
Vitaliano da Riva |

Jevar T'soryn
Male elf hunter (divine hunter) 5/slayer 5/gestalt 5 (Pathfinder RPG Advanced Class Guide 26, 53, 95)
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +16
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 49 (5d10)
Fort +3, Ref +9, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Ranged +1 paueliel composite longbow +12/+12 (1d8+5/×3 plus 1d6 sneak attack)
Special Attacks sneak attack +1d6, studied target +2 (2nd, move action)
Spell-Like Abilities (CL 5th; concentration +5)
1/day—comprehend languages, detect magic, detect poison, read magic
Domain Spell-Like Abilities (CL 5th; concentration +8)
6/day—bit of luck
Hunter (Divine Hunter) Spells Known (CL 5th; concentration +8)
2nd (3/day)—barkskin, protection from energy, lesser restoration, summon nature's ally II
1st (5/day)—charm animal (DC 14), cure light wounds, gravity bow[APG], lead blades[APG], summon nature's ally I, true strike[D]
0 (at will)—detect magic, guidance, know direction, light, spark[APG] (DC 13), stabilize
Domain Luck (Fate[APG] subdomain)
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Statistics
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Str 14, Dex 20, Con 9, Int 14, Wis 16, Cha 10
Base Atk +5; CMB +12; CMD 22
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Precise Shot, Ranged Trip, Rapid Shot, Stabbing Shot[APG], Weapon Focus
Traits affable, goblin watcher
Skills Acrobatics +9, Appraise +5 (+10 to identify the most valuable item in a treasure horde), Bluff +2, Climb +6, Diplomacy +8 (+10 to gather information.), Handle Animal +8, Heal +8, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (religion) +8, Linguistics +5, Perception +16, Profession (butcher) +8, Profession (herbalist) +8, Sense Motive +13, Stealth +13, Survival +13, Swim +6; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Druidic, Elven, Goblin, Sylvan
SQ animal companion (celestial firepelt cougar named Animal Companion), animal focus (5 minutes/day), combat style (archery), domain (fate[APG]), finesse weapon attack attribute, improved empathic link, nature training, rules changes, slayer talents (ranger combat style[ACG], snap shot[APG]), swift tracker, track +2, wild empathy +5, woodland stride
Combat Gear wand of cure light wounds (37 charges); Other Gear +1 mithral chain shirt, +1 paueliel composite longbow (+2 Str), belt of incredible dexterity +2
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (animal companion (celestial firepelt cougar named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (5 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hunter (Divine Hunter) Domain (Fate)
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Trip As full-rd act, attempt to trip with ranged wep at -2 penalty.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snap Shot (Ex) On surprise rd treat init as if roll 20, but must make a ranged att, then roll normally.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stabbing Shot Full attack with a bow: make a melee attack against an adjacent target. If that attack hits, the target is pushed back 5'. All attacks this round suffer a -2 penalty to hit.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +2 Add the listed bonus to Survival checks made to track.
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Fafnir
Animal Companion CR –
Celestial firepelt cougar (Pathfinder RPG Bestiary)
N Medium animal
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
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AC 22, touch 15, flat-footed 17 (+4 armor, +5 Dex, +3 natural)
hp 49 (5d8+15)
Fort +6, Ref +9, Will +2
Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 11
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Offense
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Speed 50 ft.; sprint
Melee bite +8 (1d6+4), 2 claws +8 (1d3+4)
Special Attacks smite evil
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Statistics
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Str 18, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 22 (26 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Light Armor Proficiency, Power Attack, Skill Focus (Survival), Toughness
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +5 (+13 to jump), Perception +5, Stealth +9 (+13 in undergrowth), Survival +7; Racial Modifiers +4 Stealth in undergrowth
SQ animal focus, attack any target, defend, finesse weapon attack attribute, hunting, rules changes, woodland stride
Other Gear mithral chain shirt
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defend [Trick] The animal will defend you.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +5 to damage when used.
Spell Resistance (11) You have Spell Resistance.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.
Woodland Stride (Ex) Move through undergrowth at normal speed.
I managed to nail down what I believe will be my crunch. I don't see me changing anything really but ~shrugs~.
Hunter/Slayer was a combo I've always considered to be a fun concept. It will land a fair bit of the skill monkey hint while at the same time providing good combat capabilities as well as a bit of CMD/CMB play and has some cool less used ideas (At least I think so.)
I will begin working on the Background tomorrow.

Jereru |

Hi! I had applied for the original recruitment with a Warpriest/Sentinel. I'll try to apply once again (and, coincidentally, that's the story point where I had reached in a previous iteration). This time I'll try Investigator/Something.
Are you still interested in a full divine group? You mentioned something about it when you recruited last time. I wouldn't mind going cleric or oracle for my second part of the gestalt.

Aipaca |

I'll apply, choosing CHAOS as well.
Roll: 3d6 ⇒ (6, 4, 3) = 13 16
Roll: 3d6 ⇒ (1, 6, 2) = 9 14
Roll: 3d6 ⇒ (2, 2, 4) = 8 12
Roll: 3d6 ⇒ (6, 5, 2) = 13 17
Roll: 3d6 ⇒ (4, 5, 5) = 14 16
Roll: 3d6 ⇒ (3, 6, 6) = 15 18
Looking to make a Sneaky, Magicky, Alchemical skill monkey, fitting in perfectly to what you seem to be looking for.
EDIT: Well those are monstrous rolls.

wanderer82 |

I have had interest in Rise of the Runelords for some time, and this seems like an interesting take on it. Suppose I will throw the dice.
3d6 + 6 ⇒ (6, 3, 6) + 6 = 21 = 18
3d6 + 6 ⇒ (3, 1, 5) + 6 = 15 = 14
3d6 + 6 ⇒ (6, 3, 1) + 6 = 16 = 15
3d6 + 6 ⇒ (5, 1, 1) + 6 = 13 = 12
3d6 + 6 ⇒ (6, 5, 5) + 6 = 22 = 17
3d6 + 6 ⇒ (4, 3, 4) + 6 = 17 = 14
Wow, quite the spread. The recruitment says skills and arcane could be helpful, so I am thinking a halfling unchained rogue / wizard. Yes, sorcerer would make better use of the halfling's innate charisma bonus, but the limited spells known would be rather detrimental in a small party.

Ouachitonian |

Gestalt and Feat Tax rules? Sign me up. Now I just have to figure out what to run.
Forgot my rolls.
3d6 + 6 - 3 ⇒ (5, 3, 6) + 6 - 3 = 17
3d6 + 6 - 3 ⇒ (3, 4, 6) + 6 - 3 = 16
3d6 + 6 - 2 ⇒ (2, 5, 6) + 6 - 2 = 17
3d6 + 6 - 2 ⇒ (5, 2, 2) + 6 - 2 = 13
3d6 + 6 - 2 ⇒ (2, 4, 3) + 6 - 2 = 13
3d6 + 6 - 2 ⇒ (6, 2, 3) + 6 - 2 = 15
Uh, yeah. I'll take those.
Now, which direction do I go, magic-breaking dwarf or fey sword-dancer. Or something else. Hmm, decision. GM, what's in the party right now?

Rikash |

Chaos is strong...
3d6 + 6 - 2 ⇒ (2, 6, 6) + 6 - 2 = 18
3d6 + 6 - 1 ⇒ (2, 1, 4) + 6 - 1 = 12
3d6 + 6 - 1 ⇒ (5, 1, 5) + 6 - 1 = 16
3d6 + 6 - 2 ⇒ (2, 2, 4) + 6 - 2 = 12
3d6 + 6 - 2 ⇒ (3, 2, 6) + 6 - 2 = 15
3d6 + 6 - 4 ⇒ (6, 4, 5) + 6 - 4 = 17
That's strong alright..
Will figure out something to do with those. :)

DBH |

Sounds interesting.
Stats: 3d6 + 6 ⇒ (4, 6, 2) + 6 = 18 16.
Stats: 3d6 + 6 ⇒ (4, 1, 2) + 6 = 13 12.
Stats: 3d6 + 6 ⇒ (5, 5, 3) + 6 = 19 16.
Stats: 3d6 + 6 ⇒ (5, 5, 1) + 6 = 17 16.
Stats: 3d6 + 6 ⇒ (6, 4, 6) + 6 = 22 18.
Stats: 3d6 + 6 ⇒ (2, 4, 3) + 6 = 15 13.
That's a keeper. Someone in the Arcane/Skills field then. I'll have a character worked up shortly.

Yttras |

Stats: 3d6 + 6 ⇒ (1, 2, 4) + 6 = 13
Stats: 3d6 + 6 ⇒ (3, 4, 5) + 6 = 18
Stats: 3d6 + 6 ⇒ (6, 5, 5) + 6 = 22
Stats: 3d6 + 6 ⇒ (2, 3, 3) + 6 = 14
Stats: 3d6 + 6 ⇒ (6, 3, 5) + 6 = 20
Stats: 3d6 + 6 ⇒ (2, 4, 3) + 6 = 15
and that's 12, 15, 17, 12, 17, and 13 for stats.
Character Concept is a Spaniard (Gunslinger/Life Oracle). Carried by divine magic from the 17th century Caribbean to Golarion for reasons unknown. Will get to posting more later today.

Jereru |

So, the standard 25 point array is causing some problems for the build I have in mind (a bit too MAD). I'm gonna try rolling... Statistically, one day I have to get good rolls...
3d6 + 6 ⇒ (3, 2, 6) + 6 = 17
3d6 + 6 ⇒ (4, 2, 5) + 6 = 17
3d6 + 6 ⇒ (5, 5, 3) + 6 = 19
3d6 + 6 ⇒ (4, 6, 4) + 6 = 20
3d6 + 6 ⇒ (1, 2, 2) + 6 = 11
3d6 + 6 ⇒ (3, 2, 3) + 6 = 14
15
15
16
16
10
12
Well, quite better. Close to what I needed, actually.

Rosanne |

DBH here again, with my Rogue5/Arcanist5.
Still a bit rough, but nearly everything is there. I'll go over her again once I've had some sleep.
LINES WEAVER Rogue 5/Arcanist 5
Female Human (Ulfen). CG medium humanoid (human)
Init +3; Senses Perception +9,
Languages Common, Draconic, Dwarven, Giant, Skald, Thassilonian, Varisian
AC 17, touch 13, flat-footed 14
hp 65 (5HD)
Fort +3, Ref +7, Will +5, +1 Reflex to avoid traps, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol
Defensive Abilities Danger Sense +1, Evasion, Uncanny Dodge,
Speed 30 ft. (6 squares)
Ranged masterwork composite shortbow str (+3) +8 (1d6+3/x3), within 30 ft. +9 (1d6+4)
Ranged masterwork composite shortbow str (+3) [gravity bow] +8 (1d8+3/x3), within 30 ft. +9 (1d8+4)
Melee dagger (mithral) +7 (1d4+3/19-20)
Ranged dagger (mithral/thrown) +7 (1d4+4/19-20), within 30 ft. +8 (1d4+4)
Ranged oil (1 pint flask) +6 (1d6+1), within 30 ft. +7 (1d6+1)
Melee masterwork rapier (cold iron) +7 (1d6+3/18-20)
Arcanist: Spells per Day: (6/4/2/0/0/0/0/0/0/ DC:15+spell level)
Known: 0th - Dancing Lights, Detect Magic, Disrupt Undead, Mending, Message, Prestidigitation
1st - Burning Hands, Comprehend Languages, Gravity Bow, Grease, Mage Armor, Magic Missile, Protection from Evil, Ray of Enfeeblement
2nd - Glitterdust, Protection from Evil (Communal), Scorching Ray, Spider Climb
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +6; CMD 19
Atk Options Sneak Attack 3d6,
Abilities Str 16, Dex 16, Con 14, Int 20, Wis 12, Cha 16
Special Qualities Arcane Reservoir, Arcane Weapon, Arcanist Spells Prepared, Bonus Feat, Debilitating Injury, Dimensional Slide, Finesse Training, Lightning Lance, Rogue's Edge, Skill unlock perception 5 Ranks, Skilled, Surprise Attack, Trapfinding, Trap Spotter, Weapon Choice (Dagger),
Feats Fast Learner, Point-Blank Shot, Precise Shot, Weapon Focus (Shortbow)
Skills
Acrobatics +11,
Appraise +10,
Bluff +7,
Climb +7,
Craft (Alchemy) +12,
Craft (Calligraphy) +10,
Craft (Paintings) +12,
Diplomacy +10,
Disable Device +15,
Disguise +3,
Escape Artist +8,
Fly +3,
Handle Animal +4,
Intimidate +7,
Knowledge (Arcana) +13,
Knowledge (Dungeoneering) +10,
Knowledge (Engineering) +9,
Knowledge (Geography) +9,
Knowledge (History) +11,
Knowledge (Local) +11,
Knowledge (Nature) +10,
Knowledge (Nobility) +9,
Knowledge (Planes) +11,
Knowledge (Religion) +10,
Linguistics(Abyssal, Elven, Infernal) +11,
Linguistics(Abyssal, Elven, Infernal) (Decipher unfamiliar languages) +12
Perception +9,
Perception (Avoid Surprise) +10,
Perception (Trapfinding) +11,
Profession (Cook) +6,
Profession (Gambler) +6,
Ride +4,
Sense Motive +8,
Sleight of Hand +7,
Spellcraft +12,
Spellcraft (decipher the writing on a scroll) +13,
Stealth +11,
Survival +1,
Swim +7,
Use Magic Device +9,
Possessions outfit (explorer's); boots of the winterlands; thieves' tools (masterwork); ioun torch; metamagic rod of lesser extend; masterwork rapier (cold iron); Masterwork Composite Shortbow STR (+3) ; Masterwork Composite Shortbow STR (+3) ; Handy Haversack [ Alchemy Crafting Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Cat Burglar's Kit; Chronicler's Kit; Wire Saw (Adamantine); Shovel; Lantern (Bullseye/Waterproof); Hammer; Crowbar; Coffee Pot; Chair (Folding); Blanket (Winter); Bedroll; Rations (Trail/Per Day) (x6); Travel Cake Mix (x2); Arrows (Flight/20/Alchemical Silver); Arrows (Flight/20/Cold Iron); Oldlaw Whiskey (Bottle) (x2); Arrow, Flight (20) (x2); ]; Wrist Sheath, Spring Loaded [ Dagger (Mithral); ]; Belt Pouch [ Sewing Needle; Whetstone; String (50 feet); Compass; Potion of Protection from Arrows; ]; Waterproof Bag [ Coffee (Cup) (x12); Honey (Jar); Powdered Milk; ]; Waterproof Bag [ Soap (per lb.); Perfume/Cologne; Oil (1 Pint Flask) (x2); ]; Canteen ;
Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 8 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 5. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.
Arcane Weapon (Su) As a standard action, you can expend 1 point from your arcane reservoir to enhance your weapon. The weapon is treated as magic for the purposes of overcoming damage reduction. This benefit only apply to weapons wielded by you; if another creature attempts to wield the weapon, it loses this benefit, though it resumes if you regain possession of the weapon. You cannot have more than one use of this ability active at a time. This effect lasts for 3 minute s As a standard action, you can expend 1 point from your arcane reservoir to enhance your weapon. The weapon gains a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5. You can also use this exploit to add one of the following weapon special abilities: dancing, defending, distance, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, spell storing, and throwing. Adding these special abilities replaces an amount of enhancement bonus equal to the ability's cost. Duplicate special abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added to it before any other weapon special abilities can be added. The benefits are decided upon when the exploit is used, and they cannot be changed unless the exploit is used again.
Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 15
Arcanist Spells Prepared Spell slots per day - 1st = 6, 2nd = 4, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0
Cantrips You can prepare 6 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 50 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.
Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).
Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8).
Disoriented: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Friends and Enemies One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member's help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month's worth of feed, and lifetime stabling at the Goblin Squash Stables.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Lightning Lance (Su) You can unleash a lance of lightning by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 3d6+3 points of electricity damage. The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round. The target can attempt a DC 0 Fortitude saving throw to negate the impaired vision.
Rogue's Edge (Ex) You have mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have.
Skill unlock perception 5 Ranks You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Self-Taught Scholar Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to you, even if they have acted. You add 2 to your sneak attack damage rolls made during the surprise round.
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Weapon Focus (Shortbow) +1 to attack rolls with a Shortbow.
Lines is a tall, good looking (and she knows it!) Ulfen woman. A bit greedy and unscrupulous, but with her heart in the right place. Prone to acting first then thinking about it, which is reflected by her modest wisdom.
The concept is Lara Croft in Golarion.
Any questions, problems or mistakes, let me know.

CaptainFord |

Well now... lemme see what I can throw together and toss in the ring! I've got a couple concepts on the back burner for this.
I know I'll regret this, but let's go a-rollin'...
3d6 + 6 ⇒ (3, 3, 1) + 6 = 13 -> 12
3d6 + 6 ⇒ (5, 6, 6) + 6 = 23 -> 18
3d6 + 6 ⇒ (6, 2, 2) + 6 = 16 -> 14
3d6 + 6 ⇒ (6, 4, 6) + 6 = 22 -> 18
3d6 + 6 ⇒ (1, 1, 1) + 6 = 9 -> 8
3d6 + 6 ⇒ (4, 1, 6) + 6 = 17 -> 16
Edit: Hooooooly pepperoni... oh, yeah, I think I've got myself a good concept with this set!

hustonj |
I really shouldn't.
3d6 + 6 - 1 ⇒ (2, 1, 5) + 6 - 1 = 13
3d6 + 6 - 1 ⇒ (5, 1, 6) + 6 - 1 = 17
3d6 + 6 - 1 ⇒ (5, 4, 1) + 6 - 1 = 15
3d6 + 6 - 1 ⇒ (1, 2, 3) + 6 - 1 = 11
3d6 + 6 - 2 ⇒ (4, 2, 5) + 6 - 2 = 15
3d6 + 6 - 3 ⇒ (3, 5, 5) + 6 - 3 = 16
Can we rearrange, or is the order fixed? Not that this order is a real problem.
This looks like a potential rogue/sorcerer as is.

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I will be submitting a druid/unmonk, frontline skill, with some divine/nature on the side.
DM, would you allow the variant nature bond for druids of herbal concoctions? for now, I'll assume no, but I have a cool idea for it.
another two questions I've stumbled into while building him.
1- power attack and dragon ferocity, does dragon ferocity allow my unarmed strikes to count as two-handed for power attack? JW, i'm fine if it doesn't.
2- and I will be honest this one is a bit hopeful but, would "weapon focus Monk" constitute a weapon group? IE would it allow me to gain the benefit of weapon focus on unarmed and monk weapons?

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one other question. How will you handle the spear dancing style feats? Since weapon finesse is no longer a feat but a weapon trait. For your ease of perusal Spear dancing Style

Loreli 'Lo Munte |

Whelp, I already have a character nearly completely done, minus a feat, some recalculations, and running some things past you-
This is Loreli 'Lo Munte bastard daughter of a noblewoman.
Mechanically, she's a Wizard//Investigator, not focused on entering into the frontlines, but on supporting her party and buffing from the backlines. I might give her some tanglefoot bags or similar alchemical equipment, so that she is not solely limited by her magic, but she is largely a spellcaster. Her spells are largely buffs, but I'll add some debuffing spells to her spell list, and bolster her list's BFC.
A question for the DM: The Cryptic Scholar and Empiricist archetype do not stack, but I do not like Studied Combat for this character. May I drop Intuitive Monster Lore from the Cryptid Scholar Archetype?

Captain Richter Kruegar |

Here is Aipaca's submission, a Wizard//Alchemist who is focused on battlefield control, and enhancing her party's effectiveness, who is also able to contribute some precision damage if required.
Still need to fiddle around with it a bit, but most of the key points are there.
Alesandese was a sheltered child. Extremely sheltered. Raised in an estate in Magnimar, her Noble father's estate. Her early life was consumed by study, as much encouraged by her father. She consumed books on every topic of knowledge, but especially the subject of arcane and alchemical magic. The changing of energy into one form from another fascinated her, and her studies led her down the path of the learned, forming theorums and treatises on spells and extracts. She was also fascinated by the intricacies of life, and when her father brought her cadavers of the recently deceased to study - ensuring her that they had died of natural causes - she took to applying her book knowledge to gain practical knowledge as well. Combining her knowledge of all of these fields into the creation of her companion, Montaron the Monkey, on her 19th birthday, is one of the things she has been most proud of in her life.
The one thing she could never learn anything about, despite persistance, was her mother. The only information she could get out of her father was that she had been an elf, who had died when Alesandese was a child, and that the ring Alesandese had worn for as long as she could remmeber had belonged to her mother. But what she had died of, and what she was like, remained a mystery to her. Until the fateful day that a servant left a note in her morning meal - 'If you wish to know what happened to your mother, come to the East gate 3 hours after midnight.'
Of course she went. She had to.
At precisely 3am, she opened the gate to see a tough looking, scarred elf there. He told her the story of an elven woman, abducted from her home. Taken to the city of Magnimar. Held against her will for over a year in the clutches of an evil noble. Sacrificed in a dark ritual while giving birth to her child by that noble.
A horrible tale, but one that Alesandese grasped the meaning of immediately. Her father was a monster. The giving, if somewhat distant man who watched as she'd devoured her studies. Who had encouraged and fed her desire for knowledge. Who had had her craft potions and other alchemical items for him, their possible sinister purposes now reeling through her mind.
After telling her the tale, the old elf vanished into her father's manor, as she collapsed against the gate, the full weight of this knowledge, more difficult to bear that any she had before had, pressed down on her.
She sat there, comatose, for some time. Suddenly, she heard an explosion rip through the manor, and was shaken into cognizance as the manor erupted in arcane energies, before imploding into nothing. It was gone. Everything she had ever known, and the chance to learn more from the scarred elven man. All gone.
She fled Magnimar that day, determined to forget about who she was and what had happened that night, and all the nights before in her father's manor house. That night she learned that not all knowledge was welcome.
Two years later, Alesandese is a much tougher woman than she was back then, have trained her body to catch up - somewhat - with her mind. Alesandese has made somewhat of a name for herself in the Varisian wilds, helping people who need it and trying to forget her past.

DM Ragnarok |

@hustonj; rearrange as you wish.
@rorek55; Variant bond is fine as long as it's Paizo. If you'd do me a favor and link it to me so that I can look it over?
-Negative on Dragon Ferocity; Unarmed strikes are not Primary Natural Attacks.
-Monks are a weapon group as found on the Fighter page on the d20pfsrd.
-I'm not entirely sure what your question is regarding the Spear Dancer stuff. It doesn't look like Weapon Finesse has much to do with that unless you're talking about treating it like a light mace for the off-hand end. If you treat it like a light mace you can add your Dex to the attack for that end only.
Also to be completely honest one of the current players is an UnMonk/Druid so keep that in mind when crafting submissions.
@Loreli- Follow the normal rules for archetype stacking, no swapping out abilities.
Let me know if I missed you and I'll respond.

Redblade8 |

I'm already playing a RotRL game, but I can't resist seeing how RNJesus treats me on a die roll like this...
Highest 2, add 6: 3d6 - 6 + 6 ⇒ (6, 6, 6) - 6 + 6 = 18
Highest 2, add 6: 3d6 - 3 + 6 ⇒ (4, 4, 3) - 3 + 6 = 14
Highest 2, add 6: 3d6 - 3 + 6 ⇒ (3, 5, 6) - 3 + 6 = 17
Highest 2, add 6: 3d6 - 2 + 6 ⇒ (2, 2, 3) - 2 + 6 = 11
Highest 2, add 6: 3d6 - 3 + 6 ⇒ (3, 4, 6) - 3 + 6 = 16
Highest 2, add 6: 3d6 - 1 + 6 ⇒ (1, 6, 3) - 1 + 6 = 15
Guhhhh, yes, I could probably do something with that. I'm even forgetting to be mad about having three odd scores...
My first impulse is a Cavalier (daring champion)/Cleric of Iomedae. Let me see what comes together here.

Loreli 'Lo Munte |

@Loreli- Follow the normal rules for archetype stacking, no swapping out abilities.
Let me know if I missed you and I'll respond.
I presume there is nothing I can do to persuade you? After all, Loreli is not a fighter, she's a talker- Studied Strike does not fit with her as a character, while everything else in the Investigator class does. If there was an option to swap it out for something without swapping Poison Lore, I would take it in a heartbeat. Unfortunately, it does not exist.
I'm only looking at the changes to studied Combat, as otherwise, it would be a wasted class feature- Her family didn't train her to fight, and she has largely sworn off striking blows to further sidestep the stereotypes of her race. While that would be OK, it would not be ideal.3d6 + 6 ⇒ (5, 1, 6) + 6 = 18
3d6 + 6 ⇒ (2, 5, 3) + 6 = 16
3d6 + 6 ⇒ (3, 5, 4) + 6 = 18
3d6 + 6 ⇒ (4, 4, 3) + 6 = 17
3d6 + 6 ⇒ (2, 2, 4) + 6 = 14
3d6 + 6 ⇒ (2, 5, 5) + 6 = 18
Results in an array of 17, 14, 15, 14, 12, and 16

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Ah, I had overlooked that you had a monk/druid already. Whoopsie Doopsie! with that said, I might take the opportunity to play something I've been looking at for awhile.
but I actually forgot to link both, here is the other one. Spear Dancing Spiral
also, the herbal concotions are listed on the druid in the PFSRD, I'll spoiler a copy paste for you here for your perusal.
Source PZO9446
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.
At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

Thorfinn Wyrmblod |

This is Ouachitonian, submitting Thorfinn, dwarven wizard-bane. He's a Spellbreaker Inquisitor with the Spellkiller Inquisition, gestalted with Invulnerable Rager Barbarian (taking the Superstition line of Rage Powers). So, basically any caster (especially arcane caster) that's in reach of him is going to die messily. Also, he's kind of an experiment in save-boosting. With Hardy, Steel Soul, Glory of Old, Superstition, and the Spellbreaker's Defense Against Magic feature, he'll basically laugh at anyone who tries to hit him with a spell about 99% of the time. I just wish the Magic Resistant alternate trait didn't replace Hardy, or I'd have Spell Resistance too.

DM Ragnarok |

@rorek55- As far as the Spiral goes, I would say it applies as per normal. If there is a weapon in that weapon group that would normally count as a Finesse weapon under the feat tax rules, you may instead add your dexterity modifier to damage.
Herbal concoctions look okay to me.
@Loreli- the rules for archetype stacking exist specifically to avoid that sort of cherry picking, so I'm going to say no. I also doubt that studied combat will be wasted...sure, you might lean more towards social skills, but more than likely you will eventually take up arms. You can also talent it out at 9 to swap the damage bonus for an AC bonus.

Kayri_Khaos |

Here is a rough beginning to my character submission. Please let know if you have any commentary.
Maraedra Uviel
Female elf investigator (cryptid scholar, natural philosopher) 5/oracle (seeker) 5/gestalt 5
N Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +15
Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 24 (5d8)
Fort +1, Ref +7, Will +8; +2 vs. enchantments
Defensive Abilities uncanny dodge; Immune sleep
Offense
Speed 30 ft.
Melee +1 rapier +7 (1d6+2/18-20) or
dagger +6 (1d4+1/19-20)
Ranged mwk longbow +7 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 14, 3d6)
Spells
Oracle (Seeker) Spells Known (CL 5th; concentration +11)
2nd (5/day)—cure moderate wounds, hold person (DC 14), lesser restoration, share language (DC 14)
1st (7/day)—bless, cure light wounds, deadeye's lore, detect undead, protection from evil, tracking mark (DC 13)
0 (at will)—detect magic, light, mending, read magic, scrivener's chant, stabilize
Mystery Life
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Known (CL 5th; concentration +13)
2nd—barkskin, darkvision
1st—blend, comprehend languages, crafter's fortune (DC 15), cure light wounds, heightened awareness, identify, polypurpose panacea, true strike
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Prepared (CL 5th; concentration +13)
2nd—barkskin, blend, darkvision
1st—comprehend languages, crafter's fortune (DC 15), heightened awareness, polypurpose panacea, true strike
Statistics
Str 13, Dex 16, Con 11, Int 18, Wis 18, Cha 14
Base Atk +3; CMB +6; CMD 17
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Focused Inspiration, Improved Initiative, Power Attack, Tool Optimizer
Traits scholar of the ancients, seeker of brightness (knowledge (dungeoneering)), self-taught scholar
SQ +1 skill point, alchemy (alchemy crafting +5), elven magic, herbalism +2, intuitive monster lore, investigator talents (expanded inspirationACG, infusion), keen recollection, keen senses, knowledgeable strike, natural philosopher’s inspiration (6/day), opportune advice, oracle's curse (powerless prophecy), revelation (channel), seeker lore, swift alchemy, track +2, trapfinding +2, weapon familiarity, weapon finesse
Skills
Acrobatics +11,
Appraise +9,
Bluff +2,
Climb +1,
Craft (alchemy) +15 (+20 to create alchemical items),
Diplomacy +2,
Disable Device^ +15,
Disguise +2,
Escape Artist +3,
Fly +3,
Heal* +14,
Intimidate +2,
Knowledge (arcana)* +10 (+14 spells) (+14 to ID foes),
Knowledge (dungeoneering)* +10 (+12 to navigate underground) (+14 to ID foes),
Knowledge (engineering)* +9 (+13 to ID foes),
Knowledge (geography)* +10,
Knowledge (history)* +9,
Knowledge (local)* +9 (+13 to ID foes),
Knowledge (nature)* +9 (+13 to ID foes),
Knowledge (nobility) +4,
Knowledge (other) +4 (+8 to ID foes),
Knowledge (planes)* +9 (+13 to ID foes),
Knowledge (religion)* +9 (+13 to ID foes),
Linguistics +12 (+13 to decipher unfamiliar language),
Perception*^ +15 (+17 vs. Traps),
Profession (herbalist)* +10 (+12 to find herbs),
Profession (midwife)* +10,
Ride +3,
Sense Motive* +8,
Sleight of Hand +8,
Spellcraft +12 (+13 to decipher scrolls, +16 spells, +14 to identify magic item properties),
Stealth +3,
Survival +12 (+14 to avoid becoming lost)*,
Swim +1;
Free Inspiration *
Focused Inspiration ^ (d8)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Dwarven, Elven, Goblin, Orc, Shoanti, Sylvan, Thassilonian, Tien, Varisian
Equipment
Weapons +1 rapier, dagger, mwk longbow with 50 arrows
Armor and Defense +1 mithral shirt
Other Gear efficient quiver (mwk longbow with 50 arrows, grappling arrow (5)), handy haversack (alchemy crafting kit, bedroll, candle (10), canteen (2), crowbar, folding shovel, hammer, healer's kit, mess kit, piton (20), portable alchemist's lab, pot, silk rope (100 ft.), soap, trail rations (10), traveler's any-tool, waterproof bag (ink, inkpen, investigator starting formula book, journal, powder, scroll box (parchment (10)))), bandolier (2) (acid (5), alchemist's fire (5), holy water (5), oil (5), potion of cure light wounds (5)), belt pouch (chalk (10), compass, flint and steel, mirror, twine (50'), ), belt pouch (coins), explorer’s outfit, silver holy symbol of Pharasma, spell component pouch, thieves' tools, wand of cure light wounds,
Coins 5 pp, 15 gp, 10 sp, 19 cp (66.19 gp)
Carrying Capacity (L/M/H) 50 lbs. / 100 lbs. / 150 lbs.
Encumbrance Light Load (31.48 lbs.)
Tracked Resources
Acid - 0/5
Alchemist's fire - 0/5
Arrows - 0/50
Dagger - 0/1
Healer's kit - 0/10
Holy water - 0/5
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) - 0/6
Oracle Channel Positive Energy 3d6 (3/day, DC 14) (Su) - 0/3
Potion of cure light wounds - 0/5
Trail rations - 0/10
Wand of cure light wounds - 0/50
Special Abilities
+1 Skill Point (FCB) (5) +1 Skill Point
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Elven Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Focused Inspiration (Disable Device, Perception) Roll 2d8 (or 2d10 if normally rolling d8) when adding inspiration to selected skills.
Herbalism +2 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Improved Initiative You get a +4 bonus on initiative checks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Intuitive Monster Lore +4 (Ex) Add Wis mod to knowledge checks to ID foes.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Keen Senses +2 racial bonus on Perception checks.
Knowledgeable Strike +1d6 (Ex) As a move action end advice and deal extra dam vs. foe type for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystery (Life) Deities: Gozreh, Pharasma, Sarenrae. Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Opportune Advice +1 (4 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.
Oracle Channel Positive Energy 3d6 (3/day, DC 14) (Su)Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tool Optimizer Improvised tools give no penalty.
Track +2 Add the listed bonus to Survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Finesse Use Dex instead of Str to attack with light weapons.
Background and Appearance
Born in Crying Leaf in the Mierani Forest about 124 years ago, Maraedra Uviel always had visions of the future, but could never share them before they came to pass. She was never particularly talented in the arcane, but did have a knack for learning. Even as she learned to survive in the wilderness and defend his people, she was always reading a book. Constantly interested in knowledge than in the arts, she never quite fit in.
When Aroden failed to appear in Cheliax and the Age of Lost Omens began, she became disillusioned with the battle to reclaim the ancient Elven capital and began wandering in search of herself. She wandered Varisia for many years, doing a bit of this and a bit of that. Learning many trades and reading any books he could come across.
She spent a decade in Riddleport, studying the Cyphergate and learning from anyone that would teach her. She spent another decade in Magnimar, studying the Irespan. She traveled to many Thassilonian ruins, delving for information, learning their language.
Eventually she began riding with human caravans, teaching those who were interested about the history of their land. As she traveled with the Varisian caravans, she rediscovered her faith in Pharasma. Hearing about the dedication of a new Cathedral in Sandpoint, she had a vision of goblins overwhelming the townsfolk. As quickly as she could, she worked her way there for the ceremony. Unfortunately, she arrived too late, the ceremony and the disastrous events around it already passed.

Jereru |

Lazar Dobrescu is the character I'm applying with. Only the background (last spoiler, "Personal Info") is finished for now (though I might add some things later on), all the crush in the alias is still WIP (copypasted the format from other character). I'll be finishing it in a day or two, depends on my free time.
If there's something odd with it, let me know and I'll change it to adjust the current situation. Everything in the story is created specifically for your recruitment, no blank story carried around from different applies.
Edit: still not sure if I want to be human or half-elf, but the basics are the same.

hustonj |
Feat Taxes:
Just from the original article?
From the original tree they provided a link to off of said article? (That I don't see anymore.)
From the new tree they link to off of said article since this January?
Among other differences, they added Point Blank Shot back.
I've got at least one more feat to select, and a lot more before I'm ready to submit.

Kayri_Khaos |

Ok, I think I have her finished. @DM_Rgnarok, please let me know if anything looks amiss or if you have any questions.
Maraedra Uviel
Female elf investigator (cryptid scholar, natural philosopher) 5/oracle (seeker) 5/gestalt 5
N Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +15
Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 40 (5d8)
Fort +1, Ref +7, Will +8; +2 vs. enchantments
Defensive Abilities uncanny dodge; Immune sleep
Offense
Speed 30 ft.
Melee +1 rapier +7 (1d6+2/18-20) or
dagger +6 (1d4+1/19-20)
Ranged mwk longbow +7 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 14, 3d6)
Spells
Oracle (Seeker) Spells Known (CL 5th; concentration +11)
2nd (5/day)—cure moderate wounds, hold person (DC 14), lesser restoration, share language (DC 14)
1st (7/day)—bless, cure light wounds, deadeye's lore, detect undead, protection from evil, tracking mark (DC 13)
0 (at will)—detect magic, light, mending, read magic, scrivener's chant, stabilize
Mystery Life
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Known (CL 5th; concentration +13)
2nd—barkskin, darkvision
1st—blend, comprehend languages, crafter's fortune (DC 15), cure light wounds, heightened awareness, identify, polypurpose panacea, true strike
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Prepared (CL 5th; concentration +13)
2nd (3/day)—barkskin, blend, darkvision
1st (5/day)—comprehend languages, crafter's fortune (DC 15), heightened awareness, polypurpose panacea, true strike
Statistics
Str 13 +1, Dex 16 +3, Con 11 +0, Int 18 +4, Wis 18 +4, Cha 14 +2
Base Atk +3; CMB +6; CMD 17
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Focused Inspiration, Improved Initiative, Power Attack, Tool Optimizer
Traits scholar of the ancients, seeker of brightness (knowledge (dungeoneering)), self-taught scholar
SQ +1 skill point, alchemy (alchemy crafting +5), elven magic, herbalism +2, intuitive monster lore, investigator talents (expanded inspiration, infusion), keen recollection, keen senses, knowledgeable strike, natural philosopher’s inspiration (6/day), opportune advice, oracle's curse (powerless prophecy), revelation (channel), seeker lore, swift alchemy, track +2, trapfinding +2, weapon familiarity, weapon finesse
Skills
Acrobatics +11,
Appraise +9,
Bluff +2,
Climb +1,
Craft (alchemy) +15 (+20 to create alchemical items),
Diplomacy +2,
Disable Device^ +15,
Disguise +2,
Escape Artist +3,
Fly +3,
Heal* +14,
Intimidate +2,
Knowledge (arcana)* +10 (+14 bonus spells) (+14 to ID foes),
Knowledge (dungeoneering)* +10 (+12 to navigate underground) (+14 to ID foes),
Knowledge (engineering)* +9 (+13 to ID foes),
Knowledge (geography)* +9,
Knowledge (history)* +10,
Knowledge (local)* +9 (+13 to ID foes),
Knowledge (nature)* +9 (+13 to ID foes),
Knowledge (nobility) +4,
Knowledge (other) +4 (+8 to ID foes),
Knowledge (planes)* +9 (+13 to ID foes),
Knowledge (religion)* +9 (+13 to ID foes),
Linguistics +12 (+13 to decipher unfamiliar language),
Perception*^ +15 (+17 vs. Traps),
Profession (herbalist)* +10 (+12 to find herbs),
Profession (midwife)* +10,
Ride +3,
Sense Motive* +8,
Sleight of Hand +8,
Spellcraft +12 (+13 to decipher scrolls, +16 bonus spells, +14 to identify magic item properties),
Stealth +3,
Survival +12 (+14 to avoid becoming lost)*,
Swim +1;
Free Inspiration *
Focused Inspiration ^ (d8)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Dwarven, Elven, Goblin, Orc, Shoanti, Sylvan, Thassilonian, Tien, Varisian
Equipment
Weapons +1 rapier, dagger, mwk longbow with 50 arrows
Armor and Defense +1 mithral shirt
Other Gear efficient quiver (mwk longbow with 50 arrows, grappling arrow (5)), handy haversack (alchemy crafting kit, bedroll, candle (10), canteen (2), crowbar, folding shovel, hammer, healer's kit, mess kit, piton (20), portable alchemist's lab, pot, silk rope (100 ft.), soap, trail rations (10), traveler's any-tool, waterproof bag (ink, inkpen, investigator starting formula book, journal, powder, scroll box (parchment (10)))), bandolier (2) (acid (5), alchemist's fire (5), holy water (5), oil (5), potion of cure light wounds (5)), belt pouch (chalk (10), compass, flint and steel, mirror, twine (50'), ), belt pouch (coins), explorer’s outfit, silver holy symbol of Pharasma, spell component pouch, thieves' tools, wand of cure light wounds
Coins 5 pp, 15 gp, 10 sp, 19 cp (66.19 gp)
Carrying Capacity (L/M/H) 50 lbs. / 100 lbs. / 150 lbs.
Encumbrance Light Load (31.48 lbs.)
Tracked Resources
Acid - 0/5
Alchemist's fire - 0/5
Arrows - 0/50
Dagger - 0/1
Healer's kit - 0/10
Holy water - 0/5
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) - 0/6
Oracle Channel Positive Energy 3d6 (3/day, DC 14) (Su) - 0/3
Potion of cure light wounds - 0/5
Trail rations - 0/10
Wand of cure light wounds - 0/50
Special Abilities
+1 Skill Point (FCB) (5) +1 Skill Point
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Elven Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Focused Inspiration (Disable Device, Perception) Roll d8 (or d10 if normally rolling d8) when adding inspiration to selected skills.
Herbalism +2 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Improved Initiative You get a +4 bonus on initiative checks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Intuitive Monster Lore +4 (Ex) Add Wis mod to knowledge checks to ID foes.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Keen Senses +2 racial bonus on Perception checks.
Knowledgeable Strike +1d6 (Ex) As a move action end opportune advice and deal extra dam vs. foe type for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystery (Life) Deities: Gozreh, Pharasma, Sarenrae. Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Opportune Advice +1 (4 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.
Oracle Channel Positive Energy 3d6 (3/day, DC 14) (Su)Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tool Optimizer Improvised tools give no penalty.
Track +2 Add the listed bonus to Survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Finesse Use Dex instead of Str to attack with light weapons.
Background and Appearance
Born in Crying Leaf in the Mierani Forest about 124 years ago, Maraedra Uviel always had visions of the future, but could never share them before they came to pass. She was never particularly talented in the arcane, but did have a knack for learning. Even as she learned to survive in the wilderness and defend her people, she was always reading a book. Constantly interested in knowledge than in the arts, she never quite fit in. In her reading and her studies, she realized that her healing powers and her visions must be granted by Pharasma.
As her training progressed, Maraedra did what she could in the battle against the drow. Constantly finding that her visions arrived to late to help fight, she turned her training towards healing. When Aroden failed to appear in Cheliax and the Age of Lost Omens began, she realized the futility of her prophetic visions. Disillusioned with the constant battle to reclaim the ancient Elven capital, and uncertain about her visions, she began wandering in search of herself. She wandered Varisia for many years, doing a bit of this and a bit of that. Learning many trades and reading any books he could come across.
An interest in ancient Thassilon granted her a purpose for a period. Maraedra spent a decade in Riddleport, studying the Cyphergate and learning from anyone that would teach her. She spent another decade in Magnimar, studying the Irespan. She traveled to many Thassilonian ruins, delving for information, learning their language.
Eventually she began riding with human caravans, teaching those who were interested about the history of their land. As she traveled with the Varisian caravans, she rekindled her relationship with Pharasma. Hearing about the dedication of a new Cathedral in Sandpoint, she had a vision of goblins overwhelming the townsfolk. As quickly as she could, she abandoned the caravan the was with to make her way cross country for the ceremony. Unfortunately, Maraedra arrived much too late, the ceremony and the disastrous events around it already passed.
Maraedra Uviel stands about six feet tall and just over a hundred and ten pounds. She dresses in the native Varisian style, while practical it appears loose and flowing with many multicolored scarves. A pair of bandoliers cross her torso, their straps filled with flasks and vials. Her slight elven frame moves smoothly and delicately.

Aipaca |

Hi @DM Ragnarok, I've done some editing of Alesandese (both crunch and the layout to fix those spoilers), still not 100% happy with the Spells/Formulae and gear is not yet done.
As for coming to Sandpoint, I'm unfamiliar with the story of RotR but I figure word of the party's exploits might have trickled out and reached the ears of someone who is generally trying to help people and make some money, so she has come to offer her services as an arcanist.

Cale Vatay |

oh damn, I'm a little late. Thankfully I already have a gestalt character who used feat tax rules for a previous Rise of the Runelords game that the DM had to abandon for personal reasons before we reached level 2/2
EDIT: oh wait this is a re-recruitment
so there's still time, but only one slot.
on the plus side, my build really comes on line around this point
on the down side I have to decide what to spend my money on unless I want to just have a bunch of liquid assets at the start, which isn't a bad idea
What was the build of the one who left?

Cale Vatay |

Ah. Leaving you with a swashbuckling warpriest and a monk/Druid
I could take the rouge variant multiclass on my fighter (eldritch guardian, mutagenic warrior)/magus (kensai/blade bonded) if you guys need a trap finder.
It would fit well with my backstory
I'll get on the actual building him up to 5th level tomorrow
But a general outline of my character is that of a dodge tank utilizing the bodyguard feat line and sharing that feat line with my familiar alongside the swat from the air weapon mastery feat.
My primary offensive tactics will be riming frostbite with enforcer to empire the entangle/fatigue/shaken conditions on anything not immune/significantly resistant to cold or non lethal damage (I will have shocking grasp and my higher level slots to deal with undead, failing that I am still damn good with a sword)