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These are my rolls for a character Stat Rolls 17, 16, 15, 15, 14, 11
These are the bare bones of ideas I have for characters
Sir Nicholas Of House Merrosett
Race: Human (Taldor)
Class: Arcane Sorcerer
Feats: Noble Scion & Noble Stipend
traits: Ease Of Faith (Faith) Rich Parents (Social) Taldor Noble [works like the Hells Vengence trait: Chelish Noble pg 12]
(Drawback) Family Ties
Concept: Bored High Born waiting for his chance to go on a grand quest as a wizard-knight for House Merrosett
Edwynd
Race: Human (Taldor)
Alt. Racial Abilities: Silver-Tongued & Focused Study
Class: Bard [Archetype: Arcane Healer/Sound Striker] - Wordcasting?
Feats: Alertness, Skill Focus [Diplomacy]
Traits: Charming (Social)
Concept: Paid Paramour of the court
Toni Newell
Race: Human (Taldor) - Middle Aged
Class: Summoner
Eidolon: Genie Build
Feats: Spell focus [Conjuration], Skill Focus [Sense Motive]
Traits: Suspicious (Social)
Concept: minor noble explorer recently returned from Osirion’s borders, that came back with a little more than he's told others.
(Bonus quiz points that can guess his inspiration from a tv series)
Wystin Drakespur
Race: Human (Taldor)
Class: Fighter [Archetype: Archer]
Feats: Deadly Aim, Point-Blank Shot, Weapon Focus [Long Bow]
Traits: Seeker (Social)
Concept: Archery, a nobles pursuit, for Wynstin the best one.
Howel
Race: Human (Taldor)
Class: Rogue [Archetype: Spy]
Feats: Noble Impostor, Deceitful
Traits: Focused Disciple (Faith)
Concept: If playing the game means a full belly, then he'll play it better than others.
For those that have read up on the AP (and perhaps the adventure itself) do these seem like worthwhile characters for it, or should I start cooking up other ideas? Kinda leaning towards Nicholas since I maxed out his traits and still don't have room for a Campaign Trait (that I know of)
as for the Bard, in our groups you can have multiple archetypes together, so long as none of the abilities overlap or conflict.

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I like Edwynd, I think bards will really shine in this AP plus bards rock! You've got great stats something like S 16+2, D 15, C 15, I 14, W 11, Ch 17. I'm not to familiar with the archetypes so I will not comment.
It also depends on who else is in the party.
Others like myself are not exactly sure either, so I'll post what last they talked about: A Female Catfolk Vigilante, A Male Human Alchemist(Archetype: Chirurgeon), and an Aasimar [Angel-born] Fire Kineticist.
Channel Energy (Su): At 2nd level, an arcane healer
gains the ability to channel positive energy as a cleric
of one level lower than his level. If a creature within
the channeled energy’s area of effect would be allowed
a save against its effects, the DC is equal to 10 + 1/2 the
arcane healer’s level + the arcane healer’s Charisma
modif ier. An arcane healer can use this ability once
per day at 2nd level, gaining an additional use per day
every four levels thereafter (6th, 10th, 14th, and 18th),
to a maximum of 5 times per day at 18th level. This
ability replaces versatile performance.
Inspiring Healing (Sp): At 5th level, an arcane
healer gains the ability to expend rounds of his
bardic performance to provide extra healing
to his allies. By expending 2 rounds of bardic
performance, an arcane healer can cast cure
light wounds as a spell-like ability. At 11th level,
the arcane healer can expend 2 rounds of
bardic performance to cast cure
moderate wounds as a spell-like
ability. At 17th level, he may
instead expend 2 rounds of
bardic performance to cast
cure serious wounds as a spelllike
ability. No single target
may be affected by an
arcane healer’s inspiring
healing ability more
than once in a 24-hour
period. This ability replaces Lore Master.
Bardic Performance: A sound striker gains the following
type of bardic performance. Neither performance can be
performed more quickly than a standard action.
Wordstrike (Su): At 3rd level, the sound striker bard
can spend 1 round of bardic performance as a standard
action to direct a burst of sonically charged words at a
creature or object. This performance deals 1d4 points of
damage plus the bard’s level to an object, or half this
damage to a living creature. This performance replaces
inspire competence.
Weird Words (Su): At 6th level, a sound striker can start
a performance as a standard action, lashing out with 1
potent sound per bard level (maximum 10), each sound
affecting one target within 30 feet. These are ranged
touch attacks. Each weird word deals 1d8 points of damage
plus the bard’s Charisma bonus (Fortitude half ), and the
bard chooses whether it deals bludgeoning, piercing,
or slashing damage for each word. This performance
replaces suggestion.