
| 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. ;)
Quoted for top of page 3. :)

| KenderKin | 
I have a rough draft of my character, will continue to work on it.
GM Choon
Wondered if you liked the idea of a bard who uses his abilities to keep himself out of the spot-light, ie the unsung hero?
A wanderer who signs on for the rogue slot with a wide range of parties never staying with one group for long, before finding adventure with a new group.

| Seth86 | 
 
	
 
                
                
              
            
            Half-Orc fighter. 
Very basic story. He grew up in the city. He wasnt a very bright boy. Honoust to a fault. Listened to what he had to do, and he did it best he could. He later joined the local guard then finally a bigger organization. His sole purpose in life is to protect his fellow comrades. Hes often in the front lines making sure that they focus on him and not on his allies. His weapon of choice: great axe. 
Martial knowledge is vast. He can be very scary, especially if he is in his engraved and warpainted armour.
He is covered in tatoos. His mother is a shaman. And she believed these tatoos will keep him safe in battle. He inhereted his mother's belief in Gorum. He believes that Gorum has guided and protected him in all the battles he has been in.

| Seth86 | 
 
	
 
                
                
              
            
            Wreck's Crunch
Wreck
Half-Orc Fighter 14
LN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 30, touch 14, flat-footed 27 (+15 armor, +3 Dex, +1 natural, +1 deflection)
hp 171 (14d10+83)
Fort +20, Ref +13, Will +12 (+4 vs. fear)
Defensive Abilities bravery +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 ghost touch cold iron greataxe +26/+21/+16 (1d12+34/19-20/×3)
Ranged +1 adaptive distance composite longbow +20/+15/+10 (1d8+11/×3)
Special Attacks weapon trainings (axes +3, bows +2, close +1)
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 20, Int 7, Wis 10, Cha 9
Base Atk +14; CMB +14; CMD 36
Feats Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe), Improved Critical (greataxe), Improved Surprise Follow-Through[ARG], Improved Vital Strike, Intimidating Prowess, Iron Will, Power Attack, Step Up, Surprise Follow-Through[ARG], Vital Strike, Weapon Focus (greataxe), Weapon Specialization (greataxe), (Blind-Fight from Ioun Stone)
Traits defender of the society, veteran of battle
Skills Climb +12, Intimidate +27, Survival +0 (+2 to avoid becoming lost), Swim +12; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ armor training 3, orc blood, weapon familiarity
Combat Gear potion of cure moderate wounds (2), durable arrow (40), trip arrow (10); Other Gear +5 mithral full plate, +1 adaptive distance composite longbow, +3 ghost touch cold iron greataxe,locked gauntlet, blunt arrows (20), smoke arrows (10), amulet of natural armor +1, belt of physical perfection +4, cloak of resistance +5, handy haversack, incandescent blue sphere ioun stone, ring of feather falling, ring of protection +1, wayfinder, cold weather outfit, hip flask, hot weather outfit,masterwork tool, pathfinder's kit, spider's silk rope (50 ft.), tent, large, 209 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +4 (Ex) +4 to Will save vs. Fear
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Surprise Follow-Through When using cleave or great cleave, all additional opponents are denied their Dex bonus.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Surprise Follow-Through When you are using Cleave, your second foe is denied its Dex bonus.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Vital Strike Standard action: x3 weapon damage dice.
Wayfinder (1 @ 0 lbs) 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
Weapon Training (Axes) +3 (Ex) +3 Attack, Damage, CMB, CMD with Axes
Weapon Training (Bows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +1 (Ex) +1 Attack, Damage, CMB, CMD with Close-in weapons

| GM Choon | 
 
	
 
                
                
              
            
            I'm hesitant on leadership for the simple fact that it's going to be dangerous for a cohort in the dungeon. There is a very high chance that a NPC who is at -2 APL is going to get targeted and eaten. I'd hate for you to esentially waste a feat.
I see leadership as a feat designed for exactly what it says: making your character a leader in the game world. It works great in situations like Kingmaker. Not so much with dungeon crawls.

| Corso Altaire | 
 
	
 
                
                
              
            
            This is Vrog's Character, for your consideration:
What else can be said about Baron Corso Altaire that hasn't been told in inns and hostels throughout Golarion? A favorite subject of bards (especially from Taldor, his homeland), Corso embodies the very nature of the "local boy done good" story. While many tell the story their own way, this is the version of his tale that I believe is the most accurate:
Baron Corso Altaire was born of peasants from the small village of Kolto in the Verduran Forest. His father was a retired soldier, and his mother was a professional baker. Growing up on a steady stream of his father's stories of battles, knights, and heroes, Corso resolved to become a hero in his own right. At the age of Majority, Corso was conscripted into one of the almost perpetual border wars with the vile satrapy of Quadira and their foreign masters. During training, his father's lesson with the blade paid off and Corso was quickly recognized as being a recruit with talent. Assigned to the scouts, Corso made his name when he helped to hold a small mountain fort against overwhelming numbers of Quadiran dervishes. For over a week they held out, and when help finally arrived, only a handful of the original defenders were standing, all of whom pointed to Corso as the reason they were still alive. 
Thus began his many exploits, some of which are surely attributed to him falsely. It is proven that he was amongst the group of heroes who helped to destroy the dreaded Black Dragon known as Glimmermaw, as this was the act that saw him promoted from mere knight to Baron and peer of the realm. The rumors of his romantic involvement with The Princess Eutropia are sure exaggerated, and there are conflicting reports as to whether or not he was involved in the so-called “night of long knives”, when several adventurers crept over the border into Quadira and decimated their standing nobility of the citadel-city of Gurat, all of whom managed to escape capture.
Whatever else can be said of the Baron, let it never be said that he is not an exceedingly generous and fair ruler, clearly the standard by which all nobles of Taldor should be judged by.
Now if you will excuse me, I must go and purchase furnishings for my new home, just recently purchased.
-Brixton Meyers, Scribe of the Royal Lists

|  grimdog73 | 
 
	
 
                
                
              
            
            Ok here goes with the backstory...
The old man took the lad to talk to his parents. They understood the dilemma their son had, but they did not want him to feel any undo pressure to please them. The old man had a solution. "Let me take him to a......friend of mine. He will be able to help with this situation. The boy will be gone for a while, but I will be there to guide him....is that acceptable?" The parents nodded their agreement. They helped their boy pack for his trip.
"How long is the journey, grandfather?"
"Not long at all, my boy." With that the old man made a gesture and said a few ancient words and the two were gone in a flash. They appeared outside a small yet foreboding keep. The old man walked up to the gate. He was met by two previously unseen sentries. Before they could call out a challenge, they stopped and bowed their heads. "We did not know you were coming, Elder."
"But I did. How goes the battle, you old goat?" A man appeared from the gate, striding like a general in front of his troops.
"I am well, you cantankerous dwarf-lover. This is my grandson...the one I told you about. He needs help with the selection of his training. Maybe you could help?"
"Indeed I can.  I hope you are ready, my boy....this is not just
swinging a sword or casting a cantrip....this is real training."
The boy stood up straight and proud. "I am ready, master."
With that, the boy started his training as a magus...the first step on a lifelong quest for honour and glory for his family.

|  Glade Wolf | 
 
	
 
                
                
              
            
            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. ;)
Are you trying to tell us that some people are missing a backstory, or that it isn't well written out?

| GM Choon | 
 
	
 
                
                
              
            
            GM Choon wrote:Are you trying to tell us that some people are missing a backstory, or that it isn't well written out?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. ;)
That some people were missing it. That's quickly getting remedied.

|  Glade Wolf | 
 
	
 
                
                
              
            
            Half-Orc fighter.
Very basic story. He grew up in the city. He wasnt a very bright boy. Honoust to a fault. Listened to what he had to do, and he did it best he could. He later joined the local guard then finally a bigger organization. His sole purpose in life is to protect his fellow comrades. Hes often in the front lines making sure that they focus on him and not on his allies. His weapon of choice: great axe.
Martial knowledge is vast. He can be very scary, especially if he is in his engraved and warpainted armour.He is covered in tatoos. His mother is a shaman. And she believed these tatoos will keep him safe in battle. He inhereted his mother's belief in Gorum. He believes that Gorum has guided and protected him in all the battles he has been in.
You are not submitting her, or do you have 2 different characters in mind for this?

| GM Choon | 
 
	
 
                
                
              
            
            Lightning Bow
As for this, it is a hard decision. It's a good chunk of your gold and its most powerful ability is tied to your swift action. My only worry is Brilliant Energy Arrows for free, but that could be balanced out by the fact that it flat out won't attack a being of the Elemental Subtype, and is seriously hindered vs the undead.
Ok, I'll allow it, but know that I'm going to roll a non-elemental foe that is in this dungeon. Your bow will be forsworn to not attack that foe.Does this sound fair?

| GM Choon | 
 
	
 
                
                
              
            
            Ok, not to be a killjoy, but how the heck does a weapon which alternates between the properties of a 99k (+3adaptive Brilliant Energy) and a 73k (+3 adapative endless ammunition shock weapon) only cost 54k?
I mean honestly, how did that get past an editor?
I have no idea. Maybe they thought that it being worthless against elemental subtyoes, undead, constructs, and the like was worth the reduction in price? Maybe? They also give me a RAW way to say "not against this one. Period." (Which will happen if he accepts my compromise) But still.

| drbuzzard | 
 
	
 
                
                
              
            
            No, it's not useless against undead and constructs because it can also function as a bow shooting normal shock arrows. It's only weakness is elementals.
From the PRD:
A lightning bow needs no ammunition. With the pull of a string, it creates a +3 shock arrow or a +3 brilliant energy arrow (the wielder's choice with each shot).

| drbuzzard | 
 
	
 
                
                
              
            
            Yes, it remains +3. But shock is just 1d6 electrical. That's a whopping +9 max with a good chance of the elemental damage getting resisted. Touch attacks are so much better. At that point it's behind a normal weapon at your level by a bit vs several groups of enemies.
Yes, but even a +3 adaptive shock bow with endless ammunition is well more than the asking price of 54k (as in 77k).
Yes, touch attacks are better, which is why the bow with +3 Brilliant energy is 99k.
There is simply no logic in the pricing. For the price of giving up on elementals you get a 33% or 50% discount depending on what you use.

| GM Choon | 
 
	
 
                
                
              
            
            GM Choon wrote:Yes, it remains +3. But shock is just 1d6 electrical. That's a whopping +9 max with a good chance of the elemental damage getting resisted. Touch attacks are so much better. At that point it's behind a normal weapon at your level by a bit vs several groups of enemies.Yes, but even a +3 adaptive shock bow with endless ammunition is well more than the asking price of 54k (as in 77k).
Yes, touch attacks are better, which is why the bow with +3 Brilliant energy is 99k.
There is simply no logic in the pricing. For the price of giving up on elementals you get a 33% or 50% discount depending on what you use.
I'm not arguing. You're right. Price oversight, or we're cometely missing something. But still, I guess that's the price of the GM saying, "Lolz, BBEG is an elemental/forsworn!"

| Seth86 | 
 
	
 
                
                
              
            
            Seth86 wrote:You are not submitting her, or do you have 2 different characters in mind for this?Half-Orc fighter.
Very basic story. He grew up in the city. He wasnt a very bright boy. Honoust to a fault. Listened to what he had to do, and he did it best he could. He later joined the local guard then finally a bigger organization. His sole purpose in life is to protect his fellow comrades. Hes often in the front lines making sure that they focus on him and not on his allies. His weapon of choice: great axe.
Martial knowledge is vast. He can be very scary, especially if he is in his engraved and warpainted armour.He is covered in tatoos. His mother is a shaman. And she believed these tatoos will keep him safe in battle. He inhereted his mother's belief in Gorum. He believes that Gorum has guided and protected him in all the battles he has been in.
2nd. Just 2 seperate characters. But if im allowed only 1. 2nd one will be the application

| Game Master Scotty | 
 
	
 
                
                
              
            
            drbuzzard wrote:I'm not arguing. You're right. Price oversight, or we're cometely missing something. But still, I guess that's the price of the GM saying, "Lolz, BBEG is an elemental/forsworn!"GM Choon wrote:Yes, it remains +3. But shock is just 1d6 electrical. That's a whopping +9 max with a good chance of the elemental damage getting resisted. Touch attacks are so much better. At that point it's behind a normal weapon at your level by a bit vs several groups of enemies.Yes, but even a +3 adaptive shock bow with endless ammunition is well more than the asking price of 54k (as in 77k).
Yes, touch attacks are better, which is why the bow with +3 Brilliant energy is 99k.
There is simply no logic in the pricing. For the price of giving up on elementals you get a 33% or 50% discount depending on what you use.
This line seems appropriate to point out, as it means the GM can designate additional groups the bow will not target, hence the discount on the bow.
Some are also bound not to attack other individuals, based on their history. For instance, one of these bows might be foresworn not to attack the Sultan of Fire, fire giants, or red dragons.

| Viemos Kendahan | 
 
	
 
                
                
              
            
            mathpro18 wrote:Lightning BowAs for this, it is a hard decision. It's a good chunk of your gold and its most powerful ability is tied to your swift action. My only worry is Brilliant Energy Arrows for free, but that could be balanced out by the fact that it flat out won't attack a being of the Elemental Subtype, and is seriously hindered vs the undead.
Ok, I'll allow it, but know that I'm going to roll a non-elemental foe that is in this dungeon. Your bow will be forsworn to not attack that foe.
Does this sound fair?
Thats fine with me but since it is an intelligent weapon do you think it will pose problems with me using it if I use my unarmed strikes against a foe it didn't want attacked? I think that would provide a little bit of entertaining role play if it did but seeing how it would be mostly monolog we can skip it if you wish.

| Inigo Montoya. | 
 
	
 
                
                
              
            
            Still writing....
Chuko Buzenbo 
Tengu 
Bard (Thunder caller archetype) 14
History
Chuko Buzenbo hails from a tribe of Tengu that calls the Fog peaks home. The Fog Peaks are a vast and largely unexplored mountain range in eastern Avistan that form the border between the nations of Taldor (to the south) and Galt (to the north). The name comes from their perpetually fog- and cloud-shrouded mountain tops, which constantly dump precipitation. Winter comes early in the Fog Peaks, with snow blanketing the higher elevations in early Fall.
To most poeple the inhabitants of The Fog Peaks are limited to Frost giants, white dragons and the rocs that can be seen soaring over the northern half of the range near the Boarwood. Near the foothills of the Fog Peaks exploreres have met their fate from the weather most often, and from some minor creatures such as winter wolves, ettins, frost worms, or remorhazes.
Chuko's early life in the tribe was learning the wisdom of survival and learning to make clothing and useful items, such as cloaks, sheathes and quivers. All tengu study to use blades and all tengu must discover their own life path. Chuko was equiped no better nor any worse than any of the others his age who began training.
Chuko spent his early adventures in that vast area of the Fog Peaks. The fog-walker tribe deals with an almost constant threat to survival. The fog-walker tribe exists in the high mountains and in a deep cavern, it is how the winter becomes bearable to them. Deep underground the knowledge of the tribe is painted upon a vast wall. It was during this time that Chuko discovered that his life path was as a thunder-caller and trained with the tribal bards who could also speak to the rumbles in the sky.
Eventually Chuko happened upon a group of adventurers out of Taldor who had either traveled too high into the mountains or perhaps Chuko had traveled too low. Chuko ended up aiding that group and in turn hearing much about the world below. It was that hearing and invitation that resulted in him leaving the mountains and going to see what else the land had to offer.
Chuko did just that eventually discovering the fact of his tribal legends, that indeed a tribe of tengu resides within the Verduran forest. With very little insight into the area of the potential conflicts to be found there, he went to the woods seeking the wood-wing tribe.
After discovering that tribe of tengu and relating stories of his home tribe, he once again headed onward on his path of enlightenment.
In the mythos of the Tengu they are attributed as spirits of either the mountains or forests, in this history, Chuko is making a spiritual journey towards enlightenment, understanding that the legends are based upon the two seperate and distinct tribes of tengu.
Luck was with him and he joined a band of adventurers who were going to battle the fellknight queen a powerful fey creature, deep in the heart of the Verdan forest.
Afterwards the aspiring adventurer began to think of tribute songs and songs of introduction like his tribe would have for important people, places and events. Eventually he did create a few such songs for various allies he has had along the way. His adventures lead him across Taldor, eventually landing him in the furthest reaches from home, to the Southern limits of Taldor, to Zimar. Zimar a city on the edge of another kingdom Qadira and is a stronghold against invasion. 
Personality
Although Chuko has a wide range of abilities and talents he often holds them to himself, preferring to keep the element of surprise and preventing those around him from predicting what he can or can not do.
Chuko enjoys people and learning new things he is curious about nearly everything that he has not seen yet.
Chuko has a sense of humor and often attributes abilities to the ancestors or the sky-spirits, so he is sometimes mistaken for a divine caster or tribal shaman.
Quotes (after doing something magical/bardic/spell-casting) 
"The ancenstrall spirits heard my plea." 
"When one answers the sky sometimes the sky smiles upon you." 
"It was a cry of ferocity and thunder combined."
Chuko tries to remain out of the tales and spot-lights, but given his unusual appearance and name, it seems un-likely that he can remain in the background for much longer.....In fact he is a well known and re-occurring character if not the main character at least at times providing just the right aid at the right moment. 
Standard stat block
LN Medium humanoid (Tengu) 
Init +8; Senses low-light vision; Perception +16 
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Defense 
-------------------- 
AC 26 , touch 18 , flat-footed 18 (+8 bracers, +8 Dex) 
hp 100 
Fort +4, Ref +17, Will +9 
Defensive Abilities: Evasion 
-------------------- 
Offense 
-------------------- 
Speed 30 ft. 
Melee 
Ranged 
Special Attacks: Bardic music, spells 
-------------------- 
Statistics 
-------------------- 
Str 12, Dex 27, Con 10, Int 12, Wis 10, Cha 16 
Base Atk +10/+5; CMB +; CMD 
Feats: Weapon fineesse; Improved critical (ECB); Craft wonderous item; 
Point blank shot; Rapid shot; Manyshot; Tengu wings
Traits: Vagabond child; Eternal understanding
Notable Skills: Bluff, Disable device, perception, perform, stealth
Languages Common, Tengu, Elven
 
	
 
     
     
     
	
  
 
                
                 
	
  
	
  
 
                
                 
	
  
	
  
	
  
 
                
                 
	
  
 
                
                 
	
  
	
  
	
 