
Azure_Zero |

Let's start a list here (In chronological order)
AZ -> Aasimar Paladin(Hospitaler)
DoubleGold -> Ifrit Fighter (Armour Master)
Cosmic Dream Lord -> ? Transmuter Wizard or an Oracle ?
thestrongangel -> ?
Digger Chandler -> ?
trawets71 -> ? Cleric ?
cartmanbeck -> Nagaji Naga Aspirant Druid
CyberMephit -> ?
jooker -> ?
mathpro18 -> ? Monk(Zen Archer) ?
Game Master Scotty -> ?
motteditor -> ?
El Ronza -> ?
Tim Woodhams -> ?
KenderKin -> ? tengu rogue/bard ?
Vrog Skyreaver -> ?
grimdog73 -> ? magus or rogue or a magus/rogue ?

GM Choon |

That's a lot of question marks. I guess when the opportunity to roll a lvl 14 comes up its hard to decide what to play.
Good news on that front. I may dedicate myself to high level PbP GMing, so this kind of thing will happen a little more often. As my games close down or die (hopefully not that one), I'll start running modules that are level 10+. Why modules? They're shorter and more succinct, allowing more people to play and reducing my likelyhood of burnout. Also, I theorize that it might reduce player dropout. An AP takes a long time, years on average, to complete. That may be the secret behind the high AP wither rate.
And I may be wrong, but this is my experiment to find out. :)

Game Master Scotty |

I will have my submission this evening or tomorrow morning, unless something bad happens.
Leaning strongly to Barbarian/Sorcerer/Dragon Disciple.
And for clarity, no stat above an 18, Do you want to include the character level bonuses from 4th, 8th and 12th in this as well as increases from prestige classes?
Or is that our starting, 1st level beginning point?
I saw the word munchkin up thread, do not want to get hit with that label again.

GM Choon |

Grimdog73 - Alternate traits are allowed, but not the d% table of alternate abilities. The d% of alternate fluff (like the Aasimar can cry rainbows) is fine.
Seth 86 - Standard drow are fine, but expect to get funny looks and get discriminated against. Drow = evil in the public mindset, even if you aren't.
Game master Scotty: 18 at level 1 before racial mods. Going for a massive strength barbarian/DD is stereotypical, not munchkin. :)
If you were to throw in a few alchemist levels and do x obscure thing combined with y feat.... That's when flags start to go up and I start requiring a spectacular story explaining all that tomfoolery.

Zartana |

This is Zartana, my Drow Arcane Archer
Zartana
Female Drow Arcane Archer 7/Fighter (Cavern Sniper) 6/Sorcerer (Razmiran Priest) 1 (Pathfinder Campaign Setting: Inner Sea Magic 0; Pathfinder RPG Advanced Race Guide 0)
N Medium humanoid (elf)
Init +6; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +13
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 17 (+7 armor, +6 Dex)
hp 86 (13d10+1d6)
Fort +13, Ref +16, Will +13; +2 vs. enchantments
Immune sleep; SR 25
Weakness light blindness
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Offense
--------------------
Speed 30 ft.
Melee rod of shadows +19/+14/+9 (1d6+6)
Ranged +1 adaptive composite longbow +19/+14/+9 (1d8+15/×3)
Special Attacks enhance arrows (elemental), enhance arrows (distance), enhance arrows (magic), imbue arrow, phase arrow, seeker arrow, shadowstrike
Spell-Like Abilities (CL 14th; concentration +20)
. . Constant—detect magic
. . At will—deeper darkness, feather fall, levitate
Drow Spell-Like Abilities (CL 14th; concentration +20)
. . At will—dancing lights, faerie fire
Sorcerer (Razmiran Priest) Spells Known (CL 6th; concentration +12):
. . 3rd (4/day)—fireball (DC 18)
. . 2nd (6/day)—glitterdust (DC 17), web (DC 17)
. . 1st (8/day)—gravity bow[APG], magic missile, obscuring mist, unprepared combatant[UM] (DC 16)
. . 0 (at will)—daze (DC 15), detect poison, disrupt undead, penumbra[UM], prestidigitation, read magic, resistance
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 10, Int 10, Wis 16, Cha 20
Base Atk +13; CMB +17; CMD 33
Feats Clustered Shots[UC], Deadly Aim, Drow Nobility[ARG], False Focus, Greater Drow Nobility[ARG], Improved Drow Nobility[ARG], Noble Spell Resistance[ARG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits anatomist, desperate resolve, magic is life
Skills Acrobatics +10, Climb +10, Craft (alchemy) +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +8 (+10 to navigate underground), Linguistics +1, Perception +13, Spellcraft +8, Stealth +35, Survival +10 (+12 to avoid becoming lost when using this), Swim +10, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Drow Sign Language, Elven, Undercommon
SQ armor training 1, bloodlines (shadow), false piety, imbued shot, paranoid, poison use, quick and deadly, silent shooter
Combat Gear durable arrow (50), trip arrow (10); Other Gear +1 shadow, improved mithral mountain pattern armor, +1 adaptive composite longbow, rod of shadows, blunt arrows (20), belt of physical might +4 (Str, Dex), cloak of resistance +4, headband of mental prowess +4 (Wis, Cha), compass, hip flask, platinum holy symbol (Nethys), pathfinder's kit, tent, small, 60 gp
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Drow Immunities - Sleep You are immune to magic sleep effects.
Enhance Arrows (Cold burst, Cold) (Su) Every nonmagical arrow you fire adds an elemental burst.
Enhance Arrows (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
False Focus You can use a divine focus to cast arcane spells.
False Piety +0 (Ex) Gain +0 bonus on Use Magic Device checks to activate spell trigger and spell completion items that use divine spells.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Imbued Shot Imbue arrow or bolt with faerie fire, darkness, or deeper darkness SLA as a swift action.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Noble Spell Resistance +1 to Diplomacy and Intimidate checks against any drow.
Paranoid Aid Another DC 15 for attempts to help you.
Phase Arrow (1/day) (Su) Fire an arrow that ignores cover, concealment and armor modifiers.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick and Deadly Move full speed using stealth without penalty, and poison one arrow or bolt as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Seeker Arrow (2/day) (Su) Fire an arrow that ignores cover and concealment modifiers.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadowstrike (8/day) (Sp) Melee touch attack deals 1d4 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Silent Shooter (+4) +4 bonus on Stealth checks made when loading a bow or crossbow, poisoning ammo, or sniping.
Spell Resistance (25) You have Spell Resistance.

DoubleGold |

This is Zartana, my Drow Arcane Archer
** spoiler omitted **...
Blinks twice. Now I suddenly am thinking about bringing in my undine ranger instead.
Also, remember to put a last name to the new Zartana when making the alias as that is the only way it will let you do it.Walks up to Zartana... I missed you. How've you been?

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Fire dances in front of the tusked half-orc's eye, the grand wooden manor's paint peeling in the crackling flame and smoke rising into the night sky. Screams soon enough cut the silence of the night, calling for help, and water, to save those inside.
They'll be too late, CHARACTER X (sorry, no name yet; that's typically one of the last things I do) knows. After all, the owners of the manse are already dead, poison having stolen their last breath earlier in the night. The fire is, after all, simply to cover up the truth of what happened here. And if a few other people get caught in it, well, sometimes luck doesn't smile down on you. He bounces the pair of rings he took -- proof of death -- in his palm as he turns ...
... and lurches out of bed, eyes wide and sweat covering him as if he'd been back in front of that fire so many years ago. Hands shaking, he reaches for the vial next to his bed, carefully prepared before sleep the night before. As he has for every morning since the nightmares began waking him several years ago, he downs the mixture, sighing in relief as he can feel the concoction dull his thoughts ... and the crippling guilt.
Once known as one of the greatest assassins in Golarion, forged in the fires of Galt, CHARACTER X gave that up long ago. He now mixes his potions and poisons solely for himself. He's not ready to die -- despite those who still send his former colleagues after him in a bid for well-deserved vengeance -- until he's had a chance to redeem himself, if such is even possible.
Sleep gone, he turns his letter to the invitation next to the now-empty vial, its wax seal shattered. It's been a long time since he was given a proposition, but this one feels different. It doesn't seem as if it's an invitation to do harm, or even a trap. Maybe it's a chance, a chance to do something good for once in his misbegotten life. Decision made, the half-orc throws back the wooden shutters of his room, letting in the moonlight and begins getting dressed and gathering his possessions. He has a far way to go to get to Taldor and no idea if he'll even be welcomes when he arrives. After all, it's possible that this letter is for the assassin he was, and not the broken man he's become.
--
CHARACTER X is a 14th-level half-orc alchemist. He'll be more of a Mr. Hyde type, engaging in melee combat, though he'll still have some bombs when needed for range. He was a poisoner when he was younger, an assassin who traveled throughout the Inner Sea. After a change of heart, though, he became a recluse -- always pushed to move on by those hunting him to get revenge for one victim or another -- who self-medicates with his own potions and mutagens.
If he's possibly of interest, GM Choon, I'll get the crunch together.

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Here is my athletic, mathematically intelligent, and observant fighter. Not only is he able to fight and do stunts, but he likes to set the odds in his favor.
Arcana and Engineering at 21 total, he has mathematical prodigy as a trait, climb at 15, but actual roleplaying goes beyond just still numbers and feats.
He worships Milani and carries a morningstar as his weapon of choice.
Why a morning star? Not only because it is his deities favored weapon, but having such a weapon sets mathematical odds in his favor when bypassing a psychical weakness. If an enemy has DR to bludgeoning/slashing/piercing, he knows that morning star can both bash and pierce, thus he has a 2/3 chance of bypassing resistance, setting the odds in his favor.
His weapon has corrosive properties even though he is a fire elemental. He figures if he needs fire, he will use burning hands, and this also covers 2 elements that can do. His weapon also had ghost touch properties, because he came prepared.
His stats are high, but that is because he is wearing a belt that increases those numbers and a headband to make him more intelligent.
He also carries a bow, even though he is an upfront fighter, because he is smart and he knows that even though it is rare, you might have all enemies on the roof of a building or all of them 30 feet up high in the trees, and he isn't going to stand there and do nothing, but instead he will help out as that is what he likes to do. And that is what his bow is there for.
He also has a cap of light even though he has darkvision. Again, yes he can see in the dark, but what about his teammates? The cap of light is a way to help them out as well and since it can be turned on and off at will, if he doesn't want his enemies to see, he can turn it off.
He isn't the face of the group, but he is willing to talk to others and can help anyone with their speeches or their ability to inspire others. Diplomacy 8, seriously he would have to roll a 1 to not aid someone.
Last but not least, he is not scared of water. He has learned to swim in water and under water really well, though once he gets out of the water, he dries off quickly.
Glade Wolf goes the extra mile to help others, protect the citizens and work as a team.

Azure_Zero |

Updating List
AZ -> Aasimar Paladin(Hospitaler)
DoubleGold -> Ifrit Fighter (Armour Master)
Cosmic Dream Lord -> ? Transmuter Wizard or an Oracle ?
thestrongangel -> ?
Digger Chandler -> ?
trawets71 -> Aasimar Cleric
cartmanbeck -> Nagaji Naga Aspirant Druid
CyberMephit -> ?
jooker -> ?
mathpro18 -> ? Monk(Zen Archer) ?
Game Master Scotty -> ? Barbarian/Sorcerer/Dragon Disciple ?
motteditor -> ? half-orc alchemist ?
El Ronza -> ?
Tim Woodhams -> ?
KenderKin -> ? tengu rogue/bard ?
Vrog Skyreaver -> ?
grimdog73 -> ? magus ?
Seth86 -> Drow Arcane Archer 7/Fighter (Cavern Sniper) 6/Sorcerer (Razmiran Priest) 1

Zartana |

Zartana is a Drow. A Drow who grew up with humans. Yes. It’s odd, but for her, well, she doesn’t know her own kind. Well, not well any way. She knows children can be cruel, people just as much. Out living the only real family you ever known? It will get to anyone.
When she was still a very young elf, she witnessed a horrible tragedy. Her family led into a trap. Probably by another House. Politics were always such a bloody mess. She survived as the attackers were soon attacked themselves. Those who “saved” her, took her prisoner. Yet, that changed when she was “adopted” by the warden. She doesn’t know why, but her dad never told her. She doesn’t care. She grew up with a family who cared. School and family gathering were not fun, but as time went on, her cousins grew to like her. Even enjoyed her pranks and stories
As she grew up, she grew attached to the bow, instinct, or the fact her younger brother was a great archer, she doesn’t know. With time she developed magical abilities, it was explained that her race had them, so with time she honed her archery with that of her racial gifts
After many years of practice she has gotten very skilful with this, and with time, even learned a few new spells to add to her menagerie of magical skills with the bow

GypsyMischief |

Hey, this game actually came together, right on! I already have my irons in a few fires, but this is one of the most promising fires I've seen in a long time.
I'd be interested in playing a pure arcane caster, most likely of the Wizard persuasion. I've never gotten this sort of opportunity before, and the lack of dedicated arcane submissions is makin' me feel lucky ;)
I'll pop back by with thought out words.

Game Master Scotty |

Grimdog73 - Alternate traits are allowed, but not the d% table of alternate abilities. The d% of alternate fluff (like the Aasimar can cry rainbows) is fine.
Seth 86 - Standard drow are fine, but expect to get funny looks and get discriminated against. Drow = evil in the public mindset, even if you aren't.
Game master Scotty: 18 at level 1 before racial mods. Going for a massive strength barbarian/DD is stereotypical, not munchkin. :)
If you were to throw in a few alchemist levels and do x obscure thing combined with y feat.... That's when flags start to go up and I start requiring a spectacular story explaining all that tomfoolery.
:)

Vrog Skyreaver |

mr. GM Choon sir, you never answered my question about words of power casting from Ultimate Magic. Whenever you get a chance.
(Figured I'd rather be polite than other).
As far as your list goes Azure, I'm gonna play a Dwarven Metal Oracle if I can use the words of power system, or a Human Tech fighter if I can't.

GM Choon |

mr. GM Choon sir, you never answered my question about words of power casting from Ultimate Magic. Whenever you get a chance.
(Figured I'd rather be polite than other).
As far as your list goes Azure, I'm gonna play a Dwarven Metal Oracle if I can use the words of power system, or a Human Tech fighter if I can't.
I'm sorry. Thanks for poking me.
I don't know the Words system so I'm afraid that going to have to be a no.
drbuzzard |

ok, thanks.
Have a character built up. Didn't see anyone putting forth someone to handle traps, so I this guy should be handy.
Ranger (trapper/guide)
He's an Osiriani tomb robber long in the employ of the Pathfinder Society. He's traveled much of Golarian in service to the society, doing what they do best- you know breaking into places, killing people and taking their stuff, er I mean recovering historical artifacts and knowledge.
A couple years into the Seeker level of attainment he's rather bored most of the time, with few enough tasks left which do much of anything to challenge him. He's faced demons, runelord cultists, and all sorts of other threats and always come out on top. He tends to be a touch cocky owing to this fact.
Omar bin Zayed
Male Human (Keleshite) Ranger (Guide, Trapper) 14 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Ultimate Magic 0)
N Medium humanoid (human)
Init +7; Senses Perception +29
--------------------
Defense
--------------------
AC 33, touch 21, flat-footed 26 (+10 armor, +6 Dex, +2 natural, +2 deflection, +1 dodge, +1 insight)
hp 144 (14d10+56)
Fort +17, Ref +20, Will +12
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 evil outsider-bane adamantine scimitar +20/+15/+10 (1d6+18/15-20+1d6 acid plus 2d6 vs. Evil Outsider)
Ranged +1 composite longbow +22/+17/+12 (1d8+1/×3+1d6 acid)
Special Attacks ranger's focus, ranger's luck
--------------------
Statistics
--------------------
Str 10, Dex 25, Con 18, Int 14, Wis 12, Cha 8
Base Atk +14; CMB +6 (+8 sunder); CMD 36 (38 vs. sunder)
Feats Critical Focus, Dervish Dance[ISWG], Dodge, Dreadful Carnage[APG], Endurance, Great Cleave, Improved Critical (scimitar), Improved Sunder, Iron Will, Power Attack, Skill Focus (Perception), Staggering Critical, Weapon Finesse
Traits child of the streets, indomitable faith
Skills Climb +10, Disable Device +33, Handle Animal +3, Knowledge (dungeoneering) +18, Knowledge (geography) +17, Knowledge (history) +14, Knowledge (nature) +18, Linguistics +4, Perception +29, Perform (dance) +1, Ride +11, Sleight of Hand +25, Stealth +29, Survival +18 (+20 to avoid becoming lost), Swim +10
Languages Azlanti, Common, Jistka, Kelish, Osiriani, Ancient, Thassilonian
SQ camouflage, combat styles (two-handed weapon), favored terrains (forest +2, underground +6, urban +2), inspired moment, launch trap, swift tracker, terrain bond, track +7, trap, trapfinding +7, wild empathy +13, woodland stride
Combat Gear deliquescent gloves, jingasa of the fortunate soldier; Other Gear +5 comfort glamered shadow mithral kikko armor, +1 composite longbow, +3 evil outsider-bane adamantine scimitar, amulet of natural armor +2, belt of physical might +4 (Dex, Con), boots of the cat, cloak of resistance +4, eyes of the eagle, gloves of reconnaissance, handy haversack, dusty rose prism ioun stone, ring of protection +2, wayfinder, thieves' tools, masterwork, 9,005 gp
--------------------
Special Abilities
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Boots of the cat When falling, always land on feet and take the minimum damage.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Critical Focus +4 to confirm critical hits.
Deliquescent gloves +1d6 acid dam to touch/weapon att. Natural/unarmed att is immune to ooze acid & doesn't split.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize all enemies within 30' as a free action.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Favored Terrain (Underground +6) (Ex) +6 to rolls vs Favored Terrain (Underground).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Fire Trap (Ex) (Su) Effect The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as
Freezing Trap (Su) Effect The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d3 points of cold damage + 1/4 the ranger's level and is entangled and stuck to the ground, similar to the effect of a tanglefoot bag.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Inspired Moment (1/day) (Ex) Gain bonuses to many things until your next turn.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Launch Trap At 10th level, a trapper can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creati
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Ranger's Focus +6 (5/day) (Ex) +6 to hit and damage focused target.
Ranger's Luck (2/day) (Ex) Reroll an attack roll or make an enemy who just hit you reroll an attack roll.
Sleet Trap (Su) Effect The detonating trap creates a 20-foot-radius burst of sleet with the effects of a sleet storm. The driving sleet lasts for 1 round, but the icy ground persists for 1 round per ranger level.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Staggering Critical (DC 24) Critical hit staggers target
Swarm Trap (Ex) (Su) Effect The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per ranger level, after which it disperses. If the trap is an extraordina
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +7 Add the listed bonus to survival checks made to track.
Trap (8/day, DC 18) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

drbuzzard |

He has two sets of gloves that he alternates between. Deliquescent gloves are used in combat. They add acid damage to attacks. Gloves of reconnaissance he uses when he wishes to peek into a room without opening the door. He just switches them off as needed, but mostly will be wearing the former.
By 14th level a tomb robber with his experience would simply be famous from the various delves he has done. Many a tomb or ruin in Osirion, Thasselon, and even abandoned dwarven Sky Cities have been explored by him and compatriots. His travels will have left a mark where he has gone over the whole of the Inner Sea region. Of course that doesn't mean the locals are always fond of what's been done since no doubt some will see him as a looter.
He is well known for his agility in combat and his ability to get past even the most devious traps.

Game Master Scotty |

Teaser for my character, Avatar and stat block to come
Kiorec
Many adventures have a history of terror and tragedy, driven by base desires. Not so for Kiorec.
Born last in a wandering Varisin family he had nine brothers and sister, and his early years where spent wandering Varisia in their care as well as his extended family in a caravan.
He quickly developed itch feet and fifteen he took his leave from his family and wandered on his own. Making his way the nearest port he signed on a ship and has never been happier. After several years on the sea he has sailed the seas from the Shackles to The Land of the Linnorm Kings, Qadria to Cheliax.
Tiring of the sea he then walked much of the inner sea, running in Galt, battling in Lastwall and even a trip across the Crown of the World to Tian Xia.
Ever along the way he explored new places he never set foot in, met new people and learned their ways, and battled monsters that threatened those less capable.
His reputation as an explorer and defender of the weak spread through the Inner sea and often sets him in over his head.
His latest exploit was a battle with a black dragon that nearly slew him. Although he was victorious, his wounds left him unconscious for several days before he recovered enough to return to civilization.
Slightly shaken by his last adventure, Kioric is looking for a few more scores before heading home and starting a family and brewery with his wife of 13 years. Maybe…as long as his feet don’t get itchy again.
Description
Smallish for a man, Kiorec stands just 5’1 “ tall at a lean 115 pounds. Hair cropped close for practicality he carries a smile as readily as his weapons and is always grinning.
His joviality ends the moment people need help, launching him into action, sometimes before he learns all the details needed.
Lean in face, his hair is dark black tinged with bits of red. His draconic blood is evidenced in his slotted copper colored eyes, small supple scales and graceful wings on his back.
Brash, confident and dynamic match his personality and actions, but are tempered by kindness and caring.
A devout worshipper of Desna, he holds her ideology as a guiding force in his life.

Azure_Zero |

Updating List
AZ -> Aasimar Paladin(Hospitaler)
DoubleGold -> Ifrit Fighter (Armour Master)
Cosmic Dream Lord -> ? Transmuter Wizard or an Oracle ?
thestrongangel -> ?
Digger Chandler -> ?
trawets71 -> Aasimar Cleric
cartmanbeck -> Nagaji Naga Aspirant Druid
CyberMephit -> ?
jooker -> ?
mathpro18 -> ? Monk(Zen Archer) ?
Game Master Scotty -> ? Barbarian/Sorcerer/Dragon Disciple ?
motteditor -> ? half-orc alchemist ?
El Ronza -> ?
Tim Woodhams -> ?
KenderKin -> ? tengu rogue/bard ?
Vrog Skyreaver -> Human Fighter (Tech)
grimdog73 -> ? magus ?
Seth86 -> Drow Arcane Archer 7/Fighter (Cavern Sniper) 6/Sorcerer (Razmiran Priest) 1
drbuzzard -> Human (Keleshite) Ranger (Guide, Trapper)

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In case it isn't obvious in his backstory, I'll post how he is famous here.
First off, Ifrits aren't rare, but they aren't exactly common either, so an outsider would draw some attention. Another thing is that he has been on many quests with many different parties making himself known in many different towns. If someone needs his help, he is willing to do it. He values protecting lives over destroying them. If Glade has to make a choice between chasing down that evil villian or saving a life in danger and he only has enough time to do one, he would rather save that life. He has also been a nightguard for a couple of years, so the people in his town respect him a lot.
Last but not least, he is always known to be well prepared. Like he is a front line fighter, but he has that bow, because you never know when every enemy decides to on the roof of a building, and you melee weapons are useless because of said situation. He carries many supplies with him for various situations.
Edit: added an appropriate drawback to this guy. Overprotective.
and another trait, long jumper to make him a little more athletic.

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k..here's my guy..finally.....
XP
Male elf magus(bladebound) 14
CG medium humanoid(elf)
Init +12; Senses lowlight; Perception +16(+20)
Defense
AC 26; Touch ; Flat-Footed ; (+6 Dex, +6 armor, +1 insight, +3 deflection),
HP 115(14d8+28+14)
Fort +11; Ref +10; Will +9
Defensive Abilities na; DR na; Immune sleep; Resist na; SR na
Offense
Speed 40(30 base, +10 from boots)
Space 5ft; Reach 5ft
Melee
+4 black blade(scimitar) +20/+15 1-6+8+1-6 acid/15-20 x2
w/ power attack +16/+11 1-6+16+1-6 acid/15-20 x2
w/power attack 2hand +16/+11 1-6+22+1-6 acid/15-20 x2
+arcane strike +3/+3 +3 dmg
Mwk light mace +17/+12 1-6+4+1-6 acid/X2
w/power attack +13/+8 1-6+14+1-6 acid/x2
w/power attack 2hand +13/+8 1-6+20+1-6 acid/x2
+arcane strike +3/+3 +3 dmg
mwk dagger(2) +17/+12 1-4+4+1-6 acid/19-20 x2
Ranged
+1 comp. Longbow +17 1-8+5+1-6 acid/x3
Mwk dagger(2) +17 1-4+4+1-4 acid/19-20 x2
Spells Known/Prepared (CL )
5th (2/day, )-cl 14
4th (4/day, )—cl 14
3rd (4/day, )—cl 14
2nd (5/day, )—cl 14
1st (12/day, )—cl 14
0 5 (at will,)—cl 14
Statistics
Str 18, Dex 22, Con 14, Int 20, Wis 10, Cha 8
Base Atk +10/+5; CMB +14; CMD +30( vs. trip)
Feats
improved initiative
imp critical
arcane strike
toughness
weapon finesse
spell penetration
power attack
combat casting(magus bonus)
step up(magus bonus)
Arcane pool(8)
Black blade(scimitar)
+4, Int 16, Wis 12, Cha 12, Ego 16
Alertness, black blade strike, telepathy, unbreakable,
energy attunement, teleport blade, transfer arcana
Skills
spellcraft +23(+29 concentration, plus spell combat)
know arcana +23
know dungeon +23
know planes +23 (hb)
perception +16(+20 w/blade)
use magic device +16
know nature +23 (hb)
intimidate +16
survival +14
Traits
warrior of old +2 initiative
focused mind +2 concentration checks
Racial Modifiers
+2 Dex, +2 Int, -2 Con, +2 cl to overcome spell resistance,
+2 spellcraft to identify
Languages
common, elven, goblin, infernal, orc, sylvan
SQ
elven immunities, keen senses, Elven magic,
arcane focus, lowlight vision
Class abilities
Arcane pool, spell combat, spellstrike, magus arcana(3),
bonus feats, spell recall, knowledge pool, medium and heavy armor training,
improved spell combat, improved spell recall,fighter training,
greater spell combat
Favoured class bonus
one sixth arcana per level
spells
1 burning hands, magic missile, shocking grasp, ray of enfeeblement,
shield, feather fall, corrosive touch, true strike, enlarge person,
colour spray
2 scorching ray, web, acid arrow, bull's strength, mirror image,
bear's endurance
3 fireball, lightning bolt, blink, dispel magic, haste, vampiric touch
4 ball lightning, ice storm, wall of fire, dragon's breath,
black tentacles, stoneskin
5 cone of cold, fire snake, teleport, acidic spray
arcana
concentrate, critical strike, maximized magic, hasted assault,
close range
Gear
ring of wizardry(1)
ring protection +3
deliquescent gloves
belt physical might +4
headband intellect +4
cloak of resistance +3
bracers of armor +6, light fortification
boots striding springing
bag of holding(1)
6 potions cure serious wounds
longbow(+4 str) +1
Ioun stone(dusty rose)
Ioun torch 75gp
traveler's anytool
mw bandolier
50 silk rope
7 days rations
flint steel
2 waterskins
bedroll
5 paper
ink pen vial ink
mapcase
sack
fluff/backstory to come...

drbuzzard |

Why a morning star? Not only because it is his deities favored weapon, but having such a weapon sets mathematical odds in his favor when bypassing a psychical weakness. If an enemy has DR to bludgeoning/slashing/piercing, he knows that morning star can both bash and pierce, thus he has a 2/3 chance of bypassing resistance, setting the odds in his favor.
Don't know if you've seen it, but in the Undead Slayer's Handbook, there is a feat called Weapon Versatility which lets you change the damage type to any of slashing, piercing, or bludgeoning.
Weapon Versatility (ComBat)
You can use your favored weapons in unconventional ways. Prerequisites: Weapon Focus, base attack bonus +1. Benefit: When wielding a weapon with which you have
Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.
It doesn't seem to be in any PRDs yet.
This would mean you wouldn't be stuck with a morningstar (which is an inferior weapon).
Of course if you prefer your roleplaying justification, just ignore me. I just figured you might want to know since I doubt the feat is common knowledge.
Of course the idea that someone could use a greatclub to do piercing damage does strain credulity.

GM Choon |

Indeed. That is a serious strain. I doubt a morningstar could ever do slashing. I know why this feat was invented, but I'll go ahead and say that youall won't have to worry about it to the extent of using a feat on the issue. DR is less of a game changer at this level and more of a "please give my monster at least one round of actions" device.

GM Choon |

A note for all:
I will be using your backstory as a peek into your writing style and a guide of sorts that I will use to try to match character personalities into an interesting, engaging party. I do this in an attempt to reduce dropout and low posting due to disinterest. Whether I'll succeed remains to be seen, but I wanted to make it clear that the backstory matters for this one and pretty much every other campaign I run. This ties in with the About Me spoiler above.
Youall aren't the only players, after all. ;)