
Wolfwaker RPG Superstar 2013 Top 8 |

This is a recruiting call for players in an urban fantasy setting based on Terry Pratchett's City Watch series. PC's will be members of a police force in Absalom, investigating crime and keeping order on the gritty streets of the city. Familiarity with the novels is not required. I will take liberties with the published setting, in particular a large variety of races may be present in the city including things like goblins or kobolds. The non-core races are tolerated but looked down on by most humans.
Fair warning up front: I am just restarting another game I GM after a year-long break, so it may be ambitious of me to start a second. So I can't promise how fast I will post or how long the game will last, but I want to try it.
Setting: Since people are familiar with the world, this will be on Golarion in Absalom. I will borrow heavily from the atmosphere of Ankh-Morpork in the Discworld books as well, which is to me a fantasy version of Victorian London (think Sherlock Holmes) with a little bit of film noir/hardboiled detective attitude. The new commander has been given leave to hire a new batch of recruits, including hiring non-humans for the first time, which has caused a certain amount of resentment.
Characters: You should be basically decent, law-abiding people. No evil or CN alignment. Lawful encouraged. You are enforcing laws and the commander likes to do things by the book. If you want to play a loose cannon CG type go ahead. The books are filled with humor and satire while still telling a serious story--I will try to reflect that in the game. You are encouraged to have some kind of comic weakness (more later). Feel free to incorporate tropes from modern police/detective movies/TV/books.
Crunch: 20 point build. Second level (but may advance quickly at first). Any Paizo SRD material plus the Advanced Class Guide is legal. See below for 3pp. You get 2 traits and a drawback (no third trait yet). If you want to make a custom drawback, subject to GM approval, go ahead. You are encouraged to have a comic flaw of some kind, for example: a phobia, extreme ugliness, vanity, OCD, excessive shirking of work, naivete, forgetfulness, too talkative. It does not need to cripple your character but it should affect him/her a little. I will award a bonus trait or maybe a feat for successful role-playing of the flaw.
Third-Party material. This is a pretty experimental game so I am open to 3pp classes and races. I will probably not accept 3pp feats unless they are specifically for a given race/class. I will definitely accept builds from the following books:
In the Company of Monsters [no giants]/Tengu/Fey, Fey Archetypes, Secrets of the Luckbringer (Rite Publishing)
New Paths Compendium, Ravenfolk (Kobold Press)
The Artisan (Drop Dead Studios)
The Genius Guide to the Time Thief, Genius Guide to Domain Channeling, The Kobold Kings (Super Genius)
Bite Me (Misfit Studios)
If you want to play something else that is avaiable online (or you want to buy me the pdf) I will consider it as long as it is reasonably balanced.
Classes:
Guns are not available. If you like the gunslinger deeds, we can work something out where you use a crossbow.
Any Paizo class allowed (including ACG as mentioned). I will probably lean towards martials and skill-based classes rather than full casters but if you have an interesting character go for it. I'd be especially open to some kind of clockwork tinkerer/artificer class. Multiclassing is fine.
Races: Weird races are encouraged, subject somewhat to my personal preferences. Most anything from the ARG Featured/Uncommon races is OK. Probably not svirfneblin. Goblins, dhampir, androids, minotaurs (Rite Publishing), gargoyles (Rite), skinwalkers, etc. are OK.
Initial submissions should include a stat sheet and at least a couple of paragraphs on your backstory. Don't worry about gear yet but you can identify your weapons and armor.
Gameplay: There will be a fair share of combat but expect social, knowledge, investigation, and physical skills to come in quite handy. I may use some PFS or other published adventures as well as my own material.
Leveling: I am not going to track XP, I will just advance everyone when it seems like it's time for some new abilities. I expect we will advance pretty quickly at the start and then I may slow it down.
Deadline: No firm deadline yet. I'll give at least a week from now, with a couple of days advance warning at least.

Wolfwaker RPG Superstar 2013 Top 8 |

awesome 3rd party races and classes. Would you allow us to build our own race if it was similar to a race from on of the books? if so, what would be the race point limit? You did say weird races are encouraged, but I'll try to make it similar to the existing races.
DoubleGold: If you are going from the Discworld books (rather than making something up from scratch), sounds like a great idea. For balance I'll say 13 points to start, with possible GM approval for an extra 3 points or so (If it fits the theme and is not cheesily overpowered).

DoubleGold |

okay cool, also, I don't have the discworld books, so I don't know which races discworld has but I was planning on making an outsider native similar to fetchling. Fetchling is 17, so it couldn't be any more powerful than that those things, though a website has guildelines of a race builder I'll pm it to you and let me know what you think. It would be medium sized of course, because I'm pretty sure large sized is out of the question.

NielsenE |

dotting!
too many ideas for characters ideas... I'll try to settle on one soon. trying to decide between a standard guard, someone inspired a bit by nobby, or rincewind....

Ptolmaeus Arvenus |

Definitely interested.
What would you think of this drawback
Knurd
You are perpetually one drink behind.
All spells that give a morale bonus must penetrate spell resistance equal to 7+character level to affect you. This spell resistance cannot be voluntarily lowered. If you have consumed an alcoholic beverage, this spell resistance is lowered for ten minutes per beverage consumed.

Wolfwaker RPG Superstar 2013 Top 8 |

DoubleGold: sure, go ahead, I'll take a look. Ankh-Morkpork is mostly populated by humans, dwarfs [sic], and trolls (rock-based), but the guard has a werewolf, a vampire, a golem, a tiny but tough fighting fairy Scotsman (the Nac Mac Feegle), and so forth.
Actually a Feegle would be a blast to play. I'm not sure how to model their strength/size disparity. Maybe make them tiny but their weapons do damage as a small character. Would probably give them +Dex +Con -Cha. If someone wants to play one I will come up with a list of race abilities or we can collaborate.

Ptolmaeus Arvenus |

http://www.d20pfsrd.com/gamemastering/afflictions/drugs/alcohol
I just wanted something that reflects a Vimesian attitude. Whether or not my character is going to be drinking a lot is something that will mostly be determined in game.

Aquanda |

I am thinking of putting together a Wing-clipped Strix Bounty Hunter if you approve.
]Strix[
]Bounty Hunter[
May I take the Urban Tracking Feat?
]Urban Tracking[

Wolfwaker RPG Superstar 2013 Top 8 |

If anyone wants to build a large race I might allow it. There might be certain places you couldn't go but a big bruiser like Detritus the troll in the books would fit right in.
To relay my PM comments to DoubleGold, I am disallowing extra arms and "Flexible Stats"...I like to have a negative modifier in the stats for balance.

![]() |

Here's a weird character for consideration. Everest, the android slayer. His language is law.
"He was found buried underground in a dungeon somewhere by a group of adventurers who pawned him off to a gnome who pawned him off to a curiosities dealer who shipped him 'cross the sea to sell him to a noble to lost him in a hedonistic party to a group of ne'er-do-wells who got caught. For some reason, all that activity woke him up from his hibernation. They put him in the evidence room. He knocked and politely asked to be let out."
"Of course, the nobleman wanted him back. Sir Helmdegger has the papers to prove he bought him, after all. But the burglars got away one night by accident. Uh, yeah. The thing where they stole the guard uniforms. People are still talking about that? ... Anyways, Everest is evidence in an ongoing investigation. The grey area between living evidence and uh. not-living evidence is a wide one, especially when it comes to a thing or person like him. They let him work his keep since he does in fact use up a bit of space in the corner. Turns out he's not so great at cleaning, but he is fa-an-tastic at chasing street toughs down and pummeling the hell out of them. Turns out he doesn't get tired."
"Now, he sometimes sounds a bit creepy. Maybe even a bit psychopathic. But he's just being honest. Really. He'll grow on you. No, not literally! I don't think he does that."
"Let me call him over here and I'll introduce you. Hey, Everest! Over here!"
Everest is a six-foot-even colossus of metal parts and clicking machinery designed expressly for the purpose of ending human life, but he doesn't like to do that so it's no big deal. He wears a guardsman's uniform like a mannequin. He's very congenial, very soft-spoken and dazzlingly intelligent. Brutally honest is the right words for his personality. He enjoys capturing law-breakers and thieves, stomping out crime and saving people in danger. He apes human life in many ways, pretending to drink, smoke or relax in an exaggerated way that has earned more than its fair share of laughs.
Even he doesn't know where he's from. But sometimes, he gets flashes of directives, sounds, light and fury and knows that someone nearby is breaking security protocol and should be pacified. It comes to him like a dream or a fever. Does he want to find out why? It's not important. What's important is keeping these people safe, secure and happy. Everything else is secondary.
Everest
Male android slayer 2
NG Medium humanoid (android)
Init +3; Senses darkvision 60ft., low-light vision; Perception +8
-Defense---------------------------------
AC 17, touch 10, flat-footed 10 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +5, Ref +6, Will +1 (+4 vs all saving throws against mind-affecting effects, paralysis, poison, and stun effects)
Immune fatigue, exhaustion, disease, sleep, fear, emotion-based effects
-Offense---------------------------------
Spd 30 ft.
Melee longsword +4 (1d8+2/x2)
Ranged longbow +5 (1d8/x3) or point-blank shot longbow +6 (1d8+1/x3)
Special Attacks favored target +1
-Statistics------------------------------
Str 14, Dex 16, Con 14, Int 15, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Precise Shot*, Point-Blank Shot
Skills Acrobatics +8, Bluff +4, Climb +6, Intimidate +7, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +8, Sense Motive +2, Survival +5, Stealth +8 All skills listed are class skills
Traits
Languages Common, Orc, Elven
Combat Gear longbow, dagger, quiver with 20 arrows, chain shirt consumables under gear below
Special Abilities Slayer Talents (ranger combat style [archery]), track, nanite surge +5
Bruising Intellect [Link]
Brutal Honesty
Weapon of Peace [Link]
Source Champions of Purity pg. 7
Even though you are a trained combatant, proficient with any number of weapons, you don’t relish killing your enemies. It’s not that you’re afraid of seeing blood, but rather that disabling a foe is superior to killing someone capable of admitting defeat. When using a melee weapon that deals lethal damage to instead deal nonlethal damage, you take only a –2 penalty instead of –4.
Source Ultimate Campaign pg. 59
Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Everest doesn't lie. Ever. Even if it would be easier, he sticks to the letter of the law, says it like it is and takes no shame in being truthful. Even if it would be distinctly unhelpful, he chimes in to correct omissions by others.

Aquanda |

Here is my submission:
Male Strix Bounty Hunter 2 (HP 17/17 | AC:18 | T:14 | FF:14 | CMB: 4 | CMD:18 | Fort:+4 | Ref:+7 | Will:+1 | Init:+4 | Perc: +5 | Speed 30)
Corvus’s was born deep in the Barrow Wood in one of his peoples last permanent settlements. They had been driven away from their lands so long ago by the Cheliax Empire that they had forgotten the Strix even existed. Corvus’s time in the settlement was short however when the tendons in his wings failed to stretch properly at puberty. His limited flight capability meant he could not learn to hunt or train with the war parties. After a year of desperately trying to fully extend his wings the village elders met and decided he was a burden on the village and must be executed. The secret of their existence must be kept so exile was not an option.
When Corvus’s father learned of the sentence he spirited him out of the village to the edge of Strix lands. There he plucked Corvus’s Pinion feathers and left him alone and un-skilled to fend for himself. It was a hard choice but the only one his father had to return to convince the rest of the elders he had taken his son out for a merciful killing without the fear or anticipation that a public execution would have entailed.
After walking for days living off the land as he went Corvus was stumbled out of the forest and onto a trade rode. There he had the misfortune to meet the caravan of Cheliax slavers. He was quickly captured and sold as a novelty at auction. It was during his life as a slave that Corvus learned most of his skills. He was taken in by a family of halflings who taught him how to stay out of sight when the masters were looking for a whipping boy and how to break into the pantry when food was scarce. They also taught him how to speak with both other slaves and the masters. Corvus showed a natural talent for it and was soon assigned to work as a house slave where his novel appearance and honey tongue were but to good use.
After a life of freedom in the woods the two years Corvus spent as a slave were very hard. He could not adapt. It was on his fifteenth escape attempt that he finally got away for good. Each time he learn something about how to elude capture. In the end it was not his skill that helped him get away but the regrowth of his pinion feathers. Having been unable to fly from the moment he had been found or on any of his first 14 escape attempts his masters thought him unable to do more than glide. Once his feathers grew back Corvus escaped by air and fled across the Cheliax border hiding during the day and flying at night to elude patrols.
Across the border Corvus found refuge with a local magistrate who despised slavery and took pitty on the strange teenager and let him sleep in the barn for “just one night” in exchange for some work around his farm. That one night stretched into several years and a deep friendship. The magistrate was often called upon to track down criminals and eventually taught Corvus what he knew. Even sheltered by the magistrate life was hard in the nearly 100% human town and Corvus hardly made things easier on himself as it was hard to suppress the hatred from his early upbringing and life as a slave. Eventually the magistrate suggested he travel to Absalom thinking that in a city that saze Corvus’s differences may not stand out. Armed with a clean set of cloths and a letter of introduction and little else Corvus set out.
Corvus joined the city watch almost immediately upon his arrival and has worked to maintain order and track down the criminals of the city ever since.
----------------
Corvus Fracta'ala
----------------
LN Medium Humanoid (Strix) Bounty Hunter 2
Init +4 Perception +5 Dark Vision 60’, Low Light Vision 60’
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DEFENSE
----------------
AC 18 (+4 Dex, +4 Armor)
Hp 17
Fort +4, Ref +7, Will +1
Speed 30’, Fly 20’ (Poor)
----------------
OFFENSE
----------------
Melee
Cold Iron Longsword +4 1D8+2 (Critical 19-20 x2)
Silver Dagger +4 1D4+2 (Critical 19-20 x2)
Sap (Non-lethal) +4 1D6+2 (Critical 20 x2)
Ranged
Composite Short Bow +6 1D6+2 (Critical 20 x3)
----------------
STATS
----------------
Str 14, Dex 18, Con 12, Int 11, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD +18
Feats: Urban Tracking
Traits: Honey Tounge, Freed Slave
Drawback: Mark of Slavery
Skills: Bluff 2, Climb 7, Diplomacy 8, Disable Device 6, Fly 3, Knowledge(Local) 6, Perception 5 (7 in low light), Sense Motive 4, Stealth 8 (10 in low light), Survival 6 (7 to track)
----------------
Features
----------------
Sneak Attack 1D6, Hatred (+1 Attack vs Humans), Uncanny Dodge (Ex), Worth More Alive(Ex)

mdt |

Since you seem open to odd races, would you be ok with a monstrous race using the Monsters as PCs rules from the Bestiary? I'm thinking of an Atomie (which would fit in pretty well as a Mac Nac Feegle type character).
Basically, she'd have one class level at 2nd level, with 2 racial hit dice. She would always be one class level behind everyone else.
I'm thinking a knife master/scout rogue with a good int and skills as a NG former forest guardian who moved to the city after she had a falling out with her CG parents over who she'd marry. (alternately, who he'd marry, depends on what gender I roll randomly).

Hazel Stokes |
Best recruits ever or best recruits ever? :D
By the way, I'm not familiar with the author's works, but I'm perfectly happy with having some in-game shenanigans and comedy. If anyone's ever watched the first Fullmetal Alchemist anime, I'm envisioning Hazel's freaking out in regards to her appearance (short stature included) to be like Edward's tantrums. I hadn't planned on *actually* doing the short thing, but according to the ARG tables changelings are pretty dang short compared to average humans so I figured I'd roll with it.

Hazel Stokes |
It's so weird that the ARG says that Changelings are so short when their introductory article in Carrion Crown book one AND Bestiary 4 says their average height is five and a half feet.
Just bizarre. Or... illogical?
Not sure...especially since the three hag types listed that you pick your changeling racial trait from are all listed to be anywhere from 5 to 7 feet tall! Maybe it's both?

Fiendish Zen |

OK, I was sorely tempted to try a time thief... however, several frantic hours later...presenting Celenna Veegara, catfolk rogue
"You've been in town less than a week, and yet in my hands I hold a letter from the head of the thieve's guild mentioning your name no less than 9 times..."
The commander shook his head in wonder, glancing up from the paper in his hands across to the catfolk prisoner manacled to the chair in front of his desk. She looked at him and smiled with her canines leading.
"I won't read the entire thing, although we'd both be likely to learn a few new swear words, but suffice to say it seems you've been very busy Miss Celenna"
"It's 'SEL-EEN-AH', your human mouth has too many molars, you chew on the syllables too much." Her cat's eyes twinkled with mirth
He ignored her and started to read aloud
"Refusal to join the society...Trespassed in the society treasury....Ambush and theft of materials from members in good standing (returning from an approved job)..."
The commander kept a stern and straight face as he read
"You aren't very popular with the underbelly of Absolom right now it seems" he raised an eyebrow.
She replied "People seem to get upset with me wherever I go, I don't think they're very racially tolerant" she smiled again, clearly enjoying herself.
"Well it seems we have a small problem, in what I'm to do with you. I can't release you or it will stir up trouble with the society, and I can't really punish you, given that you returned the goods you found to the place they began the night in the first place"
She looked at him through slitted eyes, slight surprise on her face. He met her gaze unflinchingly.
"Though my constables thought you caught red handed, from the very beginning I didn't think you were stealing the register. This letter confirmed my theory"
She feigned a yawn "Yes well if they'd picked a richer mark rather than a down on his luck merchant then they might have managed to complete their task in peace. Plenty of nobles hanging around with unguarded purses much easier to lift."
The commander sighed.
"It hasn't escaped my notice that you picked your manacles two minutes ago when I was reading from the letter, will you at least hear what I have to say before you dash through the conveniently open window to our right?"
This time she froze, then slowly stood up and stretched. The commander reached across his desk and poured two measures of gin, using one glass to slide the other across to her. She sat down and picked up the drink, inhaling the scent deeply then waiting for him to continue.
"It seems to me that you don't really have a calling. If you wanted to be a thief you'd have joined the society and shot up the ranks, that's plain to see. I think you want a challenge, and I think I have a way for us both to get something we want out of this. Not to mention give the head of the thieve's guild something to fly in to a rage about..."
He finally cracked a smile and downed the liquor. She followed suit, head cocked, curiosity brimming in those eyes.
"Tell me more commander"
And he knew he had her.
*****
Celenna is a cat burglar with a low boredom threshold, normal thieving holds no real appeal to her as she finds it so easy. Not being motivated by wealth or power, this has proven somewhat of a problem for her in the past. Thankfully, the commander of Absolom's City Watch saw something in her, and recruited her to his cause with the promise of no two days ever being the same. He spent some hours talking about the detective work he had done in the past, the tracking down of clues and culprits, and the stories he now had to tell. She was sold, eagerly accepting the badge of the City Watch along with its rules in exchange for the most exciting job she could imagine.
Celenna prides herself on her skills, and loves to show off in front of others. She knows she's good, but hasn't yet grasped the idea of winning gracefully, and also tends to look down on those who she deems her inferiors (most rank and file criminals). She has taken the trouble to learn several languages, but doesn't advertise this, happier to give the impression of non-understanding and allow someone to talk thinking they aren't being overheard.
She really loves her job and is fiercely defensive of the Watch and what it stands for, even if she occasionally breaks the rules to get things to turn out the right way.
Celenna Veegara
Catfolk Rogue (Cat Burglar) 2
CG medium humanoid (catfolk)
Init +6; Senses Perception +5, scent
DEFENCE
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 armor)
hp 13 (8 +5)
Fort +1, Ref +7, Will -1
OFFENCE
Speed 30 ft.
Melee claw +5 (1d4)/claw +5 (1d4)
Ranged hand crossbow +5 (1d4/19-20)
Special Attacks
STATISTICS
Str 10, Dex 18, Con 10, Int 14, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 15
Rogue Talents finesse rogue
Feats catfolk exemplar (Sharp Claws)
Skills (16 class +4 int +2 favored class) acrobatics +9, appraise +6, bluff +7, climb +12, diplomacy +7, disable device +9, disguise +7, escape artist +8, intimidate +7, knowledge (local) +7, linguistics +7, perception +5, sense motive +3, sleight of hand +8, stealth +11, use magic device +7
Traits resilient (+1 fort saves), reactionary (+2 init), condescending (–5 penalty on Diplomacy and Intimidate checks to improve other creatures' attitudes toward you)
Languages Common, catfolk, gnome, elven, dwarven, Halfling
SQ Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Gear leather armor (she can’t stand wearing anything that restricts her movements), some daggers for range, hand crossbow for bigger range, bag of tricks (caltrops, smokesticks etc)

Delia Chronicler |

Presenting for your consideration: Delia Chronicler, Changeling Witch. Fluff and crunch completed, with the exception of the equipment; please click the character's name to see both. :)
I saw the words "Terry Pratchett", "Watch" and "campaign" and I got right to work! :D Please let me know if the character sheet needs any work.

MagusJanus |

One final question...
Would I be able to spend more than half of my character's gold on a single magic item? They're not exactly going to need armor, and masterwork weapons don't help much when they shouldn't be in a situation where they need to use those weapons to begin with...
Just looking at buying a wand that would be helpful.

MagusJanus |

Barring approval of the wand, here's the character!
Tattooed Sorcerer/2; AC: 12; HP: 10/10; F: +2, R: +2, W: +4; Init: +3; Perc: +9
CG Aasimar
Deity: Calistria
Init +1; Darkvision 60ft; Perception +1
Fame:
Prestige:
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10
hp 10 Current: 10/10
Fort +2, Ref +2, Will +4
Defensive Abilities
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Quarterstaff +1 (1d6/1d6)
Ranged Crossbow +3 (1d8)
Special Attacks
Daylight 1/day (caster level 2), daze 3/day
--------------------
STATISTICS
--------------------
Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 18 (+4)
Base Attack +1; CMB +1; CMD +13
Feats Varisian Tattoo (Evocation), Eschew Materials
Traits Arcane Temper, Seeker
Drawbacks Hedonistic
Skills Bluff +9, Knowledge (arcana) +7, Perception +9, Sense Motive +3, Spellcraft +7
Languages Common, Varisian, Draconic, Dwarven, Elven, Halfling
Combat Gear Quarterstaff (1d6/1d6), light crossbow (1d8), 10 bolts, potion of cure light wounds, scroll of endure elements, scroll of identify, scroll of mage armor, scroll of comprehend languages, wand of expeditious retreat
Other Gear Sorcerer’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin ), explorer’s outfit, hot weather outfit, cold-weather outfit, Alchemist’s Kindness (3), Journal, Scrivener’s Kit, Blue Book (Absalom)
Coin:
PP:
GP: 24
SP:
CP:
--------------------
SPECIAL ABILITIES
--------------------
Native Outsider: Aasimars are outsiders with the native subtype.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Bloodline: Arcane
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her f lesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature.
A familiar tattoo cannot be erased or dispelled.
Familiar: Rat (+2 fortitude)
Varisian Tattoo: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. [Note: class abilities override feat pre-requisite and allows it to affect any spell tattoo she has, regardless of if they’re the correct school]
Chosen:
Enchantment (carnasia): daze
Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo
manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and 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.
Hedonistic: You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
--------------------
SPELLS
--------------------
Spells Per Day
1st: 4
Spells Known
0th: Detect Magic, Light, Mending, Read Magic, Prestidigation
1st: Color Spray, Magic Missile
And her background:
Spot herself actually has no idea what the laws of Absalom are, so she tends to go along with whoever she is partnered with on what is and what is not legal. She is pretty certain that murder, theft, assault, and similar crimes are illegal. It doesn't help that she didn't even know what city she was in when she woke up after applying for the guard job; by all accounts, the first time anyone in the city had seen her was when she was walking to city the city guard.
How Spot got into the city and what her real name is are also generally unknown; Spot claims she shaved a bear, turned the fur into rope, lashed a kobold to each foot, lassoed a mermaid, and waterskied to the city. She also claims to have traded away her name for the very arcane power she now wields, or to actually be the incarnation of an outsider that was stripped of their name and forced to incarnate as a mortal so they could understand evil. Or that her real name was eaten by sea turtles.
What is known is that she loves food. And drink. And music. And dancing. And a few other activities. And gold. She's shown up to work hung-over pretty much every single day. Most people are generally not aware that she's an aasimar for obvious reasons. But despite that, she still believes in the laws of the land, and still does her best to help people and justly enforce the laws as far as she knows them to be; she is not aware that this is her aasimar nature asserting itself and would protest vehemently if anyone ever suggested such.
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Spot's real name is Illethianai Horebanis. She's a native of Varisia, but would not be welcome back by anyone who knows her there.
Her parents are wizards, and they viewed her birth as a sign of divine favor. By the time she turned 5, her parents had come to view her as a cruel joke played upon them by the gods. Illethianai rejected the idea that she is some holy messenger or divine person at a very young age and has spent most of her life proving the expectations laid upon her are not ones she ever intends to meet.
Her parents were subjected to another disappointment as Illethianai grew older: The aasimar was a sorceress. Not only that, but her sorcery came from her arcane heritage, not her celestial side. Her parents told friends they suspected she had rejected her celestial side so heavily that it had affected her magic. This, in turn, made the aasimar proud, and in turn she trained with her magic to try to master it. She never managed to reach a wizard level of mastery, but her reactions with magic improved and she her concentration got sharper. This training also led to her embracing tattoos to help with her magic, eventually ending up with her body covered in long stretches of Thassilonian script.
By the time she was nearing adulthood, Illethianai was rather well known for her tendency to enjoy celebration. Some whispered that she was into all kinds of crime, as more than once she had been spotted returning stolen goods... goods that, when investigated, always turned out to be stolen by someone else. It was one of these events which got her good nature noticed, eventually resulting in that family contacting her parents about an arranged marriage. Illethianai objected, but was ignored.
The arrangement ended badly. The potential groom is still too terrified to talk, so no one knows how Illethianai managed to set him on fire. What is known is that he has been terrified to touch women without their permission ever since. Illethianai left after that, deciding to seek out her own fortune; her time on the road has taught her to keep an eye out for danger, yet she is always keeping an eye out for when she can benefit as well.
How she made it to Absalom is not known even to her; she was too drunk to remember.
I am still not certain on the power level of this aasimar... so if you like, I can quickly stat up another character.

DoubleGold |

Custom Drawback: Stunt Hungry. Whenever there is an opportunity to pull off a stunt, said person will most likely do it. Example, jumping over a 3 foot tall grave instead of walking around it even though the person knows he can get hurt doing that or has a good chance of failing. If a person dares someone to do something that is a stunt: acrobatics, climb or swim, he has make a will saving throw with a -3 penalty or he/she has to do it, if it is possible within the roll. If your acrobatics is a 2 and you roll a 20 the maximum is 22 which is 5 and 1/2 feet height. If the gravestone 6 feet in height then the stunt hungry person simply refuses. 4 DC=1foot in height for reference. That dare has to at least be possible even if the person has to roll a perfect 20.

Wolfwaker RPG Superstar 2013 Top 8 |

mdt: I'm not up on the monsters as PC rules. Can you make it using the race builder rules? I like the feel of the race.
TheNine: PM sent, but here it is for everyone. I ordered the Absalom book, but I believe it has centaurs already, so that fits OK to me. Let's use this Centaur.
Kobold Press Centaurs
+2 Str +2 Wis +2 Con -2 Int (My house rule would be pick two of those +2's)
Large
Quadruped
Fast 40'
Darkvision 60'
Centaur Combat. Run as a bonus feat. Mounted combat but only as a prerequisite to other things.
Centaur Warrior: +2 to ride (not sure how this is used) and to charge attacks.
Skilled: +2 to heal and craft (bows)
DoubleGold: great drawback.

Wolfwaker RPG Superstar 2013 Top 8 |

Thanks to everyone for your enthusiasm. This sounds like a fun campaign and I've had a few ideas for a starting adventure in the past few days.
These characters look great so far. We already have a lot of applicants so I'm going to ask that those who are interested post here within 48 hours of now (that is, by Monday). I'll give a little time after that for people to finish up.
It's going to be hard to narrow it down. I'm thinking of picking six so you can patrol in pairs. I don't know if anyone else would be interested in GMing but I'd certainly be open to letting someone run a parallel session with half the applicants and maybe we could even interact a little.

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'Kvell' Kvelltorin Crassus
Barbarian/2; AC: 12; HP: 10/10; F: +2, R: +2, W: +4; Init: +3; Perc: +9
CG Centaur
Deity:
Init +1; Darkvision 60ft; Perception 4
Fame:
Prestige:
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DEFENSE
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AC 13, touch 11, flat-footed 13
hp 25 Current: 25/25 Raging:29/29
Fort +6, Ref +1, Will +0
Defensive Abilities
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OFFENSE
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Speed 50 ft.
Melee warhammer +5 (1d8+4/raging:1d8+6)(20x3)
Sap - +5 (1d6+4/raging 1d6+6) (20x2)
Ranged Net +2 - 10ft ranged touch.
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STATISTICS
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Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
Base Attack +2; CMB +5; CMD +16
Feats exotic weapon prof (net)
Traits:Truth's Agent - +1 trait to diplomacy checks to gather information, knowledge (local, is a class skill.
Dedicated defender - +1 trait bonus on attack rolls when adjacent to dying or disable ally.
Drawbacks Hedonistic, alcholic
Skills acrobatics+6,intimidate+6,perception+4,Survival+4knowledge local+5
Languages common, Sylvan
Combat Gear studded leather+barding, Net, Warhammer, Sap
Other Gear:
Coin:
PP:
GP: way too much ( 767? going to spend it somehow)
SP:
CP:
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SPECIAL ABILITIES
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Rage - 9 rounds
Rage powers- Intimidating Glare.
Uncanny dodge
Kvelltorin and his wife,Usephani left their tribe when her father the cheiftain demanded they stop their relationship. They wandered, hunting gathering, slaying all sorts of nasty things (goblins and the like) and eventually found their way into Absalom. It was certainly a culture shock to the barbarian and his ranger wife. They hadnt intended to stay, in fact they were trying to hire themselves out as caravan guards when fate took a fickle twist. Kvell, (Ka-vel)(as he prefers to be called since the torin part stands for son of) was at a bar, drunker than he had been in a long time, when a rude fellow mentioned something about letting the animals in to be with real folk... it led to a brawl. When the local officers of the peace arrived the brawl had been taken to the outside with the angry drunken centaur battling more than his fair share of foes. That fate was a fire that started and spread rapidly in that quarter. Immediately the drunken centaur when hearing cries from one of the local homes burst his way through the door and into the building draggin its inhabitants to safety... He did this twice more before the smoke became to much and mages arrived using magic to combat the flames.
Instead of arresting him, the officer in charge of the force there gave the young centaur a chance, offering him a chance to clean up and possible if he worked hard serve the city. Kvell took that chance and has never looked back.
The culture is rough on he and his wife, and there are more than a few arguments at home, but they are trying to make a place for themselves here in the city... now if Kvell can just stay away from the bars and the trouble his drunken carusing can cause...
Lastly some art I had made for this idea for a game that never got off the ground a long while ago