
DM Fang Dragon |

1) I was thinking Neutral, leaning towards NG. I'll put it in my character document right away.
2) Either Azuth or Mystra. Auril might be an option, but I rather avoid worshipping an evil Goddess.
While I read the Times of Troubles books way ago, I'm more familiar with Faerun *after* the ToT. I know a character must worship a god or face the grim reality of becoming part of a living wall in the afterlife, so .. but so far, I haven't been able to find any references to what gods the Raumviran / Raumathar people worshipped. Them being big on magic, Mystra and or Azuth must've been among those they worshipped.
3) I sacrificed the human bonus feat for the alternative human trait 'Awareness', which grants a +1 bonus to all saves and to concentration checks. Hailing from the frigid north, I want Kardas to reflect the harsh and unforgiving nature of his ancestral home by being tough.
Mystra and or Azuth where certainly popular (and appropriate for a magus) but within reason any deity is possible. I don't think who you choose will make a big deal as far as this game goes TBH.

Tulay Miller |
ok so it took about 3 hours.... got distracted and sidlined by RL :P
here's the gist of the character:
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Spells: An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC of a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as for a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.
An eldritch scion's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels thereafter, just as a bard does. See the bard for more information on swapping spells known. This ability replaces the magus's spells class feature.
Bloodline: An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature, below). To use any ability that normally functions when he's in a bloodrage, an eldritch scion must spend 1 point from his eldritch pool. If an eldritch scion takes levels in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of the classes must change. Subject to GM approval, an eldritch scion can change his previous bloodline to make them conform. This ability replaces spell recall.
Destined
Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.
Bonus Spells: shield (7th), blur (10th), protection from energy (13th), freedom of movement (16th).
Bloodline Powers: Your future greatness grants you the might to strike your enemies in awe-inspiring ways.
Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.
Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.
Unstoppable (Su): At 16th level, any critical threats you score are automatically confirmed. Any critical threats made against you are confirmed only if the second roll results in a natural 20 (or if the threat is automatically confirmed).
Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.
Eldritch Pool (Su): An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend 1 point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits of the magus's arcane pool class feature.
Additionally, any magus class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This benefit has no effect on the eldritch scion's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
Spell Combat (Ex): An eldritch scion can use spell combat only while in a state of mystical focus (see eldritch pool). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat.
In her late teens she was relied upon for taking care of small issues with small groups of goblins and smaller creatures, preparing her for the journey to the town her parents had requested she go to. Five years after she was supposed to go the Sisters of the convent came to a final agreement with the Abbot after she was nearly accused of heresy because of how she worked magic and blade side by side. She was finally informed about the note her parents had left behind along with her, and she packed up with the gear she felt she may need and began a journey towards phlan. After a year making no headway through inland roads she made her way to a neighboring port and purchased a ticket on a boat headed to Phlan.

Tulay Miller |
forgot to add this in the list of traits..... apologies!
Blood of Dragons
Long ago, your ancestors’ blood mixed with that of dragons.
Benefit: Choose one of the following: gain low-light vision.
Stabilizing Touch
You were born with the ability to delay the passage to death’s door.
Benefit(s) Once per day, you can use stabilize as a spell-like ability, but with a range of touch.

Tulay Miller |
Kyrin is human, Chaotic Good, and skill ranks were purchased as follows:
Acrobatics 1
Climb 1
Knowledge (arcana) 1
Spellcraft 1
Stealth 1
Use Magic Device 1
(Side note: Apologies for taking so long to respond there was a small issue (ok really a big one that is now small again) in real life that kept me from checking in for a couple days and i do apologize for the delayed response.)

DM Fang Dragon |

Summary of submissions so far:
Full BAB
Ser Armithia-Seendren - Elf Oathbound Paladin
John Jesper - Human Invulnerable Rager
Malstei Alenuath - Moon elf Ranger
¾ BAB
Mandarok the Quick - Human Unchained rogue
Kardas Rasalas - Human magus
Kyrin - Human Eldritch Scion magus
6th Level Divine Casters
9th Level Divine Casters
Zane Levallis - Human Cleric
Charles A. Thimbleweed - Halfling Oracle
6th Level Arcane Casters
Azarra - Half Elf Sound Striker / Faith Singer Bard
9th Level Arcane Casters
Ishta Khosiv - Human Arcanist
Rhys Tiol - Elf Sorcerer
Multiclassed
Bromin - Gold Dwarf Fighter / Cleric

Azarra |

Background looks great, I like the Harper hook. I've got a good idea for how I'd start a prologue for Azarra.
A couple of build questions:
* I think that's a 25 pt buy, could you please reduce it to a 20 pt buy?
* It looks like you get a domain at level 2 from Faith Singer. Which Domain are you going to go for? It looks like she gets Chaos, Charm, Family, Good & Travel. Of those travel is by far the best and is an appropriate choice for a Harper agent.
First question:
It isn't a 25 point buy, but I should have laid it out. This is what it is (and I've added it to my sheet):STR 12 (+1) [2 points]
DEX 16 (+3) [5 points +2 Kindred-Raised]
CON 12 (+1) [2 points]
INT 12 (+1) [2 points]
WIS 12 (+1) [2 points]
CHA 17 (+3) [7 points +2 Kindred-Raised]
Text of Kindred-raised alternate racial trait:
"While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented."
Now, of course, if you want to disallow that alternate racial trait, I totally understand, and I can redo things, but that's a 20 point buy if you allow it.
Second question:
Unfortunately, Faith Singer doesn't give you a whole domain, or I definitely would have taken Travel. All it gives you are some of the spells from it, which is laid out in the Spells spoiler in my alias, but copying here:
"=== Spell-Like Abilities ===
Protection From Evil (Faith Singer) [First Level, 1/day]
(Faith Singer 1/day SLAs (Redemption Domain--get 1st at 2nd level, then every 4 levels get another) 1st—protection from evil, 2nd—qualm, 3rd—magic circle against evil, 4th—forced repentance, 5th—atonement)"
I took redemption because I thought we might need that protection from evil, but I can definitely take the 1st through 5th level spells from Travel instead if you think it fits the character better.

DM Fang Dragon |

Some build questions :) Sorry for not getting round to this before now.
A couple of build questions:
* I think that's a 25 pt buy, could you please reduce it to a 20 pt buy?
* It looks like you get a domain at level 2 from Faith Singer. Which Domain are you going to go for? It looks like she gets Chaos, Charm, Family, Good & Travel. Of those travel is by far the best and is an appropriate choice for a Harper agent.
Your build looks fine.
Also getting a sense of personality would help :)
Build wise are you planning to mostly go Sword & Shield or use a Two Hand weapon?
Buildwise I asked for no stats less than 8 after racials, could you bump charisma up to 8 please? :) If you stared with 18 str you wouldn't need to dump dex. I notice you took heart of the fields. I will allow rage cycling, but it needs to be roleplayed properly and I reserve the right make it eat up rage rounds faster than normal if balance becomes a problem (unlikely at early levels).
Buildwise are you going to be focusing on summoning? Do you plan to take any of the summoning feats? There are some pretty good ones.
I presume you're going for the orc bloodline?
Also I'll need a background :)
Oh and I think that's a 17 pt build unless I missed something. I'd suggest bumping CON to 12 :)
Gosh that took way longer than I expected :) Selecting a party is going to be difficult.

![]() |

Here's an expanded version of Mandarok the Quick:
Male human unchained rogue 2 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +8; Senses Perception +5 (+9 to hear conversation or find concealed object)
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 17 (2d8+4)
Fort +1, Ref +7, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee brass knuckles +5 (1d3) or
. . dagger +5 (1d4/19-20) or
. . short sword +5 (1d6/19-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 16
Feats Dodge, Improved Initiative, Weapon Finesse
Traits indomitable faith, poverty-stricken
Skills Acrobatics +7, Appraise +5, Bluff +7, Climb +3, Diplomacy +7, Disable Device +10, Disguise +6, Escape Artist +7, Knowledge (local) +5, Linguistics +5, Perception +5 (+9 to hear conversation or find concealed object), Profession (merchant) +5, Sense Motive +4, Sleight of Hand +8, Stealth +8, Survival +5, Swim +3
Languages Chondathan, Damaran, Goblin
SQ natural born liar, rogue talent (canny observer[APG])
Combat Gear potion of cure light wounds; Other Gear mwk chain shirt, brass knuckles[APG], dagger, dagger, dagger, dagger, dagger, dagger, short sword, bedroll, belt pouch, blanket[APG], block and tackle, everburning torch, flint and steel, glass cutter[UE], masterwork backpack[APG], masterwork thieves' tools, perfume/cologne[UE], 399 gp, 4 sp
--------------------
Special Abilities
--------------------
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs. your Bluff checks for 24 hours.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
--------------------
Mandarok the Quick was born the eldest of three children in the dark city of Zhentil Keep. When he was a young lad, he watched as his father's trade in imported goods from across the Moonsea was destroyed by less scrupulous individuals and vowed that he would never be taken advantage of in the same way. Bereft of a business to inherit, Mandarok joined the city's criminal underworld, trading in all manner of illegal goods and services to support himself and his family.
He worked for five years under a Lupe the Fence, learning what was valuable and what was trash, but also lifted the occasional purse from unsuspecting out-of-towners. His "master" was cruel and would often beat him. When Mandarok finally had had enough and had collected enough dirt on Lupe, Mandarok turned him in to the authorities of Zhentil Keep.
The Zhentil government saw potential in the young man, and Mandarok began supplementing his income by selling information he gathered on the street to the city watch and other governmental entities. The government then began blackmailing him, threating him with jail or worse for his past misdeeds if he didn't become their spy. He soon realized that he had simply traded one exploitative master for another, and once he had gathered enough money, heescaped the town for the city of Phlan. In Phlan, Mandarok hoped to make a new life and become his own boss, sending back what money he could to continue supporting his younger siblings.
Once he arrived there, however, he was contacted by a Zhentil spy there who informed him that he was still in debt to the city, and that Mandorak would now become another informant in Phlan. Mandarok had little choice but to agree, especially when they reminded him that his two younger siblings still lived in Zhentil Keep.
Personality: Mandarok is gregarious and outgoing, but tends not to share much information about his past, preferring to stay on lighter topics. He sees the accumulation of wealth as a way to become his own boss and no longer be under anyone's heel. He's never had close friends outside of his family, and is very nervous to trust anyone completely, always suspecting ulterior motives.

Malstei Alenuath |

Where was Malstei when he first heard about the crusade to retake Phaln? What made him decide this was the cause for him?
Malstei had been hovering at the edges of the Quivering Forest south patrolling as a Ranger is won't to do. Due to the dangers he could never delve too far in on his own. However, he would travel to Phlan to resupply when in need and saw the plight of the humans and decided to become involved, especially in light of the nature of their enemies!
Oh and I think that's a 17 pt build unless I missed something. I'd suggest bumping CON to 12 :)
I re statted and am still getting 20 Pathfinder RPG Ability Score Calculator here. I'll take the 12 if you still disagree though! ;-)

DM Fang Dragon |

Ah they have different racial stats: +2 dexterity, +2 intelligence, -1 constitution details here.

Storyteller Shadow |

Ah they have different racial stats: +2 dexterity, +2 intelligence, -1 constitution details here.
Ah well then, that explains it! I was using standard elf array from Pathfinder.

Storyteller Shadow |

My build did not contemplate a +2 to Int. Will fix later. I'm going to blame being sick for that as I just built an Elf PC 3 weeks ago WITH the +2 INT bonus included...
EDIT: Stats adjusted. Gained 2 skill points allocated to a few Knowledges. Now he is ready.
Thank you all for your assistance to the mentally feeble!

Charles A. Thimbleweed |

So I won't have time to go into the detail I'd like on your questions in my background before October 1st but here is the jist of it:
-Charles has been wandering steadily westward over the past year from adventure to adventure
-Originally he presumed the patterns in the sky that he was reading were intended to be followed as he saw them but after a few close calls, he realized he was not interpreting something correctly. That was when he noticed a reflection of the sky in a mountain lake and everything made more sense.
-Because of this, he attributes his powers to Istishia
-Also because of this, in order to divine his path he needs to view a reflection of the heavens (he will now carry a mirror
-yes to summoning. Augment summoning is next.

DM Fang Dragon |

Submissions are now closed. I'd like to thank everyone for their interest, lots of good submissions. I regret that I can't offer everyone a spot, I don't have enough time to run two tables, but if anyone has to pull out I shall look here first.
I'll announce selections shortly - this isn't going to be an easy decision.

DM Fang Dragon |

After reviewing everyone's submissions I decided to run with with a slightly larger party, could the following characters please report to the discussion thread:
Azarra
Ishta Khosiv
Kardas Rasalas
Malstei Alenuath
Ser Armithia-Seendren
Zane Levallis
Sorry once again for those who didn't make it, this was not an easy decision. I hate having to turn interesting submissions down.