged or
. . shuriken flurry of blows +3/+3 (1) or
. . shuriken +4 (1)
Special Attacks flurry of blows, stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 10, Wis 15, Cha 10
Base Atk +0; CMB -1; CMD 14
Feats Combat Reflexes, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Skills Acrobatics +9 (+5 to jump), Climb +2, Knowledge (religion) +4, Perception +8, Stealth +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
Other Gear dagger, kama, nunchaku, sai, shuriken (15), siangham, backpack, belt pouch, waterskin, whetstone, 132 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Shuriken - 0/15
Stunning Fist (1/day, DC 12) - 0/1
--------------------
Special Abilities
--------------------
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).

Yimin Marblebreaker:

Male dwarf monk 1
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Wis)
hp 13 (1d8+5)
Fort +3, Ref +3, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) or
. . kama +2 (1d6+2) or
. . kama flurry of blows +1/+1 (1d6+2) or
. . nunchaku +2 (1d6+2) or
. . nunchaku flurry of blows +1/+1 (1d6+2) or
. . sai +2 (1d4+2) or
. . sai flurry of blows +1/+1 (1d4+2) or
. . siangham +2 (1d6+2) or
. . siangham flurry of blows +1/+1 (1d6+2) or
. . unarmed strike +2 (1d6+2) or
. . unarmed strike flurry of blows +1/+1 (1d6+2)
Ranged or
. . shuriken flurry of blows +0/+0 (1d2+2) or
. . shuriken +1 (1d2+2)
Special Attacks flurry of blows, hatred, stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 12, Int 12, Wis 17, Cha 6
Base Atk +0; CMB +2; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Combat Reflexes, Improved Unarmed Strike, Stunning Fist, Toughness
Skills Acrobatics +5 (+1 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +6, Intimidate +2, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc
Combat Gear oil of magic weapon, potion of cure light wounds; Other Gear dagger, kama, nunchaku, sai, shuriken (15), siangham, backpack, hemp rope (50 ft.), waterskin, whetstone, 32 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Oil of magic weapon - 0/1
Potion of cure light wounds - 0/1
Shuriken - 0/15
Stunning Fist (1/day, DC 13) - 0/1
--------------------
Special Abilities
--------------------
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).


Here are the paladin builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders.

Bekim Nabs:

Gnome paladin 1
LG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+5 armor, +1 Dex, +1 shield, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +3; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee gauntlet (from armor) +3 (1d2+1) or
. . heavy pick +4 (1d4+1/×4) or
. . unarmed strike +3 (1d2+1 nonlethal)
Special Attacks hatred, smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int 8, Wis 12, Cha 17
Base Atk +1; CMB +1; CMD 12
Feats Weapon Focus (heavy pick)
Skills Acrobatics -4 (-12 to jump), Perception +3, Profession (miner) +7; Racial Modifiers +2 Perception, +2 Profession (miner)
Languages Common, Gnome, Sylvan
SQ gnome magic
Other Gear scale mail, light steel shield, heavy pick, backpack, belt pouch, waterskin, whetstone, 78 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Prestidigitation (1/day) - 0/1
Smite Evil (1/day) (Su) - 0/1
Speak with Animals (1/day) - 0/1
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Minaithdoion Gabrinellyn:

Male elf paladin 1
LG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4/19-20) or
. . elven curve blade +4 (1d10/18-20) or
. . unarmed strike +4 (1d3 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Weapon Finesse
Skills Acrobatics +0 (-4 to jump), Heal +5, Knowledge (religion) +4, Perception +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ elven magic
Other Gear studded leather, arrows (20), dagger, elven curve blade, shortbow, backpack, bottle, signet ring, waterskin, whetstone, wooden holy symbol of Iomedae, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Dagger - 0/1
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

Sellareath:

Half-elf paladin 1
LG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +1, Ref +2, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
. . gauntlet (from armor) +3 (1d3+2) or
. . longsword +3 (1d8+3/19-20) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged shortbow +3 (1d6/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 8, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Skill Focus (Diplomacy), Toughness
Skills Acrobatics -2 (-6 to jump), Diplomacy +9, Heal +4, Knowledge (religion) +5, Perception +2, Sense Motive +4; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven
SQ elf blood
Other Gear scale mail, arrows (40), dagger, longsword, shortbow, backpack, bottle, flask, ink, inkpen, mug/tankard, parchment (4), sealing wax, waterskin, whetstone, 36 gp, 3 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/40
Dagger - 0/1
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

Thaisk Gnilm:

Half-orc paladin 1
LG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +3
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee orc double axe +2 (1d8+1/×3) or
. . orc double axe +0 (1d8+1/×3), orc double axe +0 (1d8/×3) or
. . unarmed strike +2 (1d3+1 nonlethal)
Special Attacks smite evil 1/day (+0 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +1)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 8, Wis 13, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Two-weapon Fighting
Skills Acrobatics +0 (-4 to jump), Diplomacy +4, Intimidate +2; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood
Other Gear hide armor, orc double axe, backpack, belt pouch, crowbar, waterskin, whetstone, 68 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Orc Ferocity (1/day) - 0/1
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage, +0 deflection bonus to AC when used.

Urin Rockhammer:

Male dwarf paladin 1
LG Medium humanoid (dwarf)
Init -1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 16 (+5 armor, -1 Dex, +2 shield)
hp 12 (1d10+2)
Fort +3, Ref -1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) or
. . gauntlet (from armor) +3 (1d3+2) or
. . heavy shield bash +3 (1d4+2) or
. . unarmed strike +3 (1d3+2 nonlethal) or
. . warhammer +3 (1d8+2/×3)
Ranged heavy crossbow +0 (1d10/19-20)
Special Attacks hatred, smite evil 1/day (+1 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +2)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 15, Dex 8, Con 12, Int 13, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Improved Shield Bash
Skills Acrobatics -7 (-11 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Craft (armor) +5, Craft (weapons) +5, Knowledge (religion) +5, Perception +2 (+4 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc
Other Gear scale mail, heavy steel shield, crossbow bolts (20), dagger, heavy crossbow, warhammer, artisan's tools, artisan's tools, backpack, flask, grappling hook, hammer, hemp rope (50 ft.), mug/tankard, waterskin, whetstone, wooden holy symbol of Torag, 88 gp, 9 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/20
Dagger - 0/1
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Smite Evil (1/day) (Su) +1 to hit, +1 to damage, +1 deflection bonus to AC when used.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Wids Moonstoat:

Halfling paladin 1
LG Small humanoid (halfling)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 13 (1d10+3)
Fort +5, Ref +3, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d3+1/19-20) or
. . halfling sling staff +3 (1d6+1/×3) or
. . unarmed strike +3 (1d2+1 nonlethal)
Special Attacks smite evil 1/day (+1 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +2)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Deadly Aim
Skills Acrobatics +3 (-1 to jump), Climb +2, Perception +3, Ride +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
Other Gear studded leather, dagger, halfling sling staff, sling bullets (30), backpack, waterskin, whetstone, pony (combat trained), 54 gp, 6 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Sling bullets - 0/30
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Smite Evil (1/day) (Su) +1 to hit, +1 to damage, +1 deflection bonus to AC when used.

--------------------

Tut
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ combat riding
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Gulthor wrote:

I think this is an awesome idea and resource, but don't you think it might be a bit overwhelming for a new player to have to flip through 77 character sheets without even necessarily knowing what they're looking at?

I mean, if I was a new player, I would immediately start having second thoughts about this game?

They aren't going to do that. I'm going to ask them what kind of character they are interested in and give them a few options based on that.


Here are the ranger builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders.

Belemin:

Halfling ranger 1
CG Small humanoid (halfling)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 shield, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee dagger +3 (1d3+1/19-20) or
. . halfling sling staff +3 (1d6+1/×3) or
. . light mace +3 (1d4+1) or
. . short sword +3 (1d4+1/19-20) or
. . unarmed strike +3 (1d2+1 nonlethal)
Special Attacks favored enemy (undead +2)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Weapon Finesse
Skills Acrobatics +1 (-7 to jump), Climb +2, Heal +5, Knowledge (religion) +1, Perception +7, Stealth +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ track +1, wild empathy +1
Other Gear hide armor, heavy wooden shield, dagger, halfling sling staff, light mace, short sword, sling bullets (30), backpack, 88 gp, 7 sp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Sling bullets - 0/30
--------------------
Special Abilities
--------------------
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Laiquaradion:

Male elf ranger 1
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . longsword -1 (1d8+2/19-20) or
. . morningstar -1 (1d8+1) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (undead +2)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 12, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Two-weapon Fighting
Skills Climb +5, Heal +5, Knowledge (nature) +5, Knowledge (religion) +2, Perception +7, Stealth +5, Survival +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven
SQ elven magic, track +1, wild empathy +0
Other Gear studded leather, arrows (40), dagger, longbow, longsword, morningstar, backpack, fishhook, fishing net, waterskin, whetstone, 15 gp, 8 sp, 8 cp
--------------------
Tracked Resources
--------------------
Arrows - 0/40
Dagger - 0/1
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Manxif:

Gnome ranger 1
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+4 armor, +1 Dex, +2 shield, +1 size)
hp 17 (1d10+7)
Fort +5, Ref +3, Will +1; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee dagger +3 (1d3+1/19-20) or
. . morningstar +3 (1d6+1) or
. . unarmed strike +3 (1d2+1 nonlethal)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks favored enemy (undead +2), hatred
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Toughness
Skills Acrobatics -4 (-12 to jump), Heal +5, Knowledge (dungeoneering) +4, Knowledge (religion) +1, Perception +7, Stealth +4, Survival +5; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ gnome magic, track +1, wild empathy +1
Other Gear hide armor, heavy wooden shield, crossbow bolts (20), dagger, light crossbow, morningstar, backpack, fishhook, flint and steel, grappling hook, silk rope (50 ft.), waterskin, whetstone, 65 gp, 8 sp, 8 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/20
Dagger - 0/1
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Prestidigitation (1/day) - 0/1
Speak with Animals (1/day) - 0/1
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Sibor Nev:

Human ranger 1
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
. . gauntlet (from armor) +3 (1d3+2) or
. . handaxe +1 (1d6+1/×3) or
. . morningstar +1 (1d8+2) or
. . unarmed strike +3 (1d3+2 nonlethal)
Special Attacks favored enemy (undead +2)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Two-weapon Defense, Two-weapon Fighting
Skills Acrobatics -1 (-5 to jump), Heal +5, Knowledge (dungeoneering) +4, Knowledge (religion) +1, Perception +5, Stealth +2, Survival +5
Languages Common
SQ track +1, wild empathy +0
Other Gear scale mail, dagger, handaxe, morningstar, backpack, 82 gp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
--------------------
Special Abilities
--------------------
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Track +1 Add the listed bonus to survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Tal Dar:

Half-orc ranger 1
CG Medium humanoid (human, orc)
Init -1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
hp 17 (1d10+7)
Fort +5, Ref +1, Will +1
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +3 (1d6+2) or
. . dagger +3 (1d4+2/19-20) or
. . gauntlet (from armor) +3 (1d3+2) or
. . greataxe +3 (1d12+3/×3) or
. . greatclub +3 (1d10+3) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged javelin +0 (1d6+2)
Special Attacks favored enemy (undead +2)
--------------------
Statistics
--------------------
Str 15, Dex 8, Con 16, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 12
Feats Toughness
Skills Acrobatics -4 (-8 to jump), Climb +2, Heal +5, Intimidate +2, Knowledge (dungeoneering) +5, Knowledge (religion) +2, Perception +5, Stealth -1; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc
SQ orc blood, track +1, wild empathy +1
Other Gear scale mail, club, dagger, greataxe, greatclub, javelin (2), backpack, belt pouch, fishhook, flint and steel, waterskin, 65 gp, 8 sp, 10 cp
--------------------
Tracked Resources
--------------------
Club - 0/1
Dagger - 0/1
Javelin - 0/2
Orc Ferocity (1/day) - 0/1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Xavamar Helerona:

Half-elf ranger 1
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
. . gauntlet (from armor) +4 (1d3+3) or
. . morningstar +4 (1d8+4) or
. . shortspear +4 (1d6+3) or
. . unarmed strike +4 (1d3+3 nonlethal)
Ranged javelin +3 (1d6+3)
Special Attacks favored enemy (undead +2)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Dodge, Skill Focus (Perception)
Skills Acrobatics -2 (-6 to jump), Climb +3, Heal +5, Knowledge (religion) +0, Perception +10, Stealth +2; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, track +1, wild empathy +1
Other Gear scale mail, dagger, javelin (4), morningstar, shortspear, backpack, waterskin, whetstone, 81 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Javelin - 0/4
Shortspear - 0/1
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Here are the rogue builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders.

Dwarf Rogue:

Dwarf rogue 1
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d4+1/19-20) or
. . warhammer +1 (1d8+1/×3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hatred, sneak attack +1d6
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 12, Int 12, Wis 10, Cha 12
Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Improved Initiative
Skills Acrobatics +5 (+1 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Bluff +5, Climb +4, Disable Device +6, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +4 (+6 to notice unusual stonework), Stealth +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc
SQ trapfinding +1
Other Gear studded leather, crossbow bolts (20), dagger, light crossbow, warhammer, thieves' tools, 44 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Gnome Rogue:

Gnome rogue 1
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +0; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3/19-20) or
. . morningstar +1 (1d6)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks hatred, sneak attack +1d6
--------------------
Statistics
--------------------
Str 11, Dex 15, Con 14, Int 14, Wis 10, Cha 10
Base Atk +0.75; CMB -1; CMD 11
Feats Deft Hands
Skills Acrobatics +5 (+1 to jump), Bluff +4, Climb +3, Disable Device +8, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +6, Profession (brewer) +6, Sleight of Hand +7, Stealth +9; Racial Modifiers +2 Perception, +2 Profession (brewer)
Languages Common, Dwarven, Elven, Gnome, Sylvan
SQ gnome magic, trapfinding +1
Other Gear studded leather, crossbow bolts (20), dagger, light crossbow, morningstar, thieves' tools, 48 gp
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Half-Elf Rogue:

Half-elf rogue 1
LN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +0, Ref +4, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +1 (1d6+1) or
. . dagger +1 (1d4+1/19-20) or
. . short sword +1 (1d6+1/19-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 10, Int 8, Wis 13, Cha 16
Base Atk +0.75; CMB +1; CMD 13
Feats Deceitful, Skill Focus (Bluff)
Skills Acrobatics +5, Bluff +12, Diplomacy +7, Disable Device +6, Disguise +5, Knowledge (local) +3, Perception +7, Sense Motive +5; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, trapfinding +1
Other Gear studded leather, arrows (40), club, dagger, short sword, shortbow, thieves' tools, 51 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Half-Orc rogue:

Half-orc rogue 1
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will -1
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+3/19-20) or
. . greataxe +3 (1d12+4/×3)
Ranged shortbow +2 (1d6/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 12, Wis 8, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Persuasive
Skills Acrobatics +5, Climb +6, Diplomacy +2, Disable Device +6, Heal +0, Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +3, Stealth +5; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc
SQ orc blood, trapfinding +1
Other Gear studded leather, arrows (40), dagger, greataxe, shortbow, thieves' tools, 41 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Halfling Rogue:

Halfling rogue 1
CG Small humanoid (halfling)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +2; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3/19-20) or
. . rapier +1 (1d4/18-20)
Ranged sling +4 (1d3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 10, Int 14, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Alertness
Skills Acrobatics +9 (+5 to jump), Bluff +4, Climb +6, Disable Device +8, Escape Artist +7, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +9, Sense Motive +7, Stealth +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Goblin, Halfling
SQ trapfinding +1
Other Gear leather armor, dagger, rapier, sling, sling bullets (20), thieves' tools, 87 gp, 8 sp
--------------------
Special Abilities
--------------------
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Human Rogue:

Human rogue 1
N Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +1 (1d6+1) or
. . dagger +1 (1d4+1/19-20) or
. . rapier +1 (1d6+1/18-20) or
. . sap +1 (1d6+1 nonlethal)
Ranged shortbow +3 (1d6/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Alertness, Deft Hands
Skills Acrobatics +6, Appraise +6, Bluff +3, Climb +4, Disable Device +9, Escape Artist +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +6, Sense Motive +2, Sleight of Hand +8, Stealth +6
Languages Common, Dwarven, Elven
SQ trapfinding +1
Other Gear studded leather, arrows (40), club, dagger, rapier, sap, shortbow, thieves' tools, 40 gp
--------------------
Special Abilities
--------------------
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Here are the sorcerer builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders.

Dwarf Earth Elemental Sorcerer:

Dwarf sorcerer 1
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d6+6)
Fort +2, Ref +2, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +1 (1d8+1/×3) or
. . dagger +1 (1d4+1/19-20) or
. . warhammer +1 (1d8+1/×3)
Ranged heavy crossbow +2 (1d10/19-20)
Special Attacks hatred
Bloodline Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—elemental ray (1d6 acid)
Sorcerer Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—enlarge person (DC 12), magic missile
. . 0 (at will)—acid splash, detect magic, disrupt undead, prestidigitation
. . Bloodline Elemental
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 15, Int 10, Wis 10, Cha 13
Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Eschew Materials, Toughness
Skills Acrobatics +2 (-2 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Knowledge (arcana) +4, Perception +0 (+2 to notice unusual stonework), Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ bloodline arcana (change energy damage spells to match bloodline energy)
Other Gear battleaxe, crossbow bolts (20), dagger, heavy crossbow, warhammer, backpack, 72 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Acid energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Elemental Ray (1d6 acid, 4/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Elf Elemental Air Sorcerer:

Elf sorcerer 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d6+4)
Fort +0, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or
. . rapier -1 (1d6-1/18-20)
Ranged light crossbow +3 (1d8/19-20)
Bloodline Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—elemental ray (1d6 electricity)
Sorcerer Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—magic missile, magic weapon
. . 0 (at will)—detect magic, prestidigitation, ray of frost, read magic
. . Bloodline Elemental
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 15
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Toughness
Skills Knowledge (arcana) +5, Knowledge (religion) +2, Perception +3, Spellcraft +5 (+7 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Sylvan
SQ bloodline arcana (change energy damage spells to match bloodline energy), elven magic
Other Gear crossbow bolts (20), dagger, light crossbow, rapier, 91 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Elemental Ray (1d6 electricity, 5/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Gnome Sorcerer:

Gnome sorcerer 1
CG Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee club -1 (1d4-2)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—touch of destiny (+1)
Sorcerer Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—magic missile, shield
. . 0 (at will)—detect magic, disrupt undead, prestidigitation, read magic
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 6, Dex 14, Con 12, Int 15, Wis 12, Cha 15
Base Atk +0; CMB -3; CMD 9
Feats Eschew Materials, Improved Initiative
Skills Acrobatics +2 (-2 to jump), Craft (alchemy) +8, Knowledge (arcana) +6, Knowledge (history) +6, Perception +3, Spellcraft +6; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Dwarven, Gnome, Orc, Sylvan
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells), gnome magic
Combat Gear acid (2), alchemist's fire (2), antitoxin, holy water (2), smokestick, thunderstone (2); Other Gear club, crossbow bolts (20), light crossbow, backpack, sunrod, tindertwig (2), 63 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Destined (Ex) When you cast a Personal spell, gain a save bonus of its level for 1 round.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Touch of Destiny +1 (5/day) (Sp) As a standard action, touch grants +1 insight bonus to most rolls for 1 rd.

Half-orc demonic sorcerer:

Half-orc sorcerer 1
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d6+6)
Fort +2, Ref +1, Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +2 (1d4+2)
Special Attacks claws (2, 1d4, 4 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—chill touch (DC 12), mage armor
. . 0 (at will)—detect magic, disrupt undead, prestidigitation, ray of frost
. . Bloodline Abyssal
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Eschew Materials, Toughness
Skills Intimidate +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ bloodline arcana (summoned creatures gain DR 1/good), orc blood
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 1/good (doesn't stack with other DR).
Claws (4 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Halfling Fey Sorcerer:

Halfling sorcerer 1
CG Small humanoid (halfling)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +4, Will +2; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—magic missile, sleep (DC 17)
. . 0 (at will)—daze (DC 16), disrupt undead, prestidigitation, ray of frost
. . Bloodline Fey
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 10, Wis 8, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Spell Focus (enchantment)
Skills Acrobatics +5 (+1 to jump), Climb +2, Knowledge (nature) +4, Perception +2; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Laughing Touch (6/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.

Half-Elf Draconic Sorcerer:

Half-elf sorcerer 1
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d6+5)
Fort +1, Ref +1, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . 2 claws +2 (1d4+2)
Ranged heavy crossbow +1 (1d10/19-20)
Special Attacks claws (2, 1d4, 6 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—enlarge person (DC 14), mage armor
. . 0 (at will)—detect magic, detect poison, prestidigitation, read magic
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 12, Int 10, Wis 8, Cha 17
Base Atk +0; CMB +2; CMD 13
Feats Eschew Materials, Skill Focus (Perception), Toughness
Skills Knowledge (arcana) +4, Perception +8; Racial Modifiers +2 Perception
Languages Common, Elven
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), elf blood
Other Gear crossbow bolts (20), dagger, heavy crossbow, 96 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


Bob_Loblaw just won this thread.


Here are the wizard builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders. I didn't use any arcane bond objects. I thought about it, and I am open to suggestions on which characters might benefit more from that than a familiar.

Dwarf Abjuration Wizard:

Dwarf abjurer 1
LN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +1
Aura protective ward (+1 deflection, 10 ft., 1 round, 3/day)
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 8 (1d6+2)
Fort +1, Ref +0, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, resistance; Resist cold 5
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
Abjurer Spells Prepared (CL 1st; concentration +1)
. . Opposition Schools Enchantment, Illusion
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 10 (14 vs. bull rush, 14 vs. trip)
Feats Scribe Scroll
Skills Acrobatics +0 (-4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +1 (+3 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ arcane bond (arcane familiar, toad)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Protective Ward (+1 deflection, 3/day) (Su) As a standard action, 10 ft radius field grants allies deflect bon to AC for 1 rds.
Resistance 5 (Cold) (Ex) When choosing spells, gain Cold resistance 5 until next day.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

--------------------

Arcane Familiar
Toad (Pathfinder RPG Bestiary 133)
N Diminutive magical beast (animal)
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 15 (+1 Dex, +1 natural, +4 size)
hp 4 (1d8-2)
Fort +0, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +0; CMB -3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (-11 to jump), Perception +5, Stealth +21; Racial Modifiers +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Elf Evoker Wizard:

Elf evoker 1
Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 (1d6)
Fort -1, Ref +1, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—force missile (1d4+1)
Evoker Spells Prepared (CL 1st; concentration +2)
. . Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 8, Int 12, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Scribe Scroll
Skills Perception +2; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ arcane bond (arcane familiar, mongoose), elven magic
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Force Missile (1d4+1, 4/day) (Sp) As a standard action, magic missile strikes a foe.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

--------------------

Arcane Familiar
Mongoose
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +10 (+6 to jump), Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Gnome Conjuration Wizard:

Gnome conjurer 1
Small humanoid (gnome)
Init +0; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 11 (+1 size)
hp 8 (1d6+2)
Fort +1, Ref +0, Will +2; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Arcane School Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—acid dart (1d6 acid)
Conjurer Spells Prepared (CL 1st; concentration +1)
. . Opposition Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 12, Int 10, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 8
Feats Scribe Scroll
Skills Acrobatics +0 (-4 to jump), Perception +2; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ arcane bond (arcane familiar, cat), gnome magic, summoner's charm (1 round)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Acid Dart (1d6 acid, 3/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

--------------------

Arcane Familiar
Cat (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8-1)
Fort +1, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +4 (1d3-4), 2 claws +4 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Half-Elf Diviner Wizard:

Half-elf diviner 1
Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +0, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +1)
. . Opposition Schools Conjuration, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats Scribe Scroll, Skill Focus
Skills Perception +2; Racial Modifiers +2 Perception
Languages Common, Elven
SQ arcane bond (arcane familiar, weasel), elf blood, forewarned
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (3/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 1 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

--------------------

Arcane Familiar
Weasel (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +10 (+6 to jump), Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Half-Orc Transmuter Wizard:

Half-orc transmuter 1
Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +0, Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 1st; concentration +1)
. . Opposition Schools Enchantment, Illusion
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 11, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats Scribe Scroll
Skills Intimidate +2; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ arcane bond (arcane familiar, rat), orc blood, physical enhancement (+1)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4 bludgeoning, 3/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

--------------------

Arcane Familiar
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +2 (-6 to jump), Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (15 feet) You have a Swim speed.

Halfing Illusionist Wizard:

Halfling illusionist 1
Small humanoid (halfling)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +1)
. . Opposition Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 10, Int 10, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 9
Feats Scribe Scroll
Skills Acrobatics +3 (-1 to jump), Climb +1, Perception +2; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ arcane bond (arcane familiar, owl), extended illusions (1 round)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Blinding Ray (3/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

--------------------

Arcane Familiar
Owl (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee talon +5 (1d4-2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-5 to jump), Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


Hey, Bob_Loblaw:

Wow, that is a lot great and thorough work. I respect the time you've put into this.

However, I want to echo what Headfirst and Gulthor said above: I highly recommend allowing these new players to make their own characters, especially if you're restricting the game to just the material from the CRB (a wise decision). Not only will creating their own characters help familiarize them with the rules, it will, more importantly, engage them much more effectively.

What's drawn me to RPGs (and TTRPGs) was the ownership of my creativity and being able to channel the character I envisioned. I'll never forget how excited I was making my first ever character (Bastion Braeburn: a Chaotic Good Irish Half-Elf Bard who played the fiddle and was pretty much just good for Diplomacy and Perform (Comedy) haha) and seeing him come to life through roleplaying and combat encounters. It was deeply satisfying and rewarding. I was a hell of a lot more invested in learning the rules and the game because of my investment into my character.

And, as Gulthor said, as a newbie, flipping through 77 characters would intimidate me and reinforce any ideas of how "complicated" the game might be, therefore turning me off.

Of course, this is just my 2cp.

Best of luck with this new group! I hope it turns out to be a blast. :)

Cheers, Mate!

Sovereign Court

Bob_Loblaw wrote:

Here are the rogue builds I've worked on. Keep in mind that I did build about 70 characters so there may be some things that aren't as good as others. That's why I'm posting this so that people can offer changes. The names are just placeholders.

** spoiler omitted **...

I will say - you should probably make those unchained rogues.


Here is an idea. Have the pregen characters ready and say "what kind of character do you want?" Then give them the closest one.

I used a pregen my first game and thank god I did. I was in no shape to make my own, having it all there for me was a godsend. Second game I made my own character, found out how horrible he was...and got it right the second time. Which feels about right as you learn a lot that way. But if I was that underpowered my first game it might have turned me off to the game.


Grumbaki wrote:

Here is an idea. Have the pregen characters ready and say "what kind of character do you want?" Then give them the closest one.

I used a pregen my first game and thank god I did. I was in no shape to make my own, having it all there for me was a godsend. Second game I made my own character, found out how horrible he was...and got it right the second time. Which feels about right as you learn a lot that way. But if I was that underpowered my first game it might have turned me off to the game.

That's the plan. We're going to sit down and discuss what people want and then go from there. In my experience I have found that often new players are so enthusiastic that they get discouraged if their characters can't actually do what they want.

@ charon's little helper, for the time being we will not be using anything not core only. There's enough to learn without the GM having another option.


Dysphoria Blues wrote:

Hey, Bob_Loblaw:

Wow, that is a lot great and thorough work. I respect the time you've put into this.

However, I want to echo what Headfirst and Gulthor said above: I highly recommend allowing these new players to make their own characters, especially if you're restricting the game to just the material from the CRB (a wise decision). Not only will creating their own characters help familiarize them with the rules, it will, more importantly, engage them much more effectively.

What's drawn me to RPGs (and TTRPGs) was the ownership of my creativity and being able to channel the character I envisioned. I'll never forget how excited I was making my first ever character (Bastion Braeburn: a Chaotic Good Irish Half-Elf Bard who played the fiddle and was pretty much just good for Diplomacy and Perform (Comedy) haha) and seeing him come to life through roleplaying and combat encounters. It was deeply satisfying and rewarding. I was a hell of a lot more invested in learning the rules and the game because of my investment into my character.

And, as Gulthor said, as a newbie, flipping through 77 characters would intimidate me and reinforce any ideas of how "complicated" the game might be, therefore turning me off.

Of course, this is just my 2cp.

Best of luck with this new group! I hope it turns out to be a blast. :)

Cheers, Mate!

The first game or two will just be learning the system. This group of players is excited to not have to build anything the first couple of games.

They won't be flipping through 77 characters. They will tell me a concept and I'll find a few that fit and we'll go from there.


I would like some advice on the bard, cleric, and druid builds to make sure that they are ok enough to use. I don't play those classes so I don't build them very often.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / 1st level characters All Messageboards

Want to post a reply? Sign in.