
CampinCarl9127 |

I just found out that I was stupid and didn't realize heirloom weapon had to be applied to a simple or martial weapon regardless of what bonus you chose. So I swapped it out for adopted (appropriate from his background) and picked up the human trait carefully hidden, also very appropriate with how difficult it was for him to fit in.

WabbitHuntr |

I completely understand the concern with the saves. That is a problem with not using the Fractional BAB and saves with a multiclass character. It is always my preference to use these rules first presented in 3.5 Unearthed Arcana and now officially released for pathfinder
Go to Pathfinder Unchained Fractional base bonuses..
lvl 9 base BAB & saves w/o fractional BAB 6 |Fort 6 |Ref 7 |Will 7
vs
lvl 9 base BAB & saves with fractional BAB 7 |Fort 4 |Ref 4 |Will 5
I will certainly change my saves to incorporate fractional if allowed by GM.
At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus.
vs
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
When comparing the Pal vs Stalker ability. I dont think its out of line.
But if the GM thinks it out of hand, a reasonable nerf would be to use the Wis mod in place of the Dex mod if better, instead of adding to it.
Elan??? Path of War character have many uses for their immediate and swift actions so the Elan save ability will not be as useful to a character like this as opposed to a fighter. But yes it still is a nice ability. As I stated when submitting the character if any part of him is not acceptable I am willing to change and revise. Human Psionic Path of War Monk?? That's fine with me. Although I do love the concept of an immortal(Elans dont age) wanderer stranger in a strange land.
Is my character comparable with a vanilla fighter? NO, but then again a vanilla fighter should be compared with and put in parties with Commoner or Expert. Sorry to any fighter lovers out there ;)
Sorek will fit in just fine in a party with Nicolas the Half Giant Zealot , Greatsword +17/+12 6d6 +13 19-20 x2. With a vanilla fighter...not so much;)
Multiclassing?? Guess I'm so used to 3.5 where you multiclassed or prestiged out ASAP. I'm new to Pathfinder and from what I can see there is a lot less multiclassing and prestiging as the base classes have been beefed up to where it is now viable to take one class 1-20. FCB's certainly encourage that as well. But all things being equal I will always multiclass unless it hurts the character or build. Just how I grew up. My favorite characters from 2Ed were fighter thief mages and ranger druids.

WabbitHuntr |

Spent a couple hours updating today, and dropped the info into this profile. There were a couple changes, including an aegis dip. I realized that while I couldn't do what I had at first wanted without sacrificing too many levels of uRogue, and thus invalidating the goal, Aegis is SUPER flexible, and was still a worthwhile option.
I welcome feedback / questions. I'll admit that the bulk of this was done at work, so formatting may be ... odd, and I may have missed something.
Just your friendly neighborhood WabbitHuntr dropping in to give a little feedback and bump the thread. I took a look at your character because I am always curious to see how people incorporate Aegis into a build. So flexible, so many options.
Student of the Astral suit is a great feat. Unfortunately the prereq is: Invigorating suit class feature which is gained at 3rd level and you only took one level of Aegis.
FWIW 2 levels of Aegis is a VERY worthwhile dip. It will enable you to get Stalwart (2nd lvl req) and all those other little things We both love about Aegis.
But Once you've gone 2nd level that 3rd level is SOOO tempting. At 3rd you can reconfigure 1/day for awesome flexibility and then you qualify for Student of the Astral Suit feat which you already know about.
just my 2cents, given cause you asked for feedback.
Hoping we get the results of the recruitment this week. I know everyone is eager to get started.

Roonfizzle Garnackle |

Mr. WabbitHuntr.
Thank you. I seem to have to failed to have actually grabbed my hard copy to copy the actual text. My major stumbling block for going 3 deep was the fourth rogue talent, and then it would seem to be less than a pure uRogue test. I'm going to have to think about this a touch, and I, like everyone else was hoping that recruitment would close and we'd be starting todayish.
I see that I have a couple major options:
a: Go 3 deep into Aegis, getting all sorts of benefits, but would lose 8 more skillpoints, an extra d6 SA, and a talent. I could do this. (This would also open up the improved Harness Power stone ML 4 Power stone options, and it would be worthwhile to have some ML 1 stones to use as a powers known list).
b: Use the 1 dip only, and 3 or 4 customization points, this isn't bad. Would lose flight and some flexibility.
c: Drop the dip completely, would lose flight, some flexibility, and a lot of the quirkiness that I was adding. The original build dipped wizard, and picked up a prestige class for the equivalent of the Trap spotter Talent, along with some light spell casting.
I guess my biggest deciding factor, is, what is the typical expected end level range for this module?
(To any who answer, thank you in advance)
<picks up the thinking thoughts cap>

Lady Calista Lisia Da Romano |

I'm Calling this, we have an absent GM,
I hope its nothing serious in real life.
But as of now, with no posts for over and week, I think we are looking at a none starter game.
I fully expect counter posts saying, wait and so on, please there is little point.
GM if an when you come back please PM me if you wish me to be in your game.

![]() |

I'm Calling this, we have an absent GM,
I hope its nothing serious in real life.But as of now, with no posts for over and week, I think we are looking at a none starter game.
I fully expect counter posts saying, wait and so on, please there is little point.
GM if an when you come back please PM me if you wish me to be in your game.
You've got a really sour attitude, guy. Try and tone it down a bit.

Baldric Moore |

Hey, I didn't submit anything during the original window but it looks super interesting... I could have a guy ready by morning (EST) if you're willing to take new applicants?
Probably a leveled version of this character- human fighter [lore warden/martial master] 9, with the Magus variant multiclassing from unchained (if that's available, I can share the relevant section via a google doc if need be)...

Baldric Moore |

So, Baldric here is all updated and ready to go... he has 3k gold set aside for consumables and mundane gear but I was hoping to wait until seeing the final party (if i'm selected) to spend that so I can try to help cover any gaps...
All his crunch and fluff are in the profile, but here are the background/appearance for ease of access:
His father hoped that with this education he would secure a stable well-paying position in the personal guard of one of the nobles of Magnimar or Korvosa. Baldric instead chose to operate as a sellsword, taking jobs that caught his interest when the pay caught his interest. He has operated this way for two decades now and has been successful enough at it to afford a wife and child. Since the birth of his son, Teldon, he has tried to travel less and has accepted a number of short term commissions from the Pathfinder Society. Adventure (and opportunity) still burn in his heart, however, and when the prospect of a lucrative and exciting undertaking arises he is not one to turn it down...
Baldric tends to be direct, even blunt, in conversation and can at times be gruff, though he often does not mean to be. He is motivated more by coin than any sense of righteousness, but he does feel drawn towards heroics and will often intervene in dangerous situations if he believes he can help in some way (though the potential for reward for these actions doesn't hurt either).

GM House of Cards |

Ok, so here's the deal folks!
Everyone repost your characters, so I will have a list for selections.
People who missed the original recruitment can go ahead and stat up characters, because I will be giving a four day period, starting from the time of this post, for everyone to get their characters in order.
Selections will be made sometime on the 28th.
Bon son?
EDIT: ANSWERING QUESTIONS
Vizier from Dreamscarred Press is allowed.
Unchained classes are allowed, but none of the variant rules, as I have not really chosen to deal with allowing/disallowing sections of the book beyond the classes.

Karlia Riftbane |

I'm working on retooling this character for the campaign.
One quick question: Given this character's focus (channeling both positive and negative energy) would you allow me to spend a significant portion of her gold on a phylactery of channeling both positive AND negative energy? Since the cost of one of the phylacteries is normally 11,000 gp, I would probably put the cost of a combined one at around 30,000gp.
Otherwise, she'll probably be buying both of them for 22,000 and just switching them often, but that's definitely less convenient and not as flavorful as having one tailored to her abilities.

Lady Calista Lisia Da Romano |

GM some changes
Her race now is
Aasimar Azata-Blooded (Musetouched)
With this Alt race trait
Scion of Humanity Elf-kind
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human Elf) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human Elf without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Also her Aliment now is CG
If that is ok, just felt she worked better that way and it fitted her back ground and class better.

Raphael Anaviel |

Reposting character proposal.
This is my submission for your module. I hope you like it. Please let me know about any comments or questions.
"Do god deds propely, sincely and modetely and know that you deds wil not make you ente Sarenrae's kingdom, and that the most belove ded to Sarenrae is the most regula and contant even thou it wer litle."
He speaks in a very particular way, as he is deaf.
Description
Raphael seems like a middle aged man, even if he has lived 70 years, with tanned skin and long black hair and beard. His eyes show tranquility. Peace and contentment. His body seems fit and powerful.
But he is deaf. Even if his voice is melodious, and likes to sing Qadira religious hymns with passion, his speech is slurred, even at the point of being incomprehensible.
But his body language wins the day. His ease and calm demeanor makes people trust him.
He proudly wears a Gold Sarenrae Holy Symbol in his chest.
Personality
He is a calm and pious man, dedicating most of his time healing and resolving problems in the community. He is not bothered by his deafness, and accepts it in good spirit.
He has sworn never to spill, by his hand, the blood of any creature, and he is a strict vegan.
That doesn't prevent him from helping in combat with his longspear distracting and impeding enemies, or summoning creatures to defend the good.
Background
Born in Qadira in a very religious family he was quickly recognized as one of the Dawnflower's chosen. He was very well educated, mastering a number of languages (even with his speech deficiencies) and Knowledge about some of the Everlight worst enemies, undeads, aberrations and outsiders.
What his family didn't recognize is his Angelic blood, presenting in his family for the first time in many generations.
Role and Tactics
He is a healer, able to spontaneously cast all cure spells, and Channel Energy to heal 7d6 (using his phylactery of positive channeling - his most expensive item). He can also assume a special "life elemental" shape to heal, and create a life link with his friends, healing them automatically.
His other role is Buff his allies, with Blessing of Fervor, and summoner of creatures (he has the augment summoning feats).
Finally, he is a skilled diplomat with good sense motive and knowledge of many languages, so he can work as the face of the group.
Male Aasimar (Angel-Blooded) Oracle 9
NG Medium Outsider (Native, Angel-blooded, Human)
Init +8, Senses Darkvision (60 ft.); Deaf, Perception +3
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DEFENSE
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AC 21, Touch 13, Flat-footed 19 (+7 armor, +1 deflection, +2 Dex, +1 natural)
HP 90 ((9d8)+18)
Fort +8, Ref +8, Will +9
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OFFENSE
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Speed 20 ft.
Melee Longspear +1 +9/+4 (1d8+4/x3)
Special: -5 to attack and +2 trait to damage with your first attack to a creature you know worships a different religion (Zealous Drawback)
Special Attacks Channel (7d6, DC 18, 5/day)
Innate Spell-Like Abilities Alter Self (1/day)
Oracle Spells Known (CL 9th; concentration +13)
4th(5/day) - blessing of fervor(DC 18), summon monster iv, cure critical wounds(DC 19), restoration(DC 19)
3rd(7/day) - chain of perdition, dispel magic, magic circle against evil(DC 17), resist energy (communal)(DC 17), stone shape, summon monster iii, neutralize poison(DC 18), cure serious wounds(DC 18)
2nd(7/day) - aid, align weapon(DC 16), blessing of courage and life(DC 17), pilfering hand, silence, weapon of awe(DC 16), restoration (lesser)(DC 17), cure moderate wounds(DC 17)
1st(7/day) - bless, liberating command(DC 15), obscuring mist, remove fear(DC 15), sanctuary(DC 15), weapons against evil(DC 15), detect undead, cure light wounds(DC 16)
0th(at will) - create water, detect magic, detect poison, guidance(DC 14), light, read magic(DC ), spark(DC 14), stabilize(DC 15)
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STATISTICS
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Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 18,
Base Atk +6; CMB +8; CMD 21
Feats Augment Summoning, Improved Initiative, Selective Channeling, Spell Focus (Conjuration), Still Spell, Superior Summoning
Skills Acrobatics +2, Diplomacy +19, Handle Animal +11, Knowledge (Dungeoneering) +13, Knowledge (Nature) +5, Knowledge (Planes) +13, Knowledge (Religion) +13, Linguistics(Read Lips, Undercommon) +5, Profession (Merchant) +4, Sense Motive +14, Spellcraft +5
Traits Magical Lineage (Summon Monster IV), Reactionary, Scholar of Ruins (Knowledge (Dungeoneering))
Drawbacks Zealous
Languages Aklo, Celestial, Common, Dwarven, Read Lips, Undercommon
SQ bonus oracle revelation level (4x), bonus oracle spell (5x), darkvision, deaf, energy body, life link, life mysteries, orisons, outsider traits, scion of humanity, spell-like ability, truespeaker
Gear Wand (Cure Light Wounds/Cleric/1st) (50 charges), rations (trail/per day) (5), scroll (calm emotions/cleric/3rd/divine/minor), scroll (comprehend languages/cleric/1st/divine/minor) (2), scroll (delay poison/cleric/3rd/divine/minor), scroll (hold person/cleric/3rd/divine/minor), scroll (remove paralysis/cleric/3rd/divine/minor), scroll (remove sickness/cleric/1st/divine/minor) (2), scroll (share language/cleric/3rd/divine/minor), diamond dust (100 gp) (10),phylactery of positive channeling, circlet of persuasion, amulet of natural armor +1, ring of protection +1, longspear +1, breastplate +1, cleric's vestments, quick runner's shirt, cloak of resistance +3, sandals of quick reaction, backpack, masterwork, bedroll, holy symbol (wooden), mess kit, soap (per lb.), belt pouch, coin (gold piece) (34), coin (silver piece) (7), spell component pouch, rock crystal (clear quartz), holy symbol (gold)
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SPECIAL ABILITIES
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Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma and a +2 bonus to Heal and Knowledge (planes) checks. They can cast Alter Self as a spell like ability.
Bonus Oracle Revelation Level (4x) Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation (Energy Body Ability).
Bonus Oracle Spell (5x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Spell Level 1
Spell Level 2 (2x)
Spell Level 3 (2x)
Channel (Su) You can unleash a wave of positive energy. You must choose to deal 7d6 points of positive energy damage to undead creatures or to heal living creatures of 7d6 points of damage. Creatures that take damage from channeled energy receive a DC 18 Will save to halve the damage. You can use this ability 5 times per day.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deaf You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat.
Energy Body (Su) As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+11 points of positive energy damage. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6+11 hit points. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for 11 rounds per day. (+1 level for 2 Favorite Class Bonus)
Exalted Resistance An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.
Life Link (Su) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have 9 bond(s) active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.
Magical Lineage (Summon Monster IV) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Summon Monster IV, treat its actual level as 1 lower for determining the spell's final adjusted level.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Outsider Traits (Ex) An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Native outsider breathe, eat, and sleep.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Scholar of Ruins (Knowledge (Dungeoneering)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
Scion of Humanity (Ex) You count as an outsider (native) and a humanoid (human) for any effect related to race. You can pass for human without using the Disguise skill.
Spell-Like Ability (Sp) Angel Blooded Aasimars can use alter self 1/day as a spell-like ability.
Truespeaker (Ex) There are some Aasimars whose language transcends all boundaries. They gain a +2 racial bonus on Linguistics and Sense Motive checks, and learn one additional language each time you take a rank in Linguistics. This racial trait replaces the skilled.
Zealous You are fanatical in your beliefs, ruled by emotion over reason. When you attack a creature that you know worships a different religion than you do, you take a -5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.

GM House of Cards |

Karlia- Use the typical rule for combining magic items, which would make the price of your combined Phylactery 27,500 GP, if my arithmetic with gold pieces is working correctly at the moment (11,000 x 1.5 = 16,500; 16,500 + 11,000 = 27,500 GP).
Lady Calistia- That is fine, as everyone has a few days to rework and retool characters as needed.
Raphael Anaviel- I do have one question, though it is a relatively minor one. You mentioned a vow to never shed blood, but you carry a bladed weapon. Is it meant as a psychological deterrent to combatants? I had one player who did as much, a Druid who carried two sickles, but never actually used them, letting the implied threat protect her from small-time thugs, since she was a complete pacifist.

Vincent Fleming |

His role is a backup healer, a flirt (I mean face), support, and a ranged attacker.
Guaril
CG Male Medium
Kitsune
Bard 8/Arcane Archer 1
Desna
Init +7; Low-light; Perception +17
Favored Class: Bard
FC bonus:+1 skill point
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Defense
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AC 21, 15 touch , 16 flat-footed (+6 armor, +5 Dex)
hp 83 (8d8+1,1d10+1)
Fort +4
Ref +12
Will +6
Defensive Abilities
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Offense
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Speed 30ft
Melee +6 Bite 1d4-1
Ranged +14/9 +1 Seeking Darkwood Longbow (1d8+3+1) DA 12/7 (1d8+3+4+1)
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Statistics
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Str 8 Dex 20 Con 12 Int 16 Wis 10 Cha 22
Base Atk +7; CMB 6; CMD 21/16fl
Feats Clustered Shots, Deadly Aim, Focused Shot, Point-Blank Shot, Precise Shot, Weapon Focus Longbow
Traits Reactionary, Varisian Wanderer (Sing)
Skills Acrobatics +17, Bluff +18, Diplomacy +17 (rank 17),Disguise +18 (rank 9), Escape Artist +22 (rank 9), Fly +17, Know (Geog) +13 (rank 3), Know (Local) +13 (rank 3), Know (Nature) +13 (rank 3), Perception +17 (rank 9), Perform (Dance) +17 (rank 8), Perform (Sing) +18 (rank 8), Sense Motive +18, Stealth +22 (rank 9), Survival +12 (rank 9), Use Magic Device +18 (rank 9)
Languages Common, Elven, Senzar, Sylvan, Varisian
SQ +4 to disguise as human (Flesh Chameleon Racial), Fast healing 2 per level per day (Hydrated Vitality Racial), Acid Breath (Racial)
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Equipment & Money
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Starting Money:40kgp
Combat Gear: +1 seeking darkwood longbow, +2 amorphous shadow mithral chain shirt
Defense: +2 amorphous shadow mithral chain shirt
Offense: +1 seeking darkwood longbow
Other gear: Mwk Backpack, Blanket, Flint and steel, Waterskin, Belt of Dex+2, Boots of elvenkind, Eyes of the eagle, Gloves of arrow snaring 2/day, Headband of Cha +2
Spare money: 1,192gp
Carried weight 26lbs
Encumbrance: 26/53/80
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Magic
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Lvl 0: Dancing Lights, Detect Magic, Mage Hand, Open/Close, Prestidigitation, Read Magic
Lvl 1 6/day: Animate Rope, Charm Person, Compel Hostility, Cure Light Wounds, Touch of Gracelessness
Lvl 2 6/day: Blur, Compassionate Ally, Cure Moderate Wounds, Glitterdust
Lvl 3 3/day: Blink, Cure Serious Wounds, Haste
Appears most of the time as a rather smashing Varisian man of shorter stature with brilliant blue eyes and hair blacker then the night, his true appearance is that of a rather taller kitsune with black tipping and blue eyes. His tail was well groomed and meticulously maintained. He could easily be called vain and a terrible flirt but when things hit the fan, he is very serious and focused. He is creative and like most kitsune always up for a good prank or joke.
Guaril grew up in a caravan, born of a lovely Varisian woman who had a rather magical night with a very handsome man one night deep in the woods. Imagine her surprise when not only does the man never see her again but nine months later she has something akin to a fox for a babe. The rumors and stories abound about the fey of the forest and the caravan rejoiced and considered the boy a good luck sign to have been born to their caravan. He grew up a happy boy and lived a rather playful life dancing and singing but always in disguise.
As he grew older he understood the reasons for his having to hide his true form but always wished to find someone to share the form with besides his own family. He said goodbye to his mother and his family as he told them of his quest. There was singing, there was dancing, there was drinking, and there was crying as they sent him off on his journey. He hid himself but plied his trade at every tavern and bar this side of Varisia, landing himself in bed with women and trouble alike. Ever quick to disappear and re-appear later with a cloak on, a bow in hand, and a pair of furry ears to take care of the trouble his human side had gotten him in.
Even with all those tricks he'd been caught many a time though he was far better at getting out of his confines then those were at guarding him. Still, he occasionally joined up with others when the mood struck him to do a little good and earn a little money...amazing how often those times coincided with his being broke. Thus is the start of the story of Guaril and his many adventures in Varisia.

Lady Calista Lisia Da Romano |

Just wrote a nice ling post and the site died, o the humanilty :*
Image of Lady Calista Lisia Da Romano
CG Psion Telepath L9 Aasimar Azata-Blooded (Musetouched)
Description
This tall and slender Aasimar Calista passes for an elf, The only odd Aasimar thing about her is the Electric blue eyes. Calista also has a pale blue gem in her forehead that has unmistakable power. Calista does not look that strong but when she moves it’s with some grace. Wearing no Armour but her clothing is also well made, simple, intelligent design that seems very piratical. For weapons she seems only to carry a Finely made Comp-bow and have a cold Iron dagger in her right boot.
Personality
The Lady Calista is... complicated. Talk to her and you will find a complex, Highly intelligent, Highly self-disciplined elf, [Really Aasimar] who is very well educated and sophisticated in manners. yes she has a wild side, a reckless side that can drive her to do things on a whim. She is kind and helpful yet seems a little paranoid and when fighting evil she can be cunning, manipulative even cruel. The reason for this is simple, she knows the minds of others, the lies told, the evils done. As an 'empath' seeing and experiencing the nightmares and evils done by others. Reading minds has an effect and inflects pain on her. Its why she tends to hide her mental talents and Ability's. Why she has a strict personal code for their use, she dos no read minds willy-nilly, there is to much pain there, she only do's it when there is clear course and only to aid or help others.
Role and Tactics
Calista is a Tactician, a deep thinker, where others rush in with blade and magic, she works out a stratagem that gets around the obstetrical. She tends not to dip deep into the minds of others unless its really needed, relaying on her other gifts and powers. She can alter her form to become a fighting monster or get to places others would find hard. As for hard hitting she has powers that do, 9d10/9d6 DMG over rounds, She is skilled with a bow, and can get past DR. With skills she has intimidate at 20 and can alter and read the minds of others. Her Kno skills are all high. But her key ability to linking the minds of the party, so they can communicate unobserved. Her telepathy She speaks all Languages even animal ones. For a party she would be a fantastic asset because of her adaptability and mental gifts.
Calista was not born on the Prime but on the plain of Elysium, her mother a respected elf cleric had been told by a seer that she must for the sake of the child she was to have. It cost a great deal but she got there and with the aid of outsiders had. Calista. There was a complication, the young elfs mind was unfixed, shifting from those around her it could was not held in its own body. The wise of Elysuim placed a gem stone in the child’s forehead to stabilize her mind. After this she found focus and peace.
As the youngest child to a respected noble family of Eleves, when she and her mother retuned home, Calista meet her 2 sibling sisters. The three became inseparable and where always known for getting in trouble. Talain the eldest, had the fit of plants, and to her was given then craft and skills of the Druidic arts. Lillira the middle sister was strong and arm and blade, to her was given the training of the bow and blade. Both elder sisters had a future of respectable roles in the Noble house Da Romano. But poor Calista showed no such ability. Nor did she show such in the bardic crafts, cleric arts where not for her, nor magaery. Alchemy then, no, all she did was make her hair green for a while, the fighting arts, again no, she was good with a bow, yes. But she hated wearing armor and use of the larger blades. Yet she had gifts a sharp mind, cold did not seem to harm her as it did others, everyone liked her, even animals but she was so Hapless at magic, the family was at a loss.
It seemed that she the younger was destined to be wed off to some halfwit noble’s son. Meetings where held but each time the boy involved would blurt out so reason he could not marry Calista, a few times to great comic affect. Her mother started to suspect that Calista had a hand in this. Her suspicions where raised when she noted how Calista always seemed to know how others felt around her, it was more than hard to keep secrets from her in fact. Calista was needed to be talked to. This suspicion lead to a fate full meeting, with a card seer, the very one that advised she be born in Elysuim.
She said waiting and the old elf seer, blind came into the room. With her stick she found the table and sat across from Calista. She lifted a set of cards from her bag and placed them on the table.
”Well young elf it’s been a while, last time I was with you, you were no bigger than a fox. Now look at you, all ready to have a family of your own. But I can tell that is not what you wish. So let’s see you fate then.”
She took the cards and placed them in the form for production.
”The big sky, travel and adventure awaits you child. The Crows, there will be evils and dangers to face, The Dance, grate forces will be in play, The Forge, you must train your skills and talents but what are they, I was told child you had none hum.”
She turned over the last two cards, and sat back an odd look on her face.
” The Unicorn, you will seek to undo something, and”
::”The Mute Hag, so you’re a mind mage, well that I did not expect”::
Calista was shocked as the old elfs word came to her mind without being spoken.
::”But, how, what? Err can you hear me”::
The old elf seer nodded.
::”Yes I can and it seems the powers that be have plans for you my girl. You have a destiny one linked to the very cards you see in front of you. There maker seems to be in need of your talents.”::
Calista had no idea what that meant but when this old seer talked of talents she was all ears.
::”So talents, like…”::
The old seer talked to her then, mind to mind, it was a long day, after it was agreed with the family that she would get training in the ways of the mind. This would mean travel to collages and academy’s that did such training. That was some 50 years ago, the small amount coin her family gave her had long ago been spent. But she found ways to get more, Bounty Hunting was the one she liked the best. Finding the lost child, hunting the criminal, having skills of the mind helped. She had rules on using her powers; she would only uninvited read evil minds. She would only use her powers and gifts for good. Helping others where she could and doing ‘good’ in the world. Her family was happy with this, from time to time she went home. She and her sisters would talk of their adventures and what they had seen.
Calista is a special kind of PC, as a Psionic PC she is not a one hit killer, but she can defuse a fight before it even starts. She will seek to do this as she is CG. She also hid's her powers not wishing to be feared. So at the start she may now show them until she can trust the group. My hope is you pick her so I can play out who she is and what she is like.

Friend_Computer |

Dotting for interest. I'm pretty sure I'll be making a Cartomancer Witch (Portents Patron), but a Destined Bloodrager also looks appealing.
Two quick questions!
Would you prefer I gave the Slumber hex a complete miss, or is it more of a "you can have this hex, but only use it in dire situations...and if there's any Slumber cheese, all monsters will curiously gain immunity to sleep"? Feel free to tell me straight up not to take it; I'd like to have it as a potential ace up my sleeve, but as a complete stranger, I can understand trepidations in allowing me to take it no matter how responsibly I claim I will use it.
If I want to buy more spells (ie, scrolls to "teach" to my familiar), do you want me to roll each spellcraft check, or will that be handwaved so I can just drop them into my spellbook familiar?

Roonfizzle Garnackle |

Updated profile with crunch/changes. reposting just the fluff, but fills the scout/traps/tricks/some social/flight/melee niche's, as a Rogue 6/Aegis 3 Gnome.
Background/Concept:
1: concept: Trap Happy, hapless, optimist.
2: Description: very small, sandy haired, ice blue eyes, gentle acid scarring on his face. No beard. 3’, 35 lbs
3: Quirk: limitless optimism, tempered by brutal experience.
4: Loyal to party members, rugged individualist, not very respectful of authority.
5: Veteran adventurer, with a variety of accomplishments, including Imix, Prince of Elemental Evil Fire. (RttToEE)
Goals
1: (IC)Experience first hand new traps
2: (OOC) See how the uRogue is in play, reusing my favorite rogue from a decade ago as a chassis to compare to the old.
Secrets:
1: (Known) Thieves guild member of Kaer Maga
2: (Unknown) Someone stole my portable hole again! This can be a fair plot hook if/as needed. (In reality, way to expensive an item for a 9th level character, let alone a 3rd… See memories 2 & 3)
NPC's:
1: (Friendly): Thieves Guild Wizard and enchanter. Have commissioned items from him in the past.
2: (Friendly): Arya Bahrami, Kaer Maga craftsman with similar tastes in traps.
3: (Unfriendly) An eccentric figure in Kaer Maga lore, who’s displeased that I walked through his traps as if they weren’t even there.
1: It all started with a simple pit trap. I saw it as we walked down the hall; we laughed at its obviousness, and kept going. None of us remembered that trap as we retreated down that same hallway not half an hour later.
2: It continued, with a portable hole. I stole it fair and square you see. We had been investigating a series of lizardfolk raids on a town, where none breached the walls from the outside, yet several leapt the walls from within, carrying off loot and hostages several times. I managed to track down a conspirator to a meeting in a quiet tavern, sneak up and listen to their exchange, gather intel and their question and answer challenge, and secret handshake. As soon as one rose to leave he was passed a package which he tucked in a pocket. I stole that package fair and square. Snuck out to the door, turned around walked up to the remaining conspirator, greeted him properly and continued to grill him for information. Only later did I check and see that the package was a portable hole filled with lizardfolk. And they (The town) confiscated it as too dangerous. Clearly, I had to steal it back.
3: The loss of an Arm. Well, the first loss of an arm. I spoke with my party, and none of them were inclined to stop me. I got a potion of disguise from someone, almost an hour of Invisibility from the Wizard, a handful of goodberries from the druid, and well wishes from the fighter, and cleric. I went in from the roof, barely picking the lock, and snuck down to the basement, and finding the log book which listed the portable hole being secured in a box in the back. I looked it over for traps, finding none. I looked again due to baseless paranoia, and popped the box, a difficult task in and of itself. I reached in and pulled out my portable hole, holding it up with my right hand in victory, while my left was still reaching into the box. And the lid slammed shut, revealing the razor edge lining the inside, severing my left forearm just below the elbow, dropping it into the now closed but unlocked box. I did the only thing I could think of in the seconds before bleeding out. I ate the goodberries. All of them. And passed out. When I came to, the bleeding had slowed down drastically, but I was in bad shape. I reopened the box, tossed my forearm in the portable hole, and everything else in the box without looking at it, downed the potion of disguise to look like a guard, and slipped out the front door, telling the two guards there “There’s been a robbery, I’m going for help, don’t let anyone else in or out until I get back.” and fled to the rest of the party before they noticed a: I was too short to be a stormtrooper, I mean, guard, and b: I was bleeding lightly. To shorten the story, That arm was replaced, and then an Umberhulk bit off my right arm and they replaced it with a bronze dueling arm that we had bought, thinking ahead.
4: Separated from several party members in a large fight, standing under a table, while the party fighter is standing on the table, trading blows with several enemy combatants until the last one got in a lucky shot, dropping my ally, her sword clattering to the stones by my feet, a wash of red hair draping over the edge of the table. That was a mistake our foe would not live to regret as I struck from below, from the shadows, first with his right hamstring to let him know I was there, sinking my other blade into his left hip, pulling myself up as he started to drop, hand over hand, finally staring him in the eyes as I cut once more dropping him completely. I then hurried to pour a potion down my friend, saving her life. Together we rushed back down the hall to the save the party druid and wizard.
5: The fiendish arm of Doom. Near the end of our adventures as a party we came upon a device that looked like a trap. Blades and edges and saws abounded. I cautiously approached to take it apart, and it sucked me in, chopped off my left arm, and replaced it with a blue tentacle. We promptly chopped the demon arm off, and regenerated the normal one but… Things have been a touch… off, since. Since, he found out he could fly! And use certain unusual magics!
A, very, small figure stands almost unnoticed before you, wearing sturdy leather workman’s clothing, with sandy haired pulled up into a puff of a topknot, laughing ice blue eyes, and a wash of gentle acid scarring on his face. Beardless, he stands 3’0”, and weighs a mere 35 lbs.

Hector Half-Heart |

Friend_Computer here. Crunch is mostly done (need to finish picking spells), and the backstory/personality are pretty close to being set.
Relating to spells, I must ask: What are your thoughts on "alignment spells"? Excruciating deformation, for example, is marked as "evil", but doesn't seem much worse than spells like boneshatter. Would you have any problems with a good or neutral character using such spells?
If you do, would you have any complaints about an evil character in this campaign? I certainly wouldn't play a back-stabbing teamkiller, but something along the lines of your typical fight-loving mercenary (ie, certainly revels in battle and the defeat of his enemies, but isn't evil on a broad scale. No "take over the world one day" plans or anything).

Vincent Fleming |

Holy flaming evil batman. Personally I have always assumed that anything concerning necromancy is evil, I've never really figured out anyway to justify necromancy spells as not being evil.
Mostly just because the nature of the spells tend to bring about undo harm. But if I really were to only go off that qualifier then all adventurers could be considered evil. But eh, if all you do is do harm to the bad guys I don't see why any adventurer would really have a problem with you except maybe a paladin.

Baldric Moore |

alright- Baldric is completely updated with the variant multiclassing stuff removed. all of his crunch and fluff are posted in his profile.
he's a pragmatic adventurer who can get along with any manner of person (that's able to tolerate his own gruffness). In terms of party roles he's a solid melee combatant with pretty decent perception/sense motive (and a couple knowledges, and a bunch of languages), and he uses martial flexibility to be very adaptable in combat (including picking up combat maneuver feats if/when the party could use a little more control)
i look forward to decision day.

Hector Half-Heart |

I'm thinking along the lines of possibly putting excruciating deformation with spite, so it's more of a defensive thing. The character I'm looking at certainly isn't going to slap the spell on a small child just to watch his limbs go twisty. I'm looking more at a character who is willing to fight as dirty as it takes, but perhaps enjoys besting foes just a bit more than is healthy for a good or neutral character.
I don't think he'd ever describe himself as evil, and unless there's a paladin throwing Detect Evil around willy-nilly, he should fit into a good-aligned party without any real problems.

Anon A Mouse |

I think I'll go ahead and copy-paste my previous submission.
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Ok, here's my Card Caster magus: René Treize. I think he's pretty much done except for buying some mundane items. Although if he's selected, depending on the party I might want to swap around a few feats or something to better focus on either damage or support if we have need as right now he can kind of go either way.
Let me know if there are any questions/concerns.
René Treize
Male human (Varisian) magus (card caster, hexcrafter) 9 (Pathfinder Player Companion: The Harrow Handbook, Pathfinder RPG Ultimate Magic 9, 48)
CN Medium humanoid (human)
Init +3; Senses Perception +14
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Defense
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AC 23, touch 13, flat-footed 21 (+9 armor, +1 deflection, +2 Dex, +1 natural)
hp 90 (9d8+18)
Fort +9, Ref +7, Will +8
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +10/+5 (1d3+4) or
unarmed strike +10/+5 (1d3+4 nonlethal)
Ranged dart +10 (1d4+4)
Special Attacks arcane pool (+3, 11 points), hex arcana (cackle, fortune, misfortune), improved spell combat
Magus (Card Caster, Hexcrafter) Spells Prepared (CL 9th; concentration +16)
3rd—fly, haste (2), greater magic weapon, slow (DC 20)
2nd—defending bone, disfiguring touch[UM] (DC 19), glitterdust (DC 19), hollow blades (2, DC 19), mirror image
1st—chill touch (DC 18), expeditious retreat, ill omen[APG] (2), ray of enfeeblement (DC 18), intensified snowball (2, DC 17)
0 (at will)—brand[APG] (DC 17), detect magic, flare (DC 17), prestidigitation, read magic
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Statistics
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Str 18, Dex 14, Con 12, Int 24, Wis 10, Cha 10
Base Atk +6; CMB +10; CMD 23
Feats Charging Hurler[UC], Clustered Shots[UC], Deadly Dealer, Extra Arcana[UM], Improved Charging Hurler[UC], Intensified Spell[APG], Point-blank Shot, Precise Shot, Rapid Shot
Traits magical lineage, seeker, strong arm, supple wrist
Skills
Acrobatics -2 (-6 to jump)
Bluff +2
Climb +4
Intimidate +4
Knowledge (arcana) +19
Knowledge (dungeoneering) +19
Knowledge (local) +16
Knowledge (nature) +16
Knowledge (planes) +19
Perception +14
Profession (fortune-teller) +14
Profession (gambler) +12
Ride +2
Sense Motive +3
Sleight of Hand +7
Spellcraft +19
Swim +4
Use Magic Device +4
(There are plenty of knowledge/profession skills up there to pick for the bonus skill points)
Languages Common, Custom Language, Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan, Varisian
SQ arcane pool focus, deadly dealer, harrowed spellstrike, hedonistic, hex (evil eye), hex arcana, hex magus, knowledge pool, medium armor, role dealer
Combat Gear pearl of power (1st level) (3); Other Gear +3 four-mirror, dart, amulet of natural armor +1, belt of mighty hurling, lesser, cloak of resistance +2, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +1, gambler's kit, cheating, harrow carrying case, harrow deck, harrow deck, harrow deck, harrow deck, masterwork fortune-teller's deck, 145 gp
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Special Abilities
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Arcane Pool +3 (11/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Pool Focus (Su) Arcane Pool: Add weapon quality to thrown harrow cards.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Charging Hurler May use charge rules to make thrown weapon attack
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Deadly Dealer (Su) May deal lethal damage as long as you have 1 point in Arc. Pool.
Evil Eye -4 (10 rounds, DC 21) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Fortune-teller's deck, masterwork +2 to Profession: Fortune-Teller or Profession: Medium
Harrowed Spellstrike (Su) Single target, ranged weapon deliver touch or ranged spell, as spellstrike.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Improved Charging Hurler Every muscle in your body adds its force to your thrown weapons.
Prerequisites: Charging Hurler, Point-Blank Shot.
Benefit: When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your t
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Magical Lineage (Snowball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Misfortune (2 rounds, DC 21) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Role Dealer (Su) Drawn thrown harrow card (align axis): threat range 19-20, (exact align) x3 (+4 conf.).
Strong Arm, Supple Wrist (1/round) When move 10 ft before attack, add +10 ft to rng increment of thrown wep.
René, though not actually of Varisian descent, was raised in that same nomadic lifestyle. Although this may have been due more to constantly getting run off by the locals rather than an actual choice on his mother's part. If they weren't being chased off for cheating at cards, it was because his mother was a "witch" ("Course, iffn they known just how spot on they were, I reckon theyn't been so fast ta try runnin' us off.").
René is an only child and most likely a bastard (I wouldn't recommend saying so to his face though). He was raised entirely by his mother, having never known his father. Whenever he would ask her about him, his mother would only smile, sometimes playfully and sometimes wistfully, and tell him a story. On the surface, the story would seem to be about his father. However, the story was never the same. The first time he asked he was about 6 or 7, and his mother told him about a brave knight who rescused a beautiful woman (with an uncanny resemblance to herself) from a vile dragon. René went around for weeks bragging about his heroic father, getting on the nerves of all the other children in the village they were currently living in. One day he came home, bloody and bruised at the hands of some of his more, ahem, vocal peers. Crying, he demanded that his mother tell them of his father. Smiling, she told him a new story, this time of a wise wizard who protected an entire kingdom from an army of invading ogres with his magic. Confused, little René demanded the truth with all the great guile 7 year olds are wont to possess but to no avail. As time passed, he eventually gave up asking.
As for his mother, she was quite beautiful and a magic user of no little skill. Both of these facts made her no friends amongst the women of the villages they lived in. Many a housewife caught her husband's gaze staying or lingering too long on her. And though she did what she could to help with her powers, the fact that the duo tended to stick to remote, rural locations where magic was less common meant that it often wasn't long before whispers would start about the charms the mother must be casting to encourage loyal husbands to stray. And sooner or later, it became necessary to relocate once again.
René once asked his mother why she didn't use any of her abilities to fight back. She simply smiled in that infuriating way only parents who know better than their child can and told him it wasn't their way. At this point, René, with all the solemnity a 9 year old could muster, vowed to defend her honor for her. Which he did. With somewhat limited success and many a bloody nose.
Personality: René is undoubtedly a mama's boy, fiercly loyal and protective of her. She's about the only person he's loyal to, and he has no problem cheating everybody else out of their hard earned coin through a rigged game of cards. It's been suggested that he may have a bit of a card addiction, playing for hours on end (even playing solitaire if no one else will play with him). Between hustling cards and giving (most likely rather bogus) fortunes, it's surprising he has any time to go out adventuring. The adventuring he does do is mostly to gather stories and money to entertain and support his aging mother, who seems to finally have settled down after finding a remote location where she wouldn't constantly be chased away.
Despite being highly educated (mostly through home schooling), René likes to play down his intelligence ("People ain't as likely ta admit ta bein' cheated by an idjit."). He also finds that people expect less of you that way, which suits him fine since he doesn't have any particularly high aspirations (other than, perhaps, being able to have more epic adventures and therefore more epic stories for his ma). He's also rather superstitious (although whether this is just part of his fortune telling act or not remains unclear). At the very least, those who cross him do tend to find themselves suffering from some bad luck. Luckily, he's normally pretty easy going, so this doesn't happen too often.
Party Role: René is a ranged fighter, and between his arcane pool buffing his weapons and snowball, he should be able to do some decent damage. However, most of his spells/all of his hexes are of a more buff/debuff kind of focus. His witch-heritage is focused entirely on giving good or bad luck. He's also likely to start off any given day casting defending bone and greater magic weapon on his cards.

Lady Calista Lisia Da Romano |

Altered some small things,
She now uses a light crossbow not a comp bow, that's so she could have have Craft Wondrous Items as her GM Bonus feat, she has crafted two items but they are custom items, not high cost ones. Crafted load of stuff to get X2 gp spend at the start is a little to Munchkin I think.
All round she feels a lot better now, and can make her own Universal Items Pisonic items in game which is nice now.

Roonfizzle Garnackle |

I noticed that none of the recent interests appear to be front line melee with high crit weapons... if I get selected, and I don't have a butterfly sting partner, I'll swap two feats (Combat exp/sting) with either a pair of extra Customizations or a pair of extra rogue talents (Minor/major magic, Det Magic/Vanish), or some combination thereof.