
DM Bloodgargler |

Looking for one 4th level.
The first stones of the kingdom are being laid now.
We have a
Dragon Disciple Sorcerer
Storm Druid
Cavalier/Bard
Oracle/Barbarian
Intelligence based caster or alchemist would be ideal.
20 point buy, core book, APG, UM, UC, Inner sea world guide and magic all usable.
Advanced race guide content will most likely be ok'd
Max hit points first level
2nd level and up... roll half max + half max
(ie... fighter 1d5+5)
One trait for now... if a kingmaker campaign trait fits, go ahead and take it as your second trait. Otherwise, please wait on your second trait.

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Do you have any particular feelings against a Half-Orc Barbarian 1/Witch 3, using the Urban Barbarian and Scarred Witch Doctor Archetypes? Basically, a Witch that uses Con as casting stat, and can still cast spells/hexes whilst raging?
Haven't quite fleshed out a back story yet as I wanted to see how you felt about it all. I have a few ideas that I'll pitch if you're ok with it, but if not I'll go roll up a different character instead :D

Xzylvador |

I'm interested! It'd be the first time I get to play that high level in Pathfinder, though, hope that's no problem.
Seeing the classes already present, it seems like a utility-wizard is best fit?
Certainly seems like the offensive part is pretty much covered but some extra utility might come in handy?
I'm thinking somewhere along the lines of a Wizard who's interesting in witnessing (and assisting) the shaping of a new kingdom firsthand and wishes to see to it that the events leading to it properly recorded.
Human or Elf, not certain yet... I think human fits best.
No big and strange plans, straight-up wizard, no dreams of prestige classes.

DM Bloodgargler |

Yes... In addition to the group requesting an Int caster or Alchemist, I am looking for a character with high Int for kingdom leadership.
Counterspelling Aasimar sounds good
Utility wizard would be good.
I do have much love for the Scarred Witch Doctor, but it would not be the right fit here.
Starting cash would be 8000g. If you have an item above 3000g in worth, I would prefer it to have special significance to your character. (how you received it, or whatever...)
Sunny - gunslinger is highly unlikely, but an unconventional character will be considered.
Ridge - If you don't see it as a problem yourself, I don't.
I think with my ratio of things I keep as written to what I change, having some experience with the AP will help push things forward without it getting old.

Dolgrym Sharpaxe |

DM, I've got a bit of a different take on a wizard I played in a game that died. He's a dwarven transmuter who likes using his battle axe as much as his spells, almost. The game made it to 4th level as well.
If accepted, I'll change his hit points and everything else to fall in line with your requirements.
Second level HP 1d3 + 3 ⇒ (2) + 3 = 5
Third level HP 1d3 + 3 ⇒ (3) + 3 = 6
Fourth level HP 1d3 + 3 ⇒ (3) + 3 = 6
Please let me know if you need anything else. Thanks for the consideration!

DM Bloodgargler |

It is unlikely I will take a PC who is not a wizard, alchemist, or witch.
High Int is a close second in importance. We just think there should be a smart person around.
Arcane Utility, and Knowledge skills are a lower priority... both of about equal importance, and neither require super-specialization.
lowest priority... (would see above average benefit in this game)
any arcane crafting, any alchemy, battlefield control without losing all utility
The sorcerer has been doing some party buffing, but I think he is intending to make summoning and fire evocation his thing.
Sounds good. From what I've seen, your playstyle and writing would fit well in the group.
Yeah. I like him a lot.

Dolgrym Sharpaxe |

DM.

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I have a couple of thoughts for a Wizard that could be integrated here. Do you have any particular preference with regards to the Thassilonian Magic Schools? I've been wanting to try out a Human Greed Sin Specialist. I also have a couple of ideas for a fresh character, including reviving a character from another campaign that fizzled at level 3.

'Sunset' |

The character of 'Sunset' has developed into a written character who was created for the old D20 Iron Kingdom's game setting.
She was created with this music as the inspiration => The heart-break kid
Sadly, there isn't anything 'amazing' behind the actual concept. Just a character who's quick on the draw.
Now...before they errated the 'Titan-mauler' I've been building characters who've been swinging around items like this. => The new shiny (^_^)Yes, it is real
So....not much 'original' with the character concept...Just the attitude. (^_^)
very much cheers to all.

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I have a submission for this as well. Two, really. One is dependent on if Sin Specialism is permitted. If not, then I can submit Robert "Kingsblood," a Conjurer.
Male human conjurer (teleportation) 4
CN Medium humanoid (human)
Init +11, Senses Perception +3 (+5)
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural); +4 with Mage Armor, +4 with shield
HP (4d6+4)
Fort +1, Ref +4, Will +4
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6-2)
Ranged mwk light crossbow +6 (1d8/19-20)
Wizard Spells Prepared (CL 4th; concentration +11)
2nd––glitterdust, invisibility, summon monster II S, (+1 spell)
1st––grease (DC 16), mage armor, ray of sickening (DC 16), shield, summon monster I, (+1 spell)
0 (at will)––acid splash, daze, detect magic, prestidigitation
Forbidden Schools evocation, illusion
TACTICS
Before Combat
During Combat
Morale
STATISTICS
Str 7, Dex 16, Con 10, Int 20, Wis 8, Cha 10
Base Atk +2; CMB +0, CMD 13
Traits Bastard, Focused Mind
Feats (Alertness), Fast Learner, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Appraise +9, Escape Artist +4, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +12, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +12, Perception +3 (+5), Spellcraft +12
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran
SQ arcane bond (greensting scorpion), empathic link, share spells, shift (10 ft., 8/day), summoner's charm (+2 rds)
Gear amulet of natural armor +1, ring of sustenance, handy haversack, pearl of power (1st level), mwk crossbow with 30 bolts, quarterstaff, 165gp misc gear
Robert's mother always told him that his father was one of the lost Rogarvian princes. He took this in stride, always believing it to be true. This led him to put on airs with some of the other children, and they were the ones who gave him the mocking nickname "Kingsblood." More often than that, they just called him "Bastard." His only reason to really believe his mother about her claim of his parentage was a book bound in soft, red leather, with the seal of house Rogarvia embossed on the cover. On the inside of the cover was a note penned to Sylvie, his mother, and signed by a man calling himself Surtova. The first few pages were filled with cantrips.
Robert's home life wasn't easy, between the other children's teasing and occasional violence, and his mother's sorry state. The disappearance of her lover had hit her hard, and she had to sell many of the things that he had provided for her to live comfortably. Robert has few memories of his childhood and his father, other than to remember that there was a man who was there sometimes and that they used to live much better than they do. His mother eventually had to turn to any kind of make-work that she could to get by and put food on the table, and Robert determined to study the book and use it to become a powerful wizard so he could bring his father back and they would all live happily.
Unfortunately, Robert's dream was cut short by his mother's death of a nasty chill. With nothing left to tie him to his home, Robert has decided to join the expeditions to the Stolen Lands to try and reclaim some glory for his family, and maybe to find his father again.

DM Bloodgargler |

Dolgrym - Gotcha thanks
...and please get Icehouse out of my thread ;)
I'd like to see what you come up with. If you aren't going witch, alchemist, or wizard for her, it is unlikely I will be able to use her for this campaign now... though I may bump up to 6 PCs later.
Hi.
>Regarding Greed Sin Specialist:
Funny you should say Greed. This was the post from the PC who is likely to be ruler, which I read just before your post.
The Green Man is already fighting pretty hard, gripping the reins of his horse so hard he might tear the leather to pieces anytime soon.
What kind of greed justifies that?
As he dismounts, The Green Man sticks his hands in the pockets of his clothes, so nobody can see just how tightly clenched his fists are at the moment
The kingdom is NG, and some versatility is preferred...
Therefore, the Sin specialist might not fit with the group. I'm just saying that as a first impression... I don't know if your character idea would address those problems. (and transmutation is a versatile school... so Greed is actually a good choice for the role if you are going to sin specialize)So.. up to you. I am curious to see it.
-- -- -- -- --
>Regarding Robert Kingsblood:
I really like this. His personality is clear, and looks like a good playable character. I actually think he would fit well with my other Kingmaker PBP... both with role and personality. They are a hex or two away from attacking the Stag Fort.
But for now.. this recruitment, I will put Robert Kingsblood on the list of submissions for my players and myself to vote on.

'Sunset' |

Sunset
Female Elf Barbarian (Titan Mauler) 3/Gunslinger 1
CN Medium humanoid (elf)
Hero Points 1
Init +7; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 28 (3d12+1d10-4)
Fort +4, Ref +8, Will +0; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Ranged
(L) double hackbut +3 (3d12/x4)
(M) revolver +8 (1d8+5/x4)
Special Attacks rage
--------------------
Statistics
--------------------
Str 10,
Dex 20,
Con 8,
Int 14,
Wis 8,
Cha 15
Base Atk +4; CMB +4; CMD 15
Feats Additional Traits, Gunsmithing, Quick Draw, Run
Traits chosen child, just like new, prehensile whip, rich parents, serpent runner (two weapons)
Skills Acrobatics +6 (+2 jump, +10 to jump with a running start), Bluff +9 (+11 vs characters that might be sexually attracted to you), Climb -6, Craft (firearms) +6, Diplomacy +3, Escape Artist -1, Fly -1, Intimidate +9, Perception +6, Ride -1, Stealth +3, Survival +3, Swim -6; Racial Modifiers silent hunter
Languages Common, Elven, Polyglot, Sylvan
SQ big game hunter, deed: deadeye, deed: gunslinger's dodge, deed: quick clear, green widow, grit, gun training, hero points, jotungrip, paranoid, rage powers (guarded life)
Other Gear Double hackbut, Revolver, 1930 GP
--------------------
Special Abilities
--------------------
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Green Widow (Green Hag) (Ex) The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Guarded Life (3 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Gun Training +5 (Revolver) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Paranoid Aid Another DC 15 for attempts to help you.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Of course, when I built the very first version of this character the errata fro 'Titan Mauler' did NOT distinguish between martial and ranged weapons. SO, going back to that older version Sunset's to hit with the Hack-butt is maybe two points higher. Also, with her crafting skills she should be able to turn the hack butt into a revolver type weapon to get at least five shots out of it before reloading.
So, yeah...basically a Gunslinger who's weapon is THIS BIG
(^_^)

"Sunny" |

Okeys...Am building an Aasimar (Garuda blooded) "Oradin" (Actually...going to go with the Non-lawful Inquisitor build) Linky to class build details
Basically a healer who can heal at range using the Oracle's 'Life Link' to take some of the damage at range from other characters. Thence the Inquisitor gets a self healing trick or two.
And the Garuda blooded, 'cause....who doesn't like the idea of a friendly angel helping them out. (^_^)
EDIT 1: Another thought is to take 'Alchemist' instead of 'Inquisitor'? That way I can get/make healing potions and such crafted items for adding to the economy and such? Just an idea which I shall have a look into when I have more time/had some sleep. (^_^)
EDIT 2: Actually...if the DM is a bit leery of a flying character in Kingmaker...perhaps changing Sunny into a aquatic Elf (Much like they are familiar with from other games)?

Nedyr |

Ridge Here... I went with an elf witch. I DID give him 'flight' for one of his hexes, but since I see from earlier posts that this might be a possible problem, he doesn't actually fly till level 5, he can levitate though. I could trade it out for another hex entirely if you prefer.
Other than one trait, and rolling for the hitpoints, the profile should be complete in both crunch/mechanics, and background.
I got kind of long winded on the background, sorry about that :o
EDIT: I may have also taken some liberties with the search for a tower in the background, but the KM player's guide suggested that elves might go searching for some old ruins, and between that and the Moon Patron choice, I just rolled with it. Let me know if you want me to nix it

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Rakiel
Male Elf sin specialist (greed) 4
CN Medium humanoid (elf)
Init +14, Senses low-light vision; Perception +4 (+6)
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex); +4 with Mage Armor, +4 with shield
HP (4d6+4)
Fort +2, Ref +5, Will +2; +2 vs. enchantment
Immune sleep
OFFENSE
Speed 30 ft.
Melee longsword +1 (1d8-1/19-20)
Ranged +1 longbow +7 (1d8/x3)
Wizard Spells Prepared (CL 4th; concentration +9)
2nd––levitate S, scorching ray (DC 17), web (DC 17), (+1 spell)
1st––feather fall, grease (DC 16), mage armor, protection from evil, shield, (+1 spell)
0 (at will)––acid splash, dancing lights, detect magic, prestidigitation
Forbidden Schools enchantment, illusion
TACTICS
Before Combat
During Combat
Morale
STATISTICS
Str 8, Dex 18, Con 12, Int 20, Wis 7, Cha 7
Base Atk +2; CMB +1, CMD 15
Traits Elven Reflexes
Feats (Alertness), Craft Wondrous Items, Improved Initiative, Scribe Scroll
Skills Appraise +9, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +12, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +9, Perception +4 (+6), Spellcraft +12 (+14 to identify magic items); Racial Bonuses +2 Perception, +2 Spellcraft to identify magic items
Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, Orc, Sylvan
SQ arcane bond (greensting scorpion), elven magic, empathic link, keen senses, share spells
Gear +1 longbow, longsword, handy haversack, efficient quiver, pearl of power 1st-level, 810gp misc gear

DM Bloodgargler |

I will be closing interest for recruitment 24 hours from now.
No hurry at all to finish (It will probably be a week before I could write anyone in anyway), just let me know you are at least interested, and what you intend to make.
El Ronza - no problem
I like this guy. Old man adventurers melt my heart far more than sad puppy dog eyes... Your strength (before age penalties) is lower than I usually say I allow when people ask, but it works for this character.
jlighter - cool ty
Sunny - k

Viluki |

Human Magus (Hexcrafter)
LN Medium humanoid (human, chelexian)
Init +4; Senses Perception +0 (+3 bonus on sight-based and opposed Perception checks in bright light.)
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 8
Fort +4, Ref +1, Will +4
OFFENSE
Speed 30 ft.
Melee 1+ Longsword, attack 7+, damage 1d8+4/19-20/2x, Dagger attack 6+, damage 1d4+3/19-20/2x
Magus Spells Prepared (CL 4th; concentration +8)
Hex Evil Eye
2nd—Frigid Touch and Bull's Strength
1st—Infernal Healing, Burning Hands, Shocking Grasp and Shield
0th (at will)—Arcane Mark, Mage Hand, Ghost Sound and Light
spells known
cantrips all
1st-Infernal Healing, Burning Hands, Shocking Grasp, Hydraulic Push, Shield, Reduce Person, Enlarge person, True Strike, Ray of Enfeeblement, Vanish and Warding Weapon
2nd- Frigid Touch, Bull's Strength, Glitterdust (40 gp), Levitate (40 gp), Web (40 gp), Twisted Space (40 gp), Bladed Dash (40 gp), Alter Self (40 gp) and Pyrotechnics (40 gp)
Str 16, Dex 10, Con 10, Int 19 (16+2+1), Wis 10, Cha 10
Base Atk +3; CMB +1; CMD 15
Feats Improved Initiative, Weapon Focus (Longsword) and Power Attack
Skills Knowledge (Arcana) 11+, Knowledge (The Planes) 11+, Knowledge (Religion) 8+, Intimidate 11+, Profession (Soldier) 7+, Spellcraft 11+ and Use Magic Device 7+
Trait Bruising Intellect
Familiar Hawk
Languages Common, Draconic, Infernal, Abyssal and Elven
favored class bonus, Human Add +1/4 point to the magus' arcane pool.
SQ Hex Magus, Magus Arcana (familiar) and Arcana Pool 7/day
Equipment 7720 gp (280 was for the spells known with a listed gp cost)
1+ Cold Iron Longsword (2030 gp), Dagger (2 gp)
1+ Chain Shirt (1100 gp)
Cloak of the Hedge Wizard, Divination (2,500 gp)
Magus Kit (21 gp)
10 vials of unholy water (250 gp)
the rest of the gold is kept in the form of platinum coins which are issued by the bank of Adabar as an easy way for an adventurer to transport large sums of wealth. Each Platinum coin is stamped with the seal of Adabar and is worth ten gold coins.
As his companion in the "Eyes of Dis" Javi Turnwheel said, "those self-righteous paladins of Iomadae always stick their fat noses into business..." That night they did, they came crashing through the door into the hideout. He didn't know how many of them there were but they were too many for the "Eyes" totaling eight in including himself to fight off. Nonetheless they tried, Karner the infernal priest of Dispator himself was the first to die... after having killed five of the damn temple guards that the paladins had brought with them. Javi was the next to die the plucky warlock died by having a longsword burst through her belly and out of her backside, that drove the normally calm and taciturn Kravos into a rage. The rage was brief but deadly for both him and the enemy, he took multiple slashes to the face although they weren't serious injuries. He had killed six of the temple guards and then he realized that while he had a window of opportunity to escape he had to.
Kravos smashed his way through two more temple guards and escaped out of a broken in wall, he had made it a street away before he saw his pursuer. The paladin shouldn't have been able to sneak up on him in his heavy plate armor but Kravos didn't question why, he only prepared himself to meet the Lord of Dis. This paladin was fairly fresh and Kravos's face was running red with blood and he knew that if he one this it would be by the idiocy of his opponent. Kravos dodged in and out even as he grew exhausted, trying to make the paladin do the one the one thing that could allow Kravos to kill him instantly... They fought for a hectic five minutes of combat and then the paladin made the fatal mistake, he had swung his greatsword to far in an arc to the left. Kravos swung his blade in an arc and decapitated the paladin, the body fell to the ground with a heavy thud and blood spilled out from the man's severed head and body.
Kravos then escaped to the docks and through some favors and threats arranged to get a berth on a ship heading towards Galt. Kravos would then for the next three years work as a mercenary, bounty hunter and occasionally advisor (concerning magical and religious matters) to various minor lords and knights. Now Kravos finds himself escorting a caravan to the Stolen lands, the pay isn't good but he needs to get as far away as he can for as Kravos recently learned the paladin he killed had a father... One who was willing to pay any expense to hunt down his son's "murderer", the paladin's father seems to be closing in with his own band of knights and allies and Kravos needs to get the hell out of dodge fast...
GM your review?

Senex Senis |

Thanks, I have always wanted an excuse to make an old wisened character and this was the perfect chance. (and lucky for me at higher levels there's always the age resistance spells =)
Biggest thing was to provide alot to the group and act as the enabler, both with skills and spells. And on a flip side, can handle traps as well since I see the current probably is less likely to be able to do such things. (trapspringers gloves are high on priority for this guy)

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Okay. I have the updated version of Robert, with the final gold spent and the spellbook filled out. Just have to come up with a name for the familiar.
CN Medium humanoid (human)
Init +11, Senses Perception +3 (+5)
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural); +4 with Mage Armor
HP 26 (4d6+4)
Fort +1, Ref +4, Will +4
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6-2)
Ranged mwk light crossbow +6 (1d8/19-20)
Wizard Spells Prepared (CL 4th; concentration +11)
2nd––glitterdust, invisibility, levitate, summon monster II S
1st––grease (DC 16), mage armor, ray of sickening (DC 16), summon monster I, touch of gracelessness (DC 16), vanish
0 (at will)––acid splash, detect magic, mending, prestidigitation
Forbidden Schools evocation, enchantment
TACTICS
Before Combat
During Combat
Morale
STATISTICS
Str 7, Dex 16, Con 10, Int 20, Wis 8, Cha 10
Base Atk +2; CMB +0, CMD 13
Traits Bastard, Focused Mind
Feats (Alertness), Fast Learner, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Appraise +9, Escape Artist +4, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +12, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +12, Perception +3 (+5), Spellcraft +12
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran
SQ arcane bond (greensting scorpion), empathic link, share spells, shift (10 ft., 8/day), summoner's charm (+2 rds)
Gear amulet of natural armor +1, ring of sustenance, handy haversack, pearl of power (1st level), mwk crossbow with 30 bolts, quarterstaff, 15gp misc gear
Spellbook
2nd: glitterdust, invisibility, levitate, summon monster II
1st: color spray, grease, illusion of calm, infernal healing, longshot, mage armor, magic missile, protection from chaos/evil/good/law, ray of enfeeblement, ray of sickening, shield, silent image, summon monster I, touch of gracelessness, unseen servant, vanish
0: acid splash, arcane mark, bleed, detect magic, detect poison, disrupt undead, ghost sound, haunted fey aspect, mage hand, mending, message, open/close, prestidigitation, read magic, resistance
Scorpion Familiar
CG Tiny magical beast
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
HP 13 (4 HD)
Fort +2, Ref +3, Will +4
Defensive Abilities improved evasion
OFFENSE
Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2-½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, poison
STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon Finesse
Skills Appraise -1, Climb +7, Escape Artist +4, Knowledge (arcana) +2, Knowledge (dungeoneering) +0, Knowledge (geography) +0, Knowledge (history) +0, Knowledge (local) +0, Knowledge (nature) +2, Knowledge (nobility) +0, Knowledge (planes) +0, Knowledge (religion) +0, Linguistics +2, Perception +11, Spellcraft +2, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link, share spells
SPECIAL ABILITIES
Poison
Sting-injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

El Ronza |

Okay, took me long enough (damn work and sickness), but here he is!
Francesco Rosso
Male Human (Taldan) Wizard 4
LN Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 26 (4d6+8)
Fort +2, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20) and
quarterstaff +1 (1d6-1)
Ranged light crossbow +4 (1d8/19-20)
Wizard Spells Prepared (CL 4th; concentration +10):
2nd (3/day)— scorching ray, hypnotic pattern (DC 17), cat's grace, invisibility
1st (5/day)— color spray (DC 16), identify, shield, mage
armor, grease (DC 16), enlarge person (DC 17)
0 (at will)— open/close (DC 16), detect magic, read magic, light
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 12, Int 20, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Brew Potion, Combat Casting, Scribe Scroll, Spell Focus (transmutation)
Traits arcane temper
Skills Appraise +12 (+14 for small or highly detailed items when using a magnifying glass), Knowledge
(arcana) +12, Knowledge (dungeoneering) +9 (+11 to navigate underground), Knowledge
(engineering) +10, Knowledge (geography) +9, Knowledge (history) +12, Knowledge (local) +9, Knowledge
(nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +9, Linguistics +12,
Spellcraft +12, Survival +1 (+3 to avoid becoming lost when using this)
Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Skald, Sylvan
SQ arcane bonds (object [amulet of natural armor +1] [1/day]), opposition schools (enchantment,
necromancy), physical enhancement, specialized schools (transmutation), telekinetic fist
Combat Gear Extend metamagic rod (lesser) (3/day); Other Gear Crossbow bolts (10), Dagger, Light
crossbow, Quarterstaff, Amulet of natural armor +1, Handy haversack (64 @ 81.16 lbs), Bedroll, Belt
pouch (empty), Blanket, Candle (10), Chalk (5), Compass, Crowbar, Everburning torch, Flint and steel,
Grappling hook, Ink, black, Ink, colored (2), Inkpen, Journal (3), Magnifying glass, Scroll box (empty),
Sewing needle, Silk rope (2), Soap (2), Spell component pouch, Spellbook, Trail rations (10), Waterskin,
Wine, fine (per bottle) (3), 1099 GP, 6 SP, 3 CP
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Special Abilities
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Arcane Bond (Amulet of natural armor +1) (1/day) (Sp) Use object to cast any spell in your spellbook
1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser) (3/day) Cast spells as though using Extend Spell metamagic feat.
Magnifying glass +2 Appraise for small or highly detailed items.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) +1 bonus to physical ability, +1 per 5 levels (change per
day).
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (8/day) (Sp) 30' ranged touch attack, 1d4+2
Transmutation Transmuters use magic to change the world around them.
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Spellbook
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2nd-level - alter self, bull's strength, cat's grace, fox's cunning, hypnotic pattern, invisibilty, minor image,
scorching ray
1st-level - ant haul, color spray, comprehend languages, disguise self, enlarge person, grease, identify, mage
armor, shield, silent image, snowball
0-level - acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, haunted fey
aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark
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Pale for a Taldan, and with a name more grand than his appearance, Francesco is a thin and reedy
man, frail and bookish even by a wizard's standards. Standing just over six feet tall, with straight black
hair pulled messily off his face, wearing faded robes patched in several places, he nonetheless carries a
cunning intellect in his pale blue eyes - an intellect that has served him well in his studies of the universe,
its rules, and the art of bending them.
Born in Restov, Francesco discovered his talent for wizardry at a young age, poring over dusty tomes his
father had collected from his own adventuring days. Taking it upon himself to tutor the boy, Francesco's
father schooled him in the arts of magic, teaching him his first cantrips, and finally sending the boy on his
way, armed with the knowledge he'd need to survive. His only wish was that his son be an adventurer,
like he himself had been.
However, the young Francesco soon found himself a liability. He joined various adventurers - small-time
groups - and spent a few years sneaking into bandit camps, defeating bandits, taking treasure from
bandits - small jobs that, while lucrative, weren't exactly thrilling. And the more he travelled, the more self aware
Francesco became of his own physical weakness - his meager strength, his perpetually dry lips,
the hacking cough that came and went, seemingly without reason. His body was weak, and physical
weakness could only lead to mental weakness...
It was this revelation that led Francesco to the study of Transmutation magic. Hopefully, by mastering this
art, he can overcome the weaknesses of his physical form. And with this newfound determination,
Francesco packed his bags and set out for a fledgling kingdom, a new place to hone his magical skills
and attain greater power...
Blargh I suck at backstories.