
Terana Murkwater |

As long as being in three of your games alongside Nikolaus and Jesse isn't too much, I am very interested. Been reading this game for about eight months, am current with it.
Brainiac and I share seven games now - I think three is well within tolerance!
Some great ideas submitted so far, looking forward to seeing them all finished!

Varloo Grimtide |

He'sDeadJim here.
I'm going to offer up Varloo Grimtide.
He's going to be (Once I'm done with him):
A Skinwalker Seascarred(Wereshark-kin)Cleric of Besmara (VMC Oni-Blooded Sorcerer)
Background idea: He appears to be Tien in origin, and has come to the island as a spy for the Hurricane King of the Shackles.

Brogann |

Here is my (Aldizog's) submission. A Pathfinder Savant (who actually isn't a member of the Society but learned these skills from his parents). I thought the class abilities would be useful, but the Players' Guide makes clear that the Society is not part of this venture... and Brogann isn't particularly good at keeping secrets.
Arcane Warden looked really thematic but in the end the tradeoffs just looked too difficult - losing the school spell slots is daunting.

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I have a concept I'm playing with. A fairly martial cleric/Hellknight Signifier (order of the nail) who does at least some mounted combat.
Which leads to my question. How do you feel about characters mounted on snakes, Spinosaurus, giant turtles, etc? I'm looking for a mount that is functional both on land AND under water (options are limited ).
No big deal if it's not an option, worst comes to worst I can UMD some scrolls

Cαlαmity |

This The Lobster, gonna roll for some basics, including HP if that's okay (fine taking average, just wanna test my luck).
Height: 30 + 2d4 ⇒ 30 + (4, 4) = 38 or 3'2"
Weight: 25 + 2d4 ⇒ 25 + (2, 2) = 29
Age: 20 + 3d6 ⇒ 20 + (4, 2, 3) = 29
HP: 6d6 + 6 ⇒ (6, 5, 5, 5, 5, 5) + 6 = 37 Yahtzee!
Full build/backstory should be up soon.

Cαlαmity |

I believe everything's done except for the spells prepared; if I'm missing anything let me know. Alternate reasons for being in Ancorato include being secretly assigned by the PFS, being run out of town by them, anything really.
As a note, cure spells are not listed in my Spells Known because my Hedge Witch level 4 class feature gives me spontaneous cure spells regardless of knowing them or not; it was easier for me to count what I knew and what I didn't this way.
Mostly, she just stands at the side and throws cards and nasty looks at people to deliver touch spells to enemies and allies alike, buffing and debuffing, healing and inflicting damage.
Also, fun fact, this is my first full caster build in Pathfinder after 8 years of regular play.
As Calamity traveled with the nomads, they developed a strange plague. Fits of coughs, boils and pustules, intense fever, delirium. The crowd was quick to turn on the newcomer, untouched as she was by the disease. Just as they had cornered her, an older woman, Lady Anamarinda as Calamity came to know her, called for a return to order. The child was just a child. She was no ill omen, and not the source of the disease. Moreover, said Lady Anamarinda, the cards said all would be well within the week.
She was right in one account. Calamity had nothing to do with the plague.
It took a full month for the sickness to subside, and in that time, Calamity stuck close to her rescuer. Reminded strongly of her own wayward daughter, Lady Anamarinda herself grew attached to the young girl and decided she would train and teach her, gifting her the family Harrow deck and instructing her in the ways of the craft.
That was a mistake. Ten years later, the caravan, once numbering over a hundred souls, consisted of just thirteen. Many left, some disappeared, others fell victim to beasts, disease, or violent acts. And this time, Anamarinda's protection meant nothing. Thirteen was an unlucky number, and someone had to go.
It was time to deal with their bad luck once and for all.
They, like her first family before them, abandoned her at the side of the road and left her for dead.
She lived among the woods for nearly a decade more, solitary and alone, wary of the bad luck she brought others. She foraged and hunted, growing lithe and lean, using what she learned in her years with the Varisians to survive, staying out of trouble with the help of her cards. It was there that she was introduced to the Society.
One afternoon, an attractive halfling Society member named Felicity Proudfoot stumbled across Calamity's campsite. Stunned to meet anyone, much less a pretty lady like Felicity, Calamity acted without thinking and invited her for a meal. And unlike every other event in her life, the meal (and the night they shared) went swimmingly.
When Calamity explained her unnatural bad luck, Felicity grew excited. That was just the kind of action the Pathfinder Society needed, said Felicity. This type of jinx, was a quirk of some halflings. And if she could learn to control it as other halflings had- and yes, said Felicity, it could be directed -, why she'd make an amazing addition to the Society.
So Calamity packed up her camp and followed Felicity without another word.
Now, a year later and a junior member of the Pathfinder Society, Felicity is missing and Calamity has come to Ancorato on a supply ship, having heard a rumor of her lover and mentor's arrival on the island. If you asked her more specifically, she would just say the cards told her.
Init +6; Perception +1
-----------------
DEFENSE
-----------------
AC 14, touch 14, flatfooted 10
HP 44 (7d6+7)
Fort +2, Ref +6, Will +6
-----------------
OFFENSE
-----------------
Speed 25ft.
+1 Harrow Card (Without/With Arcane Strike) d20+9, d3+0/+4
Mithril Dagger d20-1, d3-1
-----------------
STATISTICS
-----------------
Str 7, Dex 18, Con 10, Int 18, Wis 12, Cha 9
BAB +3; CMB +5; CMD 14
Racial Traits Creepy Doll (no size penalty to Intimidate, can use Stealth in plain sight; replaces Keen Senses, Surefooted), Fey Thoughts (Stealth, Swim class skills; replaces Fearless), Halfling Jinx (replaces Halfling Luck), [i]
Feats Point Blank Shot, Deadly Dealer, Arcane Strike (only with Harrow Cards), Precise Shot, Malicious Eye, Far Shot.
Traits Bruising Intellect (Social; Intimidate uses INT), Intrepid Volunteer (Racial; Swim uses DEX), Pathfinder Recruit (Campaign; +1 Initiative, wayfinder).
Drawback Stigmatized (-3 to Dip).
FCB 7 HP
Class Features Hexes (Cackle, Evil Eye), Healing Patron, Spell Deck (Deliver Touch Spells, Spontaneous Healing
Skills (6/Witch) Intimidate +16 (7 ranks, 4 INT, 3 class skill, 2 competence), Fly +8 (1 ranks, 4 DEX, 3 class skill), Heal +16 (7 ranks, 1 WIS, 3 class skill, 5 competence) Spellcraft +12 (5 ranks, 4 INT, 3 class skill) Stealth +19 (7 ranks, 4 DEX, 4 size, 3 class skill, 1 competence), Survival +2 (1 rank, 1 WIS) Swim +14 (7 ranks, 4 DEX, 3 class skill), UMD +9 (7 ranks, -1 CHA, 3 class skill)
Background Skills Sleight of Hand +11 (7 ranks, 4 DEX), Profession: Fortune Teller +13 (7 Ranks, 1 WIS, 3 class skill, 2 circumstance masterwork tools?)
Languages Common, Halfling, Varisian, Sylvan, Aquan, Celestial
Deck of Slivering Fate (13000 gp)
Cackling Hag’s Blouse (6000 gp)
Small Mithril Dagger (251 gp)
Witch Kit (21 gp)
Wayfinder (free)
Cracked Dusty Rose Prism Ioun Stone (500 gp)
Cracked Pale Ruby Trillian Ioun Stone (200 gp)
Healer’s Gloves (2500 gp)
428 gp
0
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue
1
Air Bubble
Enlarge Person
Grasping Corpse
Inflict Light Wounds
Obscuring Mist
Reduce Person
Shadow Trap
Touch of Blindness
Remove Fear - Patron
2
Glitterdust
Stricken Heart
Touch of Bloodletting
Unnatural Lust
Lesser Restoration - Patron
3
Bestow Curse
Fly
Harrowing
Vampiric Touch
Remove Disease - Patron
4
Inflict Serious Wounds
Touch of Slime

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One more question.
I'm definitely going to go with a lance wielding, animal companion riding cleric of Erastial/Hellknight Signifier. Note - still very much a healer as well, of course. Not at all sure about race (with a companion there can be a lot to be said for being small :-)).
I'll either end up going with one of the ones that can operate on both land and sea (yes, the backstory ties this all together :-)) if you'll let me use one as a mount OR I'll go with the Elemental Companion (Water) archetype.
Which brings me to my question.
Animal Companions vary wildly in how powerful they are. I don't want to bring one that is either more OR less powerful than you think appropriate. This character is intended to be a primary spell caster and healer and backup melee support character. But still decent at the melee role. Advice on the appropriate power level for the animal companion is solicited :-).

DM Brainiac |

@Varloo, 7th-level starting gold.
@pauljathome, any type of mount or elemental companion is okay, though you'll have to have a pretty impressive backstory to justify some of the stranger choices. I'd prefer for your character to be more powerful than the companion, though. Otherwise, it makes it seem like they're the star of the show and you're just their companion. ;)

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Saeros Timekeeper, Oracle (Ancient Lorekeeper) 7, at your disposal.
I have yet to do purchases and have some additional ideas to flesh out my background, but I'll go ahead and submit at this point.
The character will be a full divine caster with heals and support spells, but because of the Ancient Lorekeeper and additional arcane spells from my Mystery, will end up playing like a Mystic Theurge.
It seems like this rarely comes up during the application process where we're asking everyone for a multi-year commitment, but I've been here for about 5 years and have nearly 19,000 posts, so if you're looking for someone to see the game through to the end, I'll be in for the long-haul.
I've actually been very interested in joining one of your games after seeing some positive feedback from other players in a different game. So if selected, be aware that I've been stalking you in your other games. ;P
Thank you for your consideration.

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Here is my submission. I'll create an alias if I'm selected.
Summary - Ionus is a human cleric of Erastil/Hellknight Signifer who rides his armoured Aurochs into battle.
Ionus grew up in a small village on the coast north of Sandpoint, a village unknown and unimportant to almost everybody who was not born there.
He was the son of Tavian, the local priest of Erastil and spiritual leader of the community.
Tavian was a good, kind hearted man who did a good of leading his flock. Ionus was proud of his father and expected, one day, to himself take on the mantle of Erastil. In fact, by the age of 16 he had indeed been ordained into the Church and was acting as his fathers assistant.
Ionus learnt what his father taught him. He became a very devout worshipper of Erastil, whenever any dilemma arose he always found his answer by asking himself "What would Erastil do?". Ionus became competent at several crafts and professions because Erastil is a teacher. He learnt to hunt because Erastil is the greatest hunter. He made his own weapons and armor because Erastil teaches that one should be self reliant where possible. He was young and had a small desire to see the world but he was fundamentally happy and content in his village and might well never have left if events had happened differently.
And then the bad times came. The village was raided by Shoanti barbarians who took what they wanted from the helpless village, sometimes just killing for sport. But they were not the worst problem. Raiders from the sea came one night, some kind of ugly fish men. They killed everybody who did not manage to flee in time, everybody regardless of age, gender, frailty. At least the Shoanti had only killed a few and only adults.
Tavian was helpless to do anything about what happened. He tried to organize the village into some kind of defence force but he sought consensus and none was to be found. Everybody wanted somebody ELSE to shoulder the burden, to take the risk. Tavian argued and pled to no avail.
The village would surely have been destroyed if it was not for the lucky fact that a Hellknight happened upon the village in its time of travail. A man named Sir Evaro. A follower of the Order of the Nail.
Sir Evaro saw what had to be done and he did it. He tried persuasion and soft words but when they didn't work he used the steel glove. Several people were beaten, one was slain. But he saved the village.
Sir Evaro got the villagers working together to build defences, to learn how to fight. He worked them mercilessly from dawn to far past dusk. Although even the villagers had to admit that the knight worked longer and harder than any of them.
When the sea raiders returned the village was ready. Sir Evaro was the rock that the defence was centered around, he was the one who slew the barbarian fish man leader, he was the one who rallied the defenders. Without him the village would surely have fallen.
Yet Sir Evaro couldn't have done it alone. Without the villagers fighting together as an organized force the village would surely have fallen. Together, they won.
Ionus learned an important lesson then, a lesson that has shaped his life ever since. It is not enough to be a good man. The dangers out there can only be met by organized force. A society must stand together in an organized whole or it will fail.
Ionus swore to repay the debt that his village owed to the Hellknights in the only possible way. He would become a Hellknight himself, take on part of their burden. However, he would also remain true to the teachings of Erastil. He sees no fundamental contradiction. It is his job to protect others, to organize them. To protect them from the monsters and the savage barbarians.
It took him some time before he could pass the tests and become a Hellknight. During that time he acted as a protector of many small villages, especially coastal villages like the one he grew up in.
When it was time for him to get help from Erastil he prayed at great length and with great fervor. He needed an animal that he could ride, that would let him take the battle TO the sea marauders. Too many times they had fled into the sea only to return another day. He needed a way to kill them even after they fled.
After fasting for a week while praying every day, his prayers were answered. One morning, a young foal wandered into his camp. It was like no horse he'd ever seen before, it almost glowed a golden colour. Unusually intelligent for a horse, it was obvious to Ionus that this was truly a gift from Erastil.
It was not long after the foal had become an adult that Ionus finally managed to pass his test and become a Signifer of the Nail and a great defender of the coast
Recently news came to Citadel Vraig of a colony on an island in the sea to the west, a colony apparently in great trouble. Hearing the call Sir Ionus set out and quickly convinced the Bountiful Venture Company that somebody of his skills would be a valuable asset.
Somewhat surprisingly, Ionus has managed to find the balance point where he can firmly embrace the tenets of Erastil AND the tenets of the Order of the Nail. He is compassionate, kind, friendly, stern, merciless, honourable at the same time.
He very firmly believes that the Taldan/Chelaxian civilization is the best, that barbarians should be pitied and converted. But it is for THEIR benefit. They would be so much better off if they were just civilized.
He is the best of European Imperialism. He genuinely is NOT at all a racist. He has no problems at all with Shoanti or Varisians as a people (he is part Varisian himself, after all) as long as they convert to the clearly superior civilization when opportunity presents itself.
He believes that order is absolutely essential in order for civilization to survive. However, whenever it is at all possible, compassion mercy and kindness should ALSO be shown. To the deserving.
Over many a bottle of ale or brandy he has had philosophical discussions with Hellknights, Paladins of Erastil, Inquisitors of Sarenrae, etc. He concedes that there are a great many theoretical cases where his tenets could conflict. But, so far, they are all theoretical. In a practical sense they are in concert.
Of course, he is smart enough to deliberately try and avoid the possiblity of conflict. Defending small isolated villages from clear threats is pretty unlikely to lead to a conflict between his views.
Despite the clearly martial outlook of a Hellknight he is also a man of peace. He prefers peaceful solutions IF they are a good long term solution. He knows the cost of war and wishes to avoid it. But he also knows the cost of appeasement is still higher.
On a personal level, he is a friendly happy person. Its not at all uncommon for a jovial laugh to come out of his black armour.
Ionus is essentially always wearing his armour so its a bit hard to see who he is under it. Even when out of armour he wears a signifier mask.
The back of his left hand is armored not in steel but in crystal. This allows his Holy Brand to shine through (the holy symbol of Erastil).
He is a large man, especially for a Varisian, at 6'2" and 208 lbs. Under the armor, he is brown haired with blue eyes and has a scar across the left half of his face.
His armor prominently shows BOTH the sign of the Order of the Nail AND the holy symbol of Erastil.
Ionus
Male human (Varisian) cleric (divine paragon) of Erastil 5/Hellknight signifer 2 (Pathfinder Player Companion: Divine Anthology 15, Pathfinder RPG Adventurer's Guide 92)
LG Medium humanoid (human)
Init +4 (+6 during surprise rounds); Senses Perception +6
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 20 (+9 armor, +3 Dex, +1 shield)
hp 57 (7d8+19)
Fort +7, Ref +5, Will +9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 lance +8 (1d8+5/×3) or
. . dagger +7 (1d4+3/19-20) or
. . lance +7 (1d8+4/×3) or
. . morningstar +7 (1d8+3)
Ranged mwk composite longbow +8 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance, 10 ft. with lance)
Special Attacks channel positive energy 2/day (DC 11, 3d6)
Spell-Like Abilities (CL 7th; concentration +6)
. . 1/day—prayer
Cleric (Divine Paragon) Spells Prepared (CL 7th; concentration +11)
. . 4th—blessing of fervor[APG] (DC 18), freedom of movement, summon nature's ally IV (animals only)[D]
. . 3rd—deadly juggernaut[UC], dispel magic, fly[D], prayer
. . 2nd—barkskin[D], bull's strength, path of glory[ACG], resist energy, status (DC 16)
. . 1st—air bubble[UC], command (DC 15), divine favor, divine favor, entangle[D] (DC 15), murderous command[UM] (DC 15)
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Animal (Feather[APG] subdomain), Plant
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 19, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Alignment Channel, Boon Companion[UW], Craft Wondrous Item, Deific Obedience, Mounted Combat, Power Attack, Warrior Priest[UM]
Traits Armored Rider, fates favoured, resourceful, Xenophobic (drawback)
Skills Acrobatics +0 (-4 to jump), Bluff -1 (+1 Wehn wearing), Craft (armor) +10, Craft (carpentry) +7, Craft (stonemasonry) +7, Craft (weapons) +10, Diplomacy +3, Handle Animal +0, Heal +10, Intimidate +4, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (planes) +9, Knowledge (religion) +5, Perception +6, Profession (farmer) +10, Profession (soldier) +10, Ride +14, Sense Motive +8, Spellcraft +9, Survival +13; Racial Modifiers +2 Perception
Languages Celestial, Common, Varisian
SQ animal companion (horse named Pasto), devoted domain, divine brand, eyes of the hawk, family’s bond, Order of the Nail[ISWG], signifer mask
Combat Gear oil of bless weapon, potion of air bubble, potion of touch of the sea, scroll of divine favor, divine favor, divine favor, scroll of lesser restoration, lesser restoration, lesser restoration, scroll of obscuring mist, obscuring mist, obscuring mist, scroll of remove fear, remove fear, remove paralysis, wand of cure light wounds (50 charges), alchemist's fire (2), healer's kit, tanglefoot bag (2); Other Gear mithral Hellknight plate[ISWG], mwk buckler, +1 lance, dagger, lance (2), morningstar, mwk composite longbow (+3 Str), belt of physical might +2 (Str, Dex), headband of inspired wisdom +2, traveler's any-tool[UE], belt pouch, flint and steel, holy text (Erastil)[UE], potion sponge[ARG], potion sponge[ARG], silk rope (50 ft.), soap, spell component pouch, waterskin, wooden holy symbol of Erastil, wrist sheath, spring loaded, wrist sheath, spring loaded, 570 gp, 4 sp, 6 cp
--------------------
Special Abilities
--------------------
Alignment Channel (Chaos) Channel Energy heals or harms outsiders of the chosen alignment.
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Cleric (Divine Paragon) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric (Divine Paragon) Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Cleric Channel Positive Energy 3d6 (2/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon] Domain [Feather]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Family’s Bond (Sp) cure light wounds 3/day, shield other 2/day, or prayer 1/day
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Signifer Mask (Su) While wearing the mask, +2 to Sense Motive and vs. spells that rely on visual effects.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Pasto CR –
Shissah
N Large animal
Init +5; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 16 (+5 Dex, +4 natural, -1 size, +3 Armor, +1 dodge)
hp 51 (6d8+24)
Fort +8, Ref +10, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities
--------------------
Offense
--------------------
Speed 80 ft/20 ft swim.
Melee bite +7 (1d8+5), 2 hooves +2 (1d4+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 21, Con 16, Int 2, Wis 14, Cha 10
Base Atk +4; CMB +10; CMD 24 (30 vs. trip)
Feats Narrow Frame, Toughness, Dodge
Tricks Air Walk, Attack, Attack, Attack, Attack Any Target, Combat Riding, Combat Riding, Come, Come, Defend, Defend, Down, Down, Flank, Guard, Guard, Heel, Heel
Skills Acrobatics +6 (+26 to jump), Climb +9, Escape Artist +3, Fly +4, Perception +5, Swim +9
SQ air walk, attack any target, combat riding, devotion, flank
Other Gear horseshoes of speed, bedroll, exotic military saddle, mess kit[UE], pot, saddlebags (2), trail rations (5), waterskin (2), 250 gp
--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Lesser Elemental Manifestaton +2 Dodge vs attacks of opportunity
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Narrow Frame No attack or AC penalty while squeezing through space half your size or larger.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
.

Brogann |

Should I post the info in the thread as well as in the linked profile? Here it is.
Open to picking up other spells as requested by the party, and if selected taking suggestions on Esoteric Magic (though I will not use it for early access to things already on the wizard list).
His parents are members of the Pathfinder Society, and he watched with respect at how this (mostly) human-led organization brought together members from all different races and saved many relics and artifacts during the time of chaos. Despite this admiration, his parents warned him that the Society was not all that good an employer, and that its agents were often forced to conduct some morally dubious operations for their mysterious leaders. They taught him the skills of a Pathfinder Savant, and instilled the values of exploration and discovery, but Brogann is not actually a member of the Society. The Decemvirate, for reasons of their own, have not objected to Brogann learning the skills, possibly in recognition of his parents’ service. He has struck out for Talmandor’s Bounty to contribute to this human-led endeavor of exploration, discovery, and society-building.
Brogann
Elf Wizard 5 (Foresight Diviner) / Pathfinder Savant 2; opposition schools Necromancy and Enchantment
N Medium Humanoid
Init +10 (+4 Dex, +4 feat, +2 class); Perception +15 (+7 ranks, +1 Wis, +2 race, +3 class, +2 feat); always acts in surprise round
-----------------
DEFENSE
-----------------
AC 19, touch 15, flatfooted 15 (+4 Dex, +4 Mage Armor, +1 Deflection)
HP 44 (7d6+14)
Fort +5, Ref +7, Will +7
-----------------
OFFENSE
-----------------
Speed 30ft.
Melee Staff +3 (1d6)
Ranged +1 Heavy Crossbow +8 (1d10+1/19-20x2)
-----------------
STATISTICS
-----------------
Str 10, Dex 16 (18), Con 12, Int 19 (21) Wis 12, Cha 8
BAB +3; CMB +3; CMD 18
Feats Scribe Scroll (B), Magical Aptitude, Improved Initiative, Craft Wondrous Item (B), Favored Prestige Class (Perception), Prestigious Spellcaster
Traits Pragmatic Activator, Healthy
FCB Wizard and Pathfinder Savant +7 Hit Points
Skills (6 per level, plus headband skill)
Knowledge (Arcana) 7 +16 (always Take 10)
Knowledge (Dungeoneering) 1 +9
Knowledge (Planes) 1 +9
Knowledge (Religion) 1 +9
Knowledge (Nature) 1 +9
Spellcraft 7 +18 (+20 to identify items; always Take 10)
UMD 7 +18 (always Take 10 except when activating blindly) (+7 ranks, +3 class skill, +5 Int, +1 savant, +2 feat)
Swim 7 +7
Perception 7 +15
Acrobatics 3 +7
Escape Artist 7 +11 (headband skill)
Background Skills
Linguistics 7 +12
Knowledge (History) 1 +9
Knowledge (Engineering) 1 +9
Knowledge (Geography) 1 +9
Appraise 4 +12
Languages Common, Elven, Celestial, Draconic, Sylvan, Gnome, Azlanti, Dark Folk, Cyclops, Thassilonian, Aklo, Ancient Osiriani, Undercommon
Equipment
(7th-level starting gold: 23,500)
Headband of Vast Intelligence +2 (Escape Artist) (2,000)
Belt of Incredible Dexterity +2 (2,000)
Blessed Book (6,250)
Cloak of Resistance +1 (500)
Handy Haversack (1,000)
Total crafted items: 11,750 (50% of starting wealth)
Ring of Protection +1 (2,000)
+1 Heavy Crossbow (2,350)
20 Cold Iron Bolts (4)
Spell Component Pouch (5)
Pathfinder’s Kit (12)
Explorer’s Outfit
Bonded Item (Amulet)
Wand of Cure Light Wounds (750)
Elixir of Swimming (250)
Spell Access (50+240+360+320 = 970; free scribing into Blessed Book, only pay to borrow for access)
Scrolls: Protection from Evil, Grease, Mount, Comprehend Languages, Detect Undead, True Strike, Moment of Greatness, Heightened Awareness, Ventriloquism, Alter Winds, Swift Girding, Touch of the Sea (12*25 = 300)
Lesser Restoration *2 (300)
Owl’s Wisdom *4 (600)
Remove Blindness/Deafness (375)
Remove Curse (375)
Remove Disease (375)
Prayer (375)
Death Ward (700)
Freedom of Movement (700)
Restoration (800)
Remaining Gold: 509
Special Abilities
Race: Elven Immunities (immune to Sleep, +2 vs enchantments), Keen Senses, Elven Magic (+2 to overcome spell resistance, and +2 Spellcraft to ID magic items), Low-Light Vision, Arcane Focus (+2 Concentration when casting defensively)
Class: Forewarned (+2 Init, always act in surprise round), Prescience (8/day), Bonded Item (Amulet)
Prestige Class: Adept Activation (always Take 10 on UMD except when activating blindly), Master Scholar (+1 Knowledge-Arcana, Spellcraft, UMD), Esoteric Magic (CSW), Glyph-Finding (Spellcraft to search for writing-based magical traps)
Cantrips Prepared Detect Magic, Open/Close, Message, Prestidigitation
Spells 7/5/4/3 (* prepared)
Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation (20 pages)
Alarm, Air Bubble*, Burning Hands, Color Spray, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Construction, Feather Fall, Heightened Awareness*, Hydraulic Push, Liberating Command*, Mage Armor*, Magic Missile*, Reduce Person, Shield, Sure Casting, Touch of the Sea*, True Strike, Vanish* (8 initially, 2 from leveling; 10 bought at 5 gp each;)
Alter Self, Bear’s Endurance, Buoyancy, Continual Flame, Create Pit, Darkvision, Gust of Wind, Invisibility, Mirror Image, Pilfering Hand*, Resist Energy, See Invisibility*, Scorching Ray*, Spider Climb*, Track Ship, Twisted Space (4 from leveling; 12 bought at 20 gp each)
Arcane Sight*, Communal Resist Energy*, Dispel Magic*, Fly, Fireball, Haste*, Lightning Bolt, Magic Circle Against Evil, Tongues, Water Breathing (2 from leveling; 8 bought at 45 gp each)
Arcane Eye*, Cure Serious Wounds*, Dimension Door*, Dimensional Anchor (4 bought at 80 gp each)
Pages Used: 20+20+32+30+16 = 119

Brogann |

@Elliotti - yes, the Blessed Book isn't cheap (even with crafting) but it avoids scribing costs so pays off in the long run. Plus its capacity is so much better.
The rule is under "Adding Spells to a Wizard's Spellbook" here.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

Cathyriel Alaro |

Applying with Cathyriel Alaro, a slightly jaded cleric of Iomedae (alignment NG rather than LG). Background and so on are in the profile, but tl;dr - she's seeking escape from the increasingly pointless and bloody civil war in Cheliax and hoping that the oceans can wash away the blood she has spilled.
(I don't always do character portraits, but in this instance my inspiration for her came from this image)

Varloo Grimtide |

(I don't always do character portraits, but in this instance my inspiration for her came from this image)
Cool! I love that photo! I can definately see that character come to life!
I found a few for Varloo...

Ellioti |

So here is Haji, Half-elf Paladin/Inquisitor. He's an alternative to the standard Oradin, except he's WIS-based. He can heal and fight. I don't know how good he will be under water, though.
Haji Hamidi Musaraji
Male Half-elf Paladin (Tortured Crusader) 4 // Inquisitor (Ravener Hunter) 3
LG medium humanoid (human, elf)
Deity none
Init +5, Senses low-light vision; Perception +16
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DEFENSE
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AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +3 shield, +1 natural)
hp 57 ((4d10+3d8) +7*2 con +3 FCB)
Fort +11, Ref +5, Will +15
Immune all diseases, fear, sleep
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OFFENSE
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Speed 20 ft.
Melee Greatsword +10/5 (2d6+14)
Ranged Longbow +8/+3 (1d8+5)
Inquisitor Spells known (CL 3rd; concentration +7)
1st (4/4 used)-Expeditious Retreat, Protection from Evil, Shield of Faith, Cure Light Wounds
0th-Detect Poison, Detect Magic, Light, Read Magic, Stabilize, Guidance
Paladin spells prepared (CL 1st; concentration +5)
1st-Lesser Restoration, Grace
Special Abilities Life Bond (3 at a time), Detect Alignment (at will), Judgement (1/day), Lay on Hands (6/day, 2d6+3 (others), 2d6+7 (self)), Smite Evil (2/day)
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STATISTICS
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Str 20, Dex 12, Con 14, Int 10, Wis 18, Cha 7
Base Atk +6; CMB +11 CMD 22
Feats Fey Foundling, Power Attack, Shield Focus, Demon Hunter, Unhindering Shield
Skills Acrobatics +7, Climb +9, Knowledge (Arcana) +4, Knowledge (Nature) +4, Knowledge (Dungeoneering) +4, Knowledge (Planes) +4 (+2 demons), Knowledge (Religion) +10, Intimidate +3, Perception +16, Ride +9, Sense Motive +15, Stealth +5, Survival +8 (+1 tracking), Swim +10; +4 for identifying monsters; [ACP] -4 (-1 for Acrobatics, Climb, Swim)
Background Skill Profession (Soldier) +14, Lore (Mwangi tradition) +7, Lore (Demon Lord Angazhan) +6
Traits Blessed Touch, Sargavan Guard, Athletic (Swim) // Drawback: Bitter
Languages Common, Polyglot
Gear see bottom
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SPECIAL ABILITIES
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Paladin (Tortured Crusader)
TormentA tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands.
Self-Sufficient A tortured crusader adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Stealth, Survival, and Use Magic Device to her list of class skills, instead of Diplomacy and Handle Animal. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier.
All Is Darkness Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st (level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite.
Alone in the Dark Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors she does. She can’t use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount.
Second Chance At 2nd level, once per day, a tortured crusader can spend two uses of lay on hands and choose an unambiguous trigger such as “when I am paralyzed” or “when I am about to fall unconscious from hit point damage,” as well as a mercy she knows starting at 3rd level.When the named trigger occurs, the tortured crusader gains the benefits of a lay on hands with the chosen mercy without spending an action. This healing can prevent her from falling unconscious or dying. If the effect doesn’t trigger, it expires the next time the tortured crusader recovers uses of lay on hands.
Mercy Fatigued
Inquisitor
Monster Lore The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Charged by Nature Rather than having a deity patron, a ravener hunter is charged by spirits to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level. This ability replaces domain.
Life Link As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Holy Magic A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast a spell with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
Demon Hunter At 3rd level, a ravener hunter gains Demon Hunter as a bonus feat, ignoring its prerequisites. She also gains a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the Demon subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity. This ability replaces the teamwork feat gained at 3rd level.
Stern Gaze An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Racial
Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Multitalented Favored Classes: Paladin, Inquisitor
FCB Paladin 4x +1/2 level healing lay on hands
FCB Inquisitor 3x 1 hp
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BACKGROUND
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Haji Hamidi Musaraji
Haji is the son of Elena and Hamidi. His young human mother was part of a diplomatic mission into the Mwangi Expanse of Andoran traders. She was only 15 years old and worked as a maid to a noble woman. His father was an elven native of the Alijae tribe, who fell madly in love with the young woman. However, this was not mutual and Haji's mother being overwhelmed with and much to young for the responsibility left her child with its father and returned home. She would eventually atone and become a nun.
The half-elven and half-Andoran bastard child was too much for the natives and deemed an evil omen. Father and son were exiled from the elven tribes. Hamidi loved his child above everything and fearing for their lives fled the tribal lands into the jungle, where he was sheltered by strangely benevolent fey creatures. They helped him feed and caress the newborn until it was strong enough to travel on. Finally, in outer Sargava, where Hamidi and his son settled down. He made a living as a mercanary for the Chelaxian colonials in an outpost village of peaceful settlers. The village Calahari was a dangerous place for both natives and settlers. An evil cult of the the demon lord Angazhan reigned over the land and raided and pillage at will. Haji was only five years old, when h father fell to a cultist's sword in protection of the village.
He was taken in at the local orphanage that belonged to the small Chelaxian church of Abadar. There, Haji recieved a more "western" education with a strong religious base. Haji respected his education and the Abadarian believe, but never became a follower as he was deeply connencted with the Mwangi spirits that his father worshipped.
Haji was a difficult child. The abondonment of his mother and the death of his father made him angry. He was constantly picking fights with other kids or getting in trouble for running away. The local priest, Father Muril, took all his efforts and being a guide, teacher and surrogate father.
When he got older, Haji was so full of anger that he needed a focus. He started martial training. First on his own, later with the local soldiers, but he never felt like one of them. The Chelaxian were too much of an oppressor as that he would have ever allied with them. He was still picking fights, but now it was with monster around the village or with unjust soldiers. Almost every night he'd come home with at least a bruised eye that he got in a bar fight. The priest was of course not pleased, but at supported Haji nevertheless, because this at least kept him in check.
Eventually Haji left. His need to do good and his anger for his lost father made him a crusader against the Angazhan cult. So he went after them. One-by-one he brought them in and delivered them to justice. He always prefered non-lethal methods. He knew, if he ever stepped over and killed unneccesarrily, he'd be a lost soul. In addition to the physical pain he endured on his crusades, he was tortured by the violence he had to inflict on others. But he cannot stop as it was his duty to help the innocent and protect the village that gave him and his father refuge many years ago.
When he had erradicated the evil cult he didn't stop. He took on other, bigger evils, like jungle monsters or Mwangi necromancers. He even fought against chelaxian slavers and defended against raids by his own people.
Haji feels no fear and never stops. Every night he has nightmares. They come from the struggles he had to live with, the guilt of never being able to save everyone.
One day, Angazhan himself decided to take revenge and imprisoned him. For months he tortures the paladin in revenge and for pleasure. But Haji never stops, never gives up. Pure determination eventually led to his escape barley alive. Somehow, he managed to reach Calahari and took weeks to recover. The moment he could walk on his own feet, he starts his hunt for the demon lord, who he knew would return and come for him and his friends. Two weeks later, he returned from an unsuccessful investigation into the mountains only to find his village burned to the ground, the ashes still warm. Father Muril dies in his arms within the orphanage's ruins.
With his bare hands he burried all 250 villagers before leaving his blighted home and never return.
GEAR:
Amulet of natural armor +1 2000
Headband of wisdom +2 4000
Belt of Giant Strength +2 4000
+1 Great Sword 2350
Inquisitor's Kit 30
Cloak of Resistance +2 4000
+1 Buckler 1155
+1 Full plate 2650
minor Bag of Holding 1000
wand of clw 750
mw Longbow, composite (+5) 900
665gp

Delavandis |

Udaya Udas |

Apologies for the late-ish entry. I felt compelled to toss my hat in the ring for this juicy adventure.
The pre-reqs said 'Standard' races. I wasn't sure if that meant Core only or the usual assortment of Core plus some commonly accepted Featured races. I built UU as an Aasimar but I could easily convert her to Human if Aasimar is off the list.
It wasn't until her teenage years, when her unearthly heritage (Plumekith Aasimar / Scion of Humanity) started to assert itself that she had to revisit the notion. Something was calling to her blood, but it wasn't clear how she should serve. The intervening years hadn't made her any more graceful or talented or charismatic - not like every member of Shelyn's wandering clergy she'd ever met. She couldn't compete with that crowd and - truth be told - she didn't want to. She wanted to play to her strengths and not be quacking around pitifully after all the swans.
Maybe it was serendipity, or maybe 'someone' put her on the right path... because it seemed a freak occurrence that Udaya was scraping out a few coins while doing tattoos in yet another backwater town in the hinterlands of Taldor when the wiry old hag ambled in and demanded a Songbird tattoo. It was a complicated (and expensive) tattoo so they had time to chat while Udaya worked. What she learned that day was a revelation and set the course for her life. It was valuable enough that Udaya 'gifted' the tattoo to the hag in exchange for an introduction to the Order.
While most of Shelyn's clergy is out creating works of beauty and spreading the faith... there is a small group of militant warrior-priests(esses) (Class Combo: Cleric/Monk) whose job it is to defend artists, their works, and by extension their church to prevent their destruction. And sometimes the best way to prevent destruction is to stop would-be destroyers. The task isn't pretty and neither are the members of the Order (in general), but their methods are effective. And Udaya liked being one of many 'ugly ducklings' who served the Goddess in their own way. It was a harsh and long apprenticeship but Udaya thrived.
The trip to old Azlant wasn't an assignment per se. It just dovetailed with Udaya's interests. As a tattooist, she was intrigued with the Thassalonian script necessary to create magical tattoos. (planning to take that feat) And the basis for that ancient tongue was Azlanti. Even her birth tongue of Varisian was descended from Azlanti and the stories of that lost nation and culture were woven throughout Varisian myths. In her time, she'd wandered a good portion of the Inner Sea but had never seen anything so wondrous as the tales of Azlant. And if their ruins could be rediscovered, maybe some portion of their art and culture still remained? Those discoveries would surely make Shelyn smile. There would also be dangers in equal measure... requiring warriors who could fight to secure and protect those discoveries along with the new civilization trying to rise from the cold ashes of Azlant. It seemed a worthy endeavor.
Thanks for considering her!