
| Rannik | 

| DM Aku | 
 
	
 
                
                
              
            
            Quick question, are we using the casting traditions optional rules with its drawbacks and boons? Just wondering because I have an interesting ideas for an Incanter who uses a uniquely minted coin that has the emblem of House Lebeda on it as a focus for his casting.
We are not using casting traditions for this game.
Drawbacks can be used, but it should add flavor to the hero instead of just adding power.
| Delitash | 
 
	
 
                
                
              
            
            I got something put together, and I think I got it right. If someone with experience on sphere casting could look it over I would appreciate it.
Ayika's spherecasting looks good, though based on DM Aku's last post she should have one fewer spell point, as we aren't using tradition boons.

| Rannik | 
 
	
 
                
                
              
            
            The extra point comes from from the chart in the drawback section. See chart below. If we are not using that too, then I'll take away the extra point, no problem.
Also, I'm still not sure if I want Focus Casting or Galvanized, so that's why both are writing. I was thinking a ring if Focus, or the sword for Galvanized.
Backstory is coming, and should be done soon.
 
Number of 
Drawbacks     Bonus Spell Points
1                  +1,  +1 per 6 levels in casting classes
2                  +1,  +1 per 3 levels in casting classes
3                  +1 per odd level in a casting class (1, 3, 5, etc.)
4                  +1, +1 per 1.5 levels in a casting class (2, 3, 5, 6, etc.)
5                  +1 per level in a casting class

| DM Aku | 
 
	
 
                
                
              
            
            I assumed that GM Aku meant that you didn't get any mechanical benefits from taking drawbacks. I have no objection to it being otherwise (Eshka could certainly use more spell points) that's just how I interpreted it.
You get the benefits for drawbacks. What I meant is that taking drawbacks just to expand your power will most likely count against your submission when the time comes for a decision.
I'll use @dathom as example: 
He has a concept and the drawback complements that concept, making it very interesting. The way he is using drawbacks complements his character concept, instead of just adding drawbacks to get more power.

| Inigo Lebeda | 
 
	
 
                
                
              
            
            dathom here.
Details for Inigo Lebeda, Incanter who enjoys the finer things in life can be found in the profile. And no worries...this Lebeda knows how to bring the sophistication even to the deepest reaches of the Stolen Lands. Still ironing out a few details, such as equipment, one feat, and what type of fine wine should be stored in his extradimensional space.
As I warned before, I am new to Spheres of Power. But I look forward to your critiques on how I did.

| Damiel Morgethain | 
 
	
 
                
                
              
            
            Papa-DRB here.
Damiel is finished, both Crunch and Fluff. The information is in the alias profile, and I have copied it here for ease.
Male Elf Hedgewitch 1
TN Medium humanoid (elf)
Init +5, Senses low-light vision; Perception +7
=================================================
DEFENSE
=================================================
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex, )
hp 8 (1d8)
Fort +0, Ref +3, Will +2, +2 vs. enchantment spells and effects
=================================================
OFFENSE
=================================================
Speed 20 ft.
Ranged shortbow +3 (1d6/x3)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
=================================================
Magic (Spheres of Power)
=================================================
Caster Level 1; MSB +1, MSD +12, Concentration +4, CAM 3 (Int), Spell Points 4, DC  14
Traditions Traditions: Black Magic, Charlatanism
Black Magic
Tradition Beneft Choose an oracle curse. You gain this curse and its associated benefts, using your hedgewitch level as your effective oracle level. If you already possess an oracle’s curse (or gain one later), this instead allows your hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse.
Tradition Power As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifer) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses. You may always dismiss your own curses as a free action. At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifer. This improves to -4 at 9th level. This does not stack with itself. At 5th level, you may cause the target to roll twice whenever it makes an attack roll, skill check, ability check, or saving throw and take the lower result for a number of rounds equal to your casting ability modifer. At 9th level, you may give a target 6 points of ability drain to one ability score of your choice. This does not stack with itself. At 13th level, you can permanently blind or deafen the target. At 17th level, you may make a target permanently confused.
Oracle Curse  Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Charlatanism
Tradition Beneft You gain versatile performance, as the bard ability. Choose one type of Perform skill. You can use your bonus in that skill in place of your bonus in its associated skills.
Tradition Power You gain a guile pool, containing a number of guile points equal to 3 + 1/2 your hedgewitch levels. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive. You may spend a guile point as part of any skill check to grant yourself a +2 bonus to that skill check. At 10th level, this bonus increases to +4.
Versatile Performance  Perform (Oratory): Diplomacy, Sense Motive
Guile Pool  3
Mind Sphere -Range Close; Suggestion; Talents Command (charm)
Fate Sphere -Range Close; Serendipity
=================================================
STATISTICS
=================================================
Str 11, Dex 16, Con 10, Int 16, Wis 10, Cha 14,
Base Atk +0; CMB +0; CMD 13
Feats Extra Magic Talent
Skills Disable Device +7, Handle Animal +6, Knowledge (Arcana) +7, Knowledge (Planes) +7, Perception +7, Perform (Comedy) +6, Perform (Oratory) +6, Stealth +7, Use Magic Device +6, Diplomacy (Perform (Oratory)) +6, Sense Motive (Perform (Oratory)) +6
Traits Reactionary, Seeker, 
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ sphere of powers, casting, elven immunities, elven magic, humanoid traits, keen senses, low-light vision, magic talents, spell pool, weapon and armor proficiency, weapon familiarity, 
Gear shortbow, outfit (traveler's), leather, arrows (20) (2), backpack, pouch (belt), thieves' tools, dagger, 26.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Casting A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magic Talents A hedgewitch gains a magic talent every time she gains a caster level. An Hedgewitch gains a magic talent at 2nd level and every 2 levels thereafter.
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.
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Spell Pool A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Weapon and Armor Proficiency A hedgewitch is profcient with all simple weapons and light armor.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Rest of feats/secrets/talents depend on in game actions.
Class - Hedgewitch all the way
Skills - Max out current set
Feats - Several Extra Magic Talents, Toughness (maybe), Point Blank Shot / Precise Shot (maybe).
Secrets - Mostly from Charlanatism; Trap Finding, 2nd Versatile Performance.
Talents - Warp & Distant Teleport; Time & Group Time & Improved Haste; Mind talents, Illusion & Invisibility & Illusionary Disguise; Destruction (maybe)
-- Damiel

| Djebelle Torr | 
 
	
 
                
                
              
            
            Think I'm done; if you see any omissions or have any queries, let me know.
I visualise Djebelle's spherecasting as effectively looking the same as when a cleric channels energy: present the holy symbol and you get (instead of the wave of positive energy) the sphere effect in question.
I've therefore taken the verbal casting, focus casting (holy symbol) and the magical signs (channelled energy) drawbacks.

| DM Aku | 
 
	
 
                
                
              
            
            Sorry about the delay everyone. First week of vacations and things got a little bit hectic on my side. I'll start sending PM with feedback to the already finished submissions in a couple of hours.
Question?
Should we use Background Skills & Automatic Bonus Progression, both from Unchained?.
-- Damiel
Background skills should be used.
For now, we won't go with Automatic Bonus Progression. During the game if we notice that it should be implemented, then we might adopt this ruleset as well, but for now, we won't use it.
| DM Aku | 
 
	
 
                
                
              
            
            Here's a sum up of what we have so far:
Martial 
-  Viklop "Vik" Kolavar  - Fighter 
 
-  Rendyl Millary - Ranger 
 
Not so martial and yet not full spherecaster 
-  Ayika Shar  - Inquisitor 
 
Spherecasters 
-  Eshka - Eliciter 
 
-  Djbelle Torr - Cleric 
 
-  Alisa Ornudóttir - Hedgewitch 
 
-  Damiel Morgethain - Hedgewitch 
 
-  Inigo Lebeda - Incanter 
 
Dots 
-  Ammon Knight of Ragathiel 
 
-  Joseph Soltz 
 
-  Rannik 
 
-  alexgndl  
 
-  Ventiine 
 
-  Zedth 
 
-  Azten 
 
If I missed someone, give me a shout.
Also, recruitment ends in four days.

|  Raisse | 
 
	
 
                
                
              
            
            Spheres of power is a great system. A few quick questions before I see about diving into a new character.
1. Do you have any problems with the animation aspect of the death sphere? I figure it might be much easier to animate corpses in a PBP game due to the looser time constraints.
2. As a follow on, are there any strict alignment leanings anticipated other than no evil? I'm thinking a neutral wizardy type that animates his fallen enemies, but playing with undead can offend certain types, and I don't want to start problems.
3. Can I be old? I don't really care about the stat penalties/bonuses either way, so am ok with having age be entirely cosmetic, or having mechanical impact, but a wizened old gnome sounds like it could be fun and fit the character theme.
If I do build a necromancer type, it'll probably end up being an incanter, as I've already played a soul weaver (though as a neutral good ex-paladin, with animation prohibited).

|  Raisse | 
 
	
 
                
                
              
            
            Here is a first cut at Horace Cavil, a blue and grey haired, wrinkled old gnome that carries a quarterstaff. He taps into the rhythms of life, growth, death and decay, and uses that magic to heal, animate the dead and tug at time itself. He acts as a supporting caster, with channel energy to heal allies, the death sphere to raise enemies as short term minions, and time magic to buff allies and hinder foes.
Horace still needs to spend some money on starting gear, and I'll work on an appropriate backstory tomorrow night.
One quick question I needed clarification on: If I use Easy Focus to maintain a sphere ability as a move action, am I able to use my standard action to cast another sphere ability without interrupting the first? If so, in the next round could I spend both standard and move to maintain the 2 effects?
Male gnome incanter 1
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +2
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Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 9 (1d6+3)
Fort +2, Ref +1, Will +2; +2 vs. illusions
Weaknesses focus casting, magical signs, necromantic limit, somatic casting, somatic casting, verbal casting
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Offense
--------------------
Speed 20 ft.
Melee quarterstaff +0 (1d4-1)
Special Attacks channel positive energy 7/day (DC 14, 1d6)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 14, Int 10, Wis 10, Cha 19
Base Atk +0; CMB -2; CMD 9
Feats Power Attack, Sphere Focus, Weapon Finesse
Traits dangerously curious, sacred touch
Skills Acrobatics +1 (-3 to jump), Bluff +5, Diplomacy +5, Knowledge (arcana) +6, Knowledge (history) +4, Linguistics +4, Perception +2, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Draconic, Giant, Gnome, Sylvan
SQ casting, easy focus, gnome magic, haste, lingering necromancy, ranged time, slow, specialization (channel energy), steal time
Other Gear quarterstaff, 105 gp
--------------------
Special Abilities
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Casting (CL 1, MSB +1, MSD 12, Concentration +5, DC 14) You can cast sphere effects.
Death: Lingering Necromancy Reanimated creatures last longer
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Focus Casting (DC 20) You must make a concentration check to use magic without your focus item
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Incanter Channel Positive Energy 1d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Signs Your use of magic is obvious to all observers
Necromantic Limit (Ghost Strike banned) You lose access to either ghost strike or reanimate
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Sphere Focus (Time [DC 15]) Gain +1 DC with abilities from chosen sphere
Time: Haste Target can make an extra attack during a full attack
Time: Ranged Time Use alter time abilities at range
Time: Slow (DC 15) Target becomes staggered
Time: Steal Time (DC 15) Gain an extra standard action by dazing the target
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
--------------------
Future plans:
Death: Empower Reanimate, Expanded Necromancy, Greater Reanimate, Mass Reanimate
Time: Eject, After Image, Group Time, Improved Haste, Improved Slow, Shift Time, Freeze Time
Future Spheres: Life, Destruction, War, Weather/Nature?

| DM Aku | 
 
	
 
                
                
              
            
            One quick question I needed clarification on: If I use Easy Focus to maintain a sphere ability as a move action, am I able to use my standard action to cast another sphere ability without interrupting the first? If so, in the next round could I spend both standard and move to maintain the 2 effects?
Spheres of Power follows, kind of, the same rules as casting a spell on Pathfinder magic System. So, while maintaining concentration in one sphere power, you cannot cast a second one, without losing the first. I haven't seen in the spheres of power book anything that suggest you capable casting another sphere power while maintaining one active.

| DM Aku | 
 
	
 
                
                
              
            
            1. Do you have any problems with the animation aspect of the death sphere? I figure it might be much easier to animate corpses in a PBP game due to the looser time constraints.
2. As a follow on, are there any strict alignment leanings anticipated other than no evil? I'm thinking a neutral wizardy type that animates his fallen enemies, but playing with undead can offend certain types, and I don't want to start problems.
3. Can I be old? I don't really care about the stat penalties/bonuses either way, so am ok with having age be entirely cosmetic, or having mechanical impact, but a wizened old gnome sounds like it could be fun and fit the character theme.
1 – Have nothing against raising the dead, but it usually don't really sit well in a non-evil game.
2 – No, I plan to take this as it goes. If the players in the end decide to go rogue, well, I'll just have to improvise.
3 – You can be old. You can come up with any cosmetic reason why you appear to be old (even tho you aren't), thus have no bonus/penalty, or you can be actually old with the proper pros and contras. 
Just remember that kingmaker is kinda different from other games, and usually the years passes somewhat fast, especially on downtime.

|  Raisse | 
 
	
 
                
                
              
            
            Quick update:
I think I sent a PM with feedback to all players with complete submissions. If I missed someone, please tell me.
P.S: Raisse, since you don't have a background, I didn't consider your submission finished yet.
Ok, I'll probably dropping Easy Focus then since the character doesn't really have much he can do without casting.
I'll take a look when I get home from work tonight, but I'll probably be old, which will give me like 20-40 years or so before dying from old age. If the game goes long enough, he may hit venerable.
And no problem with no feedback yet. It got super late working on my submission last night and I had to go to bed. I'll fill it out tonight.

| Ventiine | 
 
	
 
                
                
              
            
            I need help. I wonder if anyone else is confused like I am, lol.
So it says for Elemantalist @ level 1: Base Caster Level: +0 (+1) and Magic Talents: 0 (+2)
1. Is the Caster Level indicative of how many spheres are available for me to take?
2. As an Elementalist, I automatically gain the Sphere of Destruction. Am I supposed to pick another sphere because my Base Caster Level is 1?
3. If I only want to be in the Sphere of Destruction, what else can I spend that point on? (Since I automatically gain it from being an Elementalist)
4. On the Sphere of Destruction page, it says: "You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6)" What is a "Spell Point" and how do I know how many I have?
5. What does this mean: "All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature" (See Casting spell pool under Specials)
6. Are Magic Talents spells? How many spells am I supposed to take - like do I add 2 from "All casters gain 2 bonus talents" to my "Magic Talents: 0 (+2)" for a grand total of 4 spells at level 1?
Specials
Casting spell pool: An elementalist may combine spheres and talents to create magical effects. An elementalist is considered a Mid-Caster and uses Charisma as his casting stat modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Weave energy: An elementalist gains the Destruction sphere as a bonus magic talent and uses his class level as his caster level with the Destruction sphere. This stacks normally with caster levels gained from other sources.
Spells Charisma casting ability mod
Base Caster Level: +0 (+1)  |  Magic Talents: 0 (+2)
Sphere of Destruction: 
+  Destructive Blast [Core] --> Cold, Drowning Blast  STANDARD ACTION  1d6
 You may spend a spell point to have your destructive blast become a stream of water, pounding your foe, disorienting and choking them. The blast deals bludgeoning damage. Any creature damaged by the attack must pass a Fortitude save or be nauseated for 1 round. The water disappears at the end of your turn. 
+  Destructive Blast [Core] --> Cold, Frost Blast [Core]  STANDARD ACTION  1d6
 You may change the damage type of your destructive blast to frost. Targets who take damage from your frost blast must make a Fortitude save or be staggered for 1 round. 
A destructive blast deals bludgeoning damage and bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.
Traits (2)
Destructive Talent (Magic)  Your destructive blasts gain a +1 trait bonus to damage. This bonus increases by 1 for every 10 character levels. This bonus damage is of the same type as the destructive blast. If the blast deals more than one damage type, as with the admixture talent, you may choose which type this bonus applies to.
Favored Damage (Magic)   Choose one blast type group. (Cold)  You gain a +2 trait bonus to your caster level for destructive blasts to which you apply (blast type: Cold) talents from that blast type group. This bonus cannot cause you to have a caster level greater than your HD.

| Papa-DRB | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            So it says for Elemantalist @ level 1: Base Caster Level: +0 (+1) and Magic Talents: 0 (+2)
1. Is the Caster Level indicative of how many spheres are available for me to take?
2. As an Elementalist, I automatically gain the Sphere of Destruction. Am I supposed to pick another sphere because my Base Caster Level is 1?
3. If I only want to be in the Sphere of Destruction, what else can I spend that point on?
4. What does this mean: "All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature" (See Casting spell pool under Specials)
5. Are Magic Talents spells?
Magic Talents come in two flavors. 1) Spheres (ie. Alteration, Life, Destruction, etc.), and 2) Talents under each sphere. As an Elementalist you gain the Destruction Sphere for free, and you gain two more Magic Talents, which can be either new Sphere(s), or a Talent under a sphere that you have, ie. you could take two Talents under Destruction.
The 2 bonus Talents are the (+2) that every SoP class gets the first time then take ANY SoP class. Casting Traditions are near the back of the book.
-- david

| leinathan | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            1. Your caster level dictates what the DCs and power of your spells are, not the number of spheres you have.
2 + 3 + 5. A magic talent can either be spent on gaining a new sphere, or one of the magic talents within one of the spheres you already have. However, most spherecasters begin with two spheres.
6. Magic Talents basically are this system's version of spells, yes.
4. A spell point is basically the spheres of power's version of mana. You get a number equal to your level plus your casting modifier, plus extra if you take drawbacks.
I recommend that you read this entire page. Really. The entire thing. No skimming.

| Rednal | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            1) Kiiiinda. In Spheres of Power, Caster Level is basically Base Attack Bonus for Casters. You can learn as many Spheres as you have the talents to get.
2) Not exactly. Bonus spheres that you get from class abilities do not count towards your normal limit, but you don't actually get Magic Talents from your Caster Level until it's at least +1 (and at Level 1, an Elementalist is technically 0, but treated as +1 for the effects of spells they cast).
3) Spreading out is good, but if you want to specialize exclusively in Destruction, Stone Blast is really, really good to have on your side. Crystal Blast is handy, too, for some crowd control.
4) Basic Spherecasting rules. Each class tells you how many Spell Points you get (under the 'Spell Pool' heading). For an Elementalist, that's Class Level + Charisma Modifier, plus any extras (from feats, casting traditions, etc).
5) Spherecasters get a specific number of magic talents, varying based on the class. In addition, all of them get two bonus talents when they get the casting class feature (which is usually Level 1). So an Elementalist, for example, starts with 3 talents - their bonus talent in Destruction, and two free talents they can spend anywhere they want. Have all three in Destruction, put a point each in Protection and War, whatever. They also have a Caster Level of 0, but it's treated as 1 for all effects because having no Caster Level would be troublesome for the math and render most abilities unusable.
6) Basically, yes. Magic Talents are either individual spells or ways of modifying spells you already have. They're all wrapped up together.

| Colwyn the Toad | 
 
	
 
                
                
              
            
            In exchange for a pardon for his past crimes, on behalf of the swordlords of Rostland, the former bandit known as Colwyn the Toad is available to the expedition as a guide in the Stolen Lands.
N Medium Humanoid (Human)
Init +3, Perception +4
--------------------------
Defense
AC 17, Touch 14, Flat-Footed 13
HP 8/8
Fort +0, Ref +5, Will +0
--------------------------
Offense
Speed 30ft
Melee: Shortsword +2 (1d6+2, 19-20/x2)
Dagger +2 (1d4+2, 19-20/x2)
Ranged: Shortbow +3 (1d6, x3)
Dagger +3 (1d4+2, 19-20/x2)
--------------------------
Statistics
Str 14, Dex 16, Con 10, Int 13, Wis 10, Cha 13
Base Att +0; CMB +2; CMD 12
Traits: Brigand, Poverty-Stricken
Skills: Knowledge: Local +5, Stealth +6, Disable Device +7, Climb +5, Swim +5, Sense Motive +4, Diplomacy +5, Perception +4, Appraise +5, Survival +5,
Background Skills: Sleight of Hand +7, Knowledge: Geography +2
Feats: Power Attack (Campaign Bonus Feat), Dodge, Point Blank Shot
Special Abilities: Human Bonus Feat, Skilled, Sneak Attack +1d6, Trapfinding
Gear: 2gp, Traveller’s Outfit, Shortbow, 20 Arrows, Shortsword, Dagger, Studded Leather Armor
Rogue’s Kit, Potion of Reduce Person, Potion of Protection from Evil, Alchemist’s Fire
In that lawless land, his father eked out an existence as a hunter, occasionally turning to poaching across the border with Brevoy. Not long after Colwyn grew into manhood, his father was fatally mauled by a bear. Trying to follow in his old man’s footsteps, Colwyn discovered that he was a terrible hunter. He regularly failed to take down large game and only managed to survive by trapping squirrels and rabbits.
Growing desperate, Colwyn realized he had a greater talent for preying upon people and soon turned to banditry. He justified it for himself as being little different than his father’s poaching, necessary for their survival. Colwyn quickly threw his lot in with a band of robbers for greater safety and bigger hauls. Nevertheless, he knew that banditry had the same long-term prospects as his father’s old, doomed endeavors, so Colwyn began setting aside a nest egg for himself. Impatient, he soon took to embezzling from his fellow bandits to hasten the growth of his “retirement fund.”
His comrades noticed the missing money, and suspicion soon fell upon Colwyn. Rather than killing him, though, they had a better idea. After getting him drunk, they tied up Colwyn and, posing as bounty hunters, turned him over to the Brevic authorities, claiming he was the leader of the bandit gang. The Swordlords soon imprisoned Colwyn “the Toad” Orlack, who had earned a bandit moniker as much for his homely appearance as for his reputation of jumping out to ambush travellers.
Not infamous enough to warrant an outright execution, Colwyn languished in prison for a few years. One day, though, he was approached by a representative of the Swordlords. His crimes would be pardoned if he swore an oath of service and acted as a guide for an expedition to be mounted into his old haunt, the Stolen Lands. Colwyn quickly agreed.
He recovered one of his stashes that his former allies had not plundered and prepared for the expedition. Unlike the other party members enlisted to explore the Greenbelt, he would not be paid for his service, receiving only his freedom and his life. Still looking for a score to retire on, Colwyn hopes to find enough treasure to provide the comfortable life that always eluded him. However, his troubles have taught him lessons in loyalty, and he has no plans to betray or steal from his new allies. All the same, Colwyn the Toad understands that they may not trust a former bandit, and he accepts that he may once again have to look out for his own skin in the Stolen Lands.
He’s grown to hate the taste of rabbit and squirrel, which he often subsisted on both as a failed hunter and bandit. He savors good venison, though, calling it the “taste of victory,” since he very rarely managed to bring down a deer. While he’s vowed not to steal from allies again, he is not quick to trust and keeps a close eye on his own possessions.
Spending so much of his life in the company of misery, he’s developed a penchant for schadenfreude. While he is not cruel enough to inflict suffering on others, he is amused when it doesn’t happen to him.
He absolutely hates trolls, not just for his mother’s death but as the source of all the misfortunes in his life. For even minor, inconsequential setbacks, Colwyn’s been heard to mutter “damn trolls” as his go-to curse.
Please let me know what you think. I’ve wanted to play through Kingmaker for a long time. Thank you kindly.

| Ventiine | 
 
	
 
                
                
              
            
            Here is Tegan Ryker
I think it would be really cool to have the trident weapon as a source of magic focus for Tegan (similar to a magic staff except it’s a trident because of the water-based spells.) I don’t know if there is anything I can buy this early to aid that.
Do Elementalists get any level-0 spells/cantrips? Like Detect Magic?

|  Raisse | 
 
	
 
                
                
              
            
            Male old gnome incanter 1
N Small humanoid (gnome)
Init -1; Senses low-light vision; Perception +3
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Defense
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AC 10, touch 10, flat-footed 10 (-1 Dex, +1 size)
hp 7 (1d6+1)
Fort +0, Ref -1, Will +3; +2 vs. illusions
Weaknesses focus casting, magical signs, necromantic limit, somatic casting, somatic casting, verbal casting
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-2/19-20) or
. . quarterstaff -1 (1d4-2)
Special Attacks channel positive energy 8/day (DC 15, 1d6)
Spell-Like Abilities (CL 1st; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
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Statistics
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Str 6, Dex 9, Con 11, Int 12, Wis 12, Cha 21
Base Atk +0; CMB -3; CMD 6
Feats Power Attack, Sphere Focus, Weapon Finesse
Traits dangerously curious, sacred touch
Skills Acrobatics -1 (-5 to jump), Bluff +6, Diplomacy +6, Knowledge (arcana) +7, Knowledge (history) +5, Linguistics +5, Perception +3, Spellcraft +5, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Draconic, Giant, Gnome, Goblin, Sylvan
SQ casting, gnome magic, haste, lingering necromancy, ranged time, slow, specialization (channel energy), steal time
Combat Gear acid (2), oil (2); Other Gear dagger, quarterstaff, flint and steel, hooded lantern, masterwork backpack[APG], silk rope (50 ft.), vial (5), 8 gp, 18 sp
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Special Abilities
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Casting (CL 1, MSB +1, MSD 12, Concentration +6, DC 15) You can cast sphere effects.
Death: Lingering Necromancy Reanimated creatures last longer
Focus Casting (DC 20) You must make a concentration check to use magic without your focus item
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Incanter Channel Positive Energy 1d6 (8/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Signs Your use of magic is obvious to all observers
Necromantic Limit (Ghost Strike banned) You lose access to either ghost strike or reanimate
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Sphere Focus (Time [DC 16]) Gain +1 DC with abilities from chosen sphere
Time: Haste Target can make an extra attack during a full attack
Time: Ranged Time Use alter time abilities at range
Time: Slow (DC 16) Target becomes staggered
Time: Steal Time (DC 16) Gain an extra standard action by dazing the target
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
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Future plans:
Death: Empower Reanimate, Expanded Necromancy, Greater Reanimate, Mass Reanimate
Time: Eject, After Image, Group Time, Improved Haste, Improved Slow, Shift Time, Freeze Time
Possible Future Spheres: Life, Destruction, War
Like many gnomes before him, eventually his wild lifestyle caught up to him and he found himself sprawled out and barely alive after the hippopotamus he was riding slipped while it was galloping through town, sending Ace crashing into a wall. The wall barely shook as the gnome impacted it with a loud crack, but it wasn't nearly so lucky when the hippo came crashing through a moment later, trampling poor Horace beneath it.
Horace's next several years passed poorly. The extensive damage healed slowly, and often without setting quite right. Horace could only afford minimal magical healing, so many of his bones had to be set and allowed to heal naturally over time. Sometime between the 2nd and 4th time they had to rebreak his leg to get it aligned properly, Horace's hair began to fade. His brilliant purple spikes seemed to blow away in the breeze, replaced by fading gray. Horace was smart enough to notice the signs. Determined to drive the bleaching away, Horace sought out something he could while he was forced to rest.
He began experimenting with magic that he had discovered in an old tome during one of his earlier adventures, hoping to find a way to restore his legs. During his search, he learned to draw on the very flow of life and death itself and he slowly learned that he could pluck at the strings that bind creatures to their bodies to produce extraordinary effects. More importantly, he discovered that life and death were both part of a natural rhythm. As his hair gradually regained some color, Horace gathered his power and spread it throughout his body, greatly accelerating his body's natural healing rate. His wounds closed, though he retained a slight limp ever since.
His days of daring acrobatics were unfortunately over. Instead, he spent a great many years diving into the mysteries of how life, death and time are inextricably linked. He supported himself by acting as a simple healer most of the time. Recently he's grown tired of reversing cuts and bruises, and was intrigued when one of his subjects told him about the swordlords' call for adventurers of all kinds. Could this be the opportunity he had been looking for? A chance to relive the excitement and adventure of his youth, while employing the skills and abilities he had gained over his lifetime? The possibilities were dizzying, and Horace was packed and stepping out the door by the time he realized he had decided to go.

| DM Aku | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Thematically, could the Crystal Blast be made of Ice? If so, it would get the Trait bonus “Favored Damage.” (+2 to BAB)
I have no issues with re-flavoring abilities as long the mechanics behind it doesn't change. So yes, your crystal could technically be ice crystals, but it would still be treated as crystals for all purpose and effects and not add the "Favored Damage".
I think it would be really cool to have the trident weapon as a source of magic focus for Tegan (similar to a magic staff except it’s a trident because of the water-based spells.) I don’t know if there is anything I can buy this early to aid that.
From a RP perspective, you can always says your hero is only able to invoke her powers when holding the trident. If you want do add some more seriousness to it, you can get a drawback: Focus Casting and make the trident your focus. Drawbacks gives you extra power for additional casting as you can see on the table on this link.
Do Elementalists get any level-0 spells/cantrips? Like Detect Magic?
When selecting a Sphere, it gives you some at-will. From your choices you got "Nature" which gives you geomancing. You need to choose between the list
- Plantlife 
 
- Water 
 
- Earth 
 
- Fire 
 
Based on the theme of your hero, you'll most likely go with water geomancing package which gives you a choice between the following abilities: 
Vortex, 
Fog, 
Freeze 
More choices can be added by using Magical talents (check the table of your class to see how many you get per level). Those talents can be used to expand your current sphere, by adding new talents, or get a new sphere.

| DM Aku | 
 
	
 
                
                
              
            
            Please let me know what you think.
Hey Colwyn. Tried to send you a Private message, as I did with everyone else, but you disabled this feature on your settings. So I'll post it here.
I've looked briefly here's something you'll need to adjust for me.
Your Point Buy Score is summing up to 16, when it should be 18. 
Use http://jody-white.com/pathfinder-ability-score-calculator.php to help you calculate the points. 
Also, I liked your background, I was very well written. 
One thing that got me curious tho, you have few alias under your account, and each one of them as only 1 post each. Is this a new account? Or are you new to the forums (not that I have anything against new players to play by post)?

| DM Aku | 
 
	
 
                
                
              
            
            @Eshka, thanks for the head's up.
Recruitment is officially over.
First of all, thanks everyone for the interest and the submissions. I saw some good stuff!
I'll consider, ponder, read the stars, ask the gods for guidance, offer sacrifices, summon my ancestors and gather wisdom while I ponder on the choice of player.  
The results will be available on 27.

| Colwyn the Toad | 
 
	
 
                
                
              
            
            Colwyn the Toad wrote:Please let me know what you think.Hey Colwyn. Tried to send you a Private message, as I did with everyone else, but you disabled this feature on your settings. So I'll post it here.
** spoiler omitted **
Thank you for the feedback. I'm glad you liked my background.
Yes, I am new to the forums. Up until now, I've just been using my Paizo account to manage my digital assets for my home games. However, since it's become very hard for my gaming groups to meet up, I've decided to try play by post.
As for my point buy, according to the calculator you linked for me, it should tally up to 18: I used 2 points in Str, 10 in Dex, 3 in Int, and 3 in Cha; then I used my racial bonus to increase my Str from 12 to 14.
Also, I enabled private messaging for my account. Since I only started posting in the forums, I had neglected to adjust that previously.
 
	
 
     
     
     
	
  
	
  
	
 