DM Talomyr's Kingmaker

Game Master Talomyr

Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, is so granted the right of exploration and travel within the wilderness region known as the Greenbelt.

Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The bearer of this charter should also strive against banditry and other unlawful behavior to be encountered.

The punishment for unrepentant banditry remains, as always, execution by sword or rope.

So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of The Dragonscale Throne.

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Hello all. My ongoing (albeit at a leisurely pace) Kingmaker game is in need of an arcane caster. The party is currently level 4 and back at Oleg's. Next up is facing the Stag Lord.

Prior experience with the Kingmaker AP is not a deal breaker as long as you are capable of separating player knowledge from character knowledge. Kingmaker has been out for quite a while and I imagine a lot of folks have played at least pieces of it before. With that being said, I will be altering (and have been altering) enough things here and there that prior knowledge may not necessarily be all that helpful.

Character generation:

Abilities: 25 point buy

Hit Points: Maximum for 1st level, 1/2 HD + 1 for subsequent levels.

Sources Available: Paizo published only. NO 3RD PARTY. Unchained versions only for the Barbarian, Rogue, and Summoner. Monk can be either Unchained or Core. With the Unchained Barbarian being the default, all Rage-like abilities will default to the Unchained Mechanics (i.e. a bloodragers bloodrage etc.)

Traits: Two, one must be a Kingmaker campaign trait. You may take a drawback for an additional trait if you would like, but be prepared to play said drawback.

Races: I have a strong preference for Core races, but may be willing to accept one "oddball". Please feel free to ask about a race in this thread or via PM before spend too much time building a a character of a non-core race.

Alignment: I place minimal emphasis on alignment. That being said, your character should be a good team player, regardless of alignment. I've seen too many games over the years go by the wayside due to party infighting.

Background Skills from Unchained are in play.

We will be using the Kingdom system from Ultimate Campaign / Ultimate Rulership.

The Downtime systems from UC will be in play as desired.

The characters will start at third level and 5,000 gp to equip their characters. No more than half of your money may be spent on any one item.

Completed submissions need to be mechanically with a brief background story, short character description (including a few notes about the character's personality).

You will not necessarily need an alias with a completed stat-block unless you are selected.

Map sare handled on a combination of (Combat) and Google Docs (Hex Map and eventually Kingdom Map).

Recruitment will be open for 1 week (closing 8:00 PM CST August 27, 2019), unless sufficient applications are received before then. If recruitment is to be closed early, a 24 hour warning will be given.

Here is a link to the current gameplay thread to see if this game matches your tastes or not before applying.

The party currently consists of:

Human Female Cleric of Erastil
Gnome Male Unchained Rogue
Elf Male Feral Hunter
Human Male Unchained Scaled Fist Monk/Sorcerer
Human Male Paladin of Abadar

If you have any questions, please do not hesitate to ask either in this thread or via PM.


If it sent two of the same PM, I'm not really sure why.

Interested. I have read the AP, but I've forgotten a good chunk of it. Do we need to apply here or via PM?

Hey there....

Some Crunch:
Black Thom
Male half-orc evoker 3
NG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +1 (+3 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +4, Ref +4, Will +5
Defensive Abilities sacred tattoo[APG]
Speed 30 ft.

Melee dagger +1 (1d4/19-20) or
darkwood club +2 (1d6)
Ranged darkwood light crossbow +4 (1d8/19-20)

Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
7/day—force missile (1d4+1)
Evoker Spells Prepared (CL 3rd; concentration +7)
2nd—cat's grace, commune with birds[ARG], scorching ray
1st—mage armor, shield, shocking grasp, web bolt[ARG] (DC 15)
0 (at will)—dancing lights, detect magic, message, read magic
Opposition Schools Illusion, Necromancy
Str 11, Dex 15, Con 12, Int 18, Wis 13, Cha 12
Base Atk +1; CMB +1; CMD 13

Feats Craft Wondrous Item, Point-Blank Shot, Scribe Scroll
Traits mark of slavery, reactionary, rostlander, sacred touch

Skills Acrobatics +6, Appraise +10, Craft (blacksmith) +11, Craft (carpentry) +11, Craft (leather) +11, Knowledge (arcana) +10, Knowledge (engineering) +8, Knowledge (geography) +9, Knowledge (nature) +9, Linguistics +10, Perception +1 (+3 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Profession (driver) +5, Spellcraft +10, Stealth +6; Racial Modifiers +2 Appraise, scavenger[APG]

Languages Common, Draconic, Dwarven, Giant, Gnoll, Gnome, Goblin, Hallit, Orc
SQ arcane bond (Arcane Familiar, fox), orc blood

Combat Gear crossbow bolts (50), feather token (tree), necklace of fireballs i, potion of cure light wounds (3), wand of magic missile, smokestick (2);

Other Gear dagger, darkwood club, darkwood light crossbow, ring of arcane signets[APG], bedroll, belt pouch, blacksmith anvil[APG], board games[UE], board games[UE], board games[UE], feed (per day) (15), flint and steel, ink, inkpen, light wagon, masterwork backpack[APG], masterwork blacksmithing tools, masterwork carpentry tools, masterwork leatherworking tools, medium tent[APG], mess kit[UE], pot, soap, spell component pouch, sunrod (5), torch (10), trail rations (12), trail rations (3), waterskin, wizard starting spellbook, light horse, 42 gp, 2 sp, 5 cp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Tattoo +1 to all saves.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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Liberty's Edge

It sounds like you could use an arcane support caster, I'll see if I can think of something.

AdamWarnock wrote:
Interested. I have read the AP, but I've forgotten a good chunk of it. Do we need to apply here or via PM?

Either, but preferably in this thread.

Withdrawing interest. Good luck to all!

Dotting. Will start working on a submission.

Dark Archive

I will most likely throw an alchemist into the Mix for it.

Liberty's Edge

Oh, this is great! I've been wanting to play Kingmaker for a while now. I will put together a Sage Sorcerer later today.

Would psychic caster be ok? And more specifically what do the party need?

Are we talking utility, combat magic, both? All the details help!

Depending on spell choices, a psychic caster could be okay.

As far as utility or combat, they could use either honestly.

Normally, I tend not to apply for a game that doesn't allow 3PP, but I have really wanted to play Kingmaker for quite awhile now(more so now that I've played through a good chunk of the CRPG), and I actually have a decent concept for this.

Let me see if I can come up with something.

Liberty's Edge

Okay! This is the first character I've ever made for a play by post, so I tried to emulate some of the character postings I've seen around the forums. Please let me know if there's anything in here you have questions or concerns about, and I'd be glad to address them. I am really excited to potentially play with your group and would love to be chosen!

Stats for Lucia Merula:
Lucia Merula
Female human (taldan) sorcerer 3
NG Medium humanoid (human)
Init +7; Senses Perception +3

AC 12, touch 12, flat-footed 10 (+2 Dex), -2 AC trait penalty against improvised weapons
hp 20 (3d6+6)
Fort +4, Ref +4, Will +4, +1 trait bonus on Will saves vs. mind-affecting effects

Speed 30 ft.
Melee masterwork dagger +2 (1d4-1/19-20)
Ranged masterwork dagger (thrown) +5 (1d4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks: arcane bolt (ranged touch) +4 (1d4+1)

Known Sorcerer Spells (CL 3rd, concentration +9):
1st (7/day)—charm person (DC 17), grease (DC 16), magic missile, shield, identify
0 (at will)—acid splash, detect magic, disrupt undead, ghost sound (DC 15), light, mage hand, prestidigitation (DC 15), read magic

Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 13 (-2 trait penalty against Dirty Trick combat maneuvers)
Feats Eschew Materials, Improved Initiative, Spell Focus (Enchantment), Point-Blank Shot
Skills Bluff +7 , Intimidate +7 , Knowledge (Arcana) +13 , Knowledge (Dungeoneering) +6 , Knowledge (Geography) +6 , Knowledge (History) +7 , Knowledge (Local) +6 , Knowledge (Nature) +6 , Knowledge (Nobility) +6 , Knowledge (Planes) +9 , Knowledge (Religion) +6 , Perception +3 , Perform (Dance) +5 , Perform (Sing) +7 , Ride +3 , Spellcraft +14 , Use Magic Device +7
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ bloodline arcana, bonus feat, bonus sorcerer spell (3x), cantrips, metamagic adept, sage (wildblooded arcane) bloodline, skilled
Gear 60 PP, 17 GP, 6 SP, 9 CP, masterwork dagger, cloak of resistance +1, quick runner's shirt, page of spell knowledge (Level 1, Vanish), wand of mage armor (50 charges), outfit (explorer's), masterwork backpack, 2 potions of Cure Light Wounds, 1 scroll of Bull's Strength, 1 scroll of Enlarge Person, Bedroll, Flint and Steel, Mess Kit, 6 trail rations, Soap, Waterskin
Traits Arcane Temper, Intense Artist (Dance and Sing), Issian, Naive (Drawback)

Arcane Bolt (Sp) You can unleash a ray of magical force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4+1 points of damage. This damage is treated as a spell of level 1, and is a force effect. You can use this ability 8/day.
Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day.

Lucia always loved stories. Growing up in the home of a Shelynite composer in Port Ice, she spent her early winters in one of two ways: curled up by the fireplace with one of the many novels she had begged her father Lepio to buy for her, or studying the works that his patrons, House Surtova, had commissioned from him. She'd have happily continued in this fashion, absorbing countless tales of ancient heroes and studying music to her heart's content, if not for two events.

First was the Vanishing, when Lucia was only 9 years of age. While her middle-class upbringing made possible by House Surtova's patronage certainly insulated Lucia more than most, the upheaval and panic caused by the sudden disappearance of House Rogarvia found its way into everyone's lives. Many of her friends vanished, either because of some distant ancestor or simply fleeing the turmoil Brevoy found itself plunged into. With bigger and more immediate concerns than entertainment, her father's (and therefore, Lucia's own) place of favor in the eyes of Surtova came into question. Lepio could hardly spare the time or resources to ensure his daughter had new books to read if they might lose their very home.

Potentially as a result of cosmic coincidence, or perhaps brought on by these new stresses, the second event was the awakening of Lucia's arcane bloodline. As a child, Lucia didn't understand the full weight of what was happening around her. What she knew is that her father no longer doted on her as he once had, she couldn't play with her friends anymore, and everyone she did see seemed angry all the time and wouldn't tell her what was going on. So she acted out, as children do. Of course, most children act out by, say, throwing toys or refusing to do chores. Lucia chose to throw toys across the room...from across the room. She also turned the family cat purple, more than once. She didn't understand how she was doing these things, and, at the time, didn't particularly care.

Lepio had not a lick of magical skill or talent, so he had no understanding of how to deal with this new brand of childish rebellion. At his wits' end, he finally asked his patron for help. In no time at all, Lucia found herself being bundled up and sent to an academy in New Stetven, where she was expected to study the arcane arts so as to repay the generosity of her lords as a house wizard. But here, presented with a seemingly infinite array of knowledge and without the ever looming threat of winter, Lucia instead threw himself into studying history, music, geography, nature, and, most of all, legends and fairy tales. She became quite skilled at understanding the nature of magic, to be sure, but Lucia had no interest in poring over spellbooks when that came so easily and there were so many other ways to challenge herself. And there were so many stories. Heroic tales of fearless knights striking down huge dragons and evil witches, all in the name of love and justice. She knew, someday, she'd get her chance to one of those heroes.

Ten years passed. Lucia read more stories, and studied more history. Despite her best efforts, she became an ever more powerful spellcaster. Every day, she wondered when she'd get her call to adventure. Then, it happened. As if right out of her books, there was a literal call for heroes, asking them to slay a bandit lord and pacify the Stolen Lands for the good of all Brevoy. Leaping at the chance, Lucia put her name forward immediately...and was rejected. Returning to the academy, she fumed for weeks about the rejection, before coming to a realization. None of the heroes in her stories had waited for permission. They knew what needed to be done, and they went out and did it. Over the next week, Lucia went about researching and then purchasing the equipment and supplies she would need. She knew where the adventuring party had been sent, that much had been in the announcement. She simply needed to get there and wait for them, and they would obviously welcome her into their band. And so, in the dead of night, she gathered up her belongings and set out on the road, seeking her destiny.

Lucia has an average build, standing around 5'6 at 160 pounds. She likes to keep her long, black hair in a single braid over one shoulder, and her slate grey eyes move constantly, trying to take in everything around her.

While up until recently she would most often wear the scholarly robes of her academy, she has traded them in for attire she hopes is more practical: leather boots, gloves, and so on, plus a lot of pouches. Her favorite article, though, is a symbol of her faith: a bright, multicolored scarf with a beautifully embroidered sigil of a songbird. Lucia may not be a priest, but she guards this above all her other possessions, not least of which because it was a gift from her father.

Likely as a result of her sheltered upbringing, Lucia is optimistic to a fault. She always looks for the best in others but is often disappointed. Even so, she is always quick to offer a kind word, a helping hand, or a silly song. While Lucia abhors violence, she knows it plays a key role in many of her favorite stories and even the short journey to Oleg's trading post has taught her that it is more present in the world than she expected. It remains to be seen how her time in the Stolen Lands will alter her outlook on life.

Crap, that's what I get for copying and pasting most of the intro post.

Submissions should be 4th Level with 6,000 gp worth of gear.

Sorry about that.

Liberty's Edge

No worries, that's what I read unconsciously and so I had to edit frantically to get her back to 3rd level when I reread it. Apparently I'm past the edit limit so here's the updated stat block. All the fluff is the same.

Level 4 Lucia:

Lucia Merula
Female human (taldan) sorcerer 4
NG Medium humanoid (human)
Init +7; Senses Perception +4

AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex) -2 AC trait penalty against improvised weapons
hp 26 (4d6+8)
Fort +4, Ref +4, Will +5, +1 trait bonus on Will saves vs. mind-affecting effects

Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks arcane bolt +4 8/day (ranged touch) (1d4+2)

Known Sorcerer Spells (CL 4th, concentration +10):
2nd (4/day)—scorching ray
1st (8/day)—charm person (DC 17), grease (DC 16), magic missile, shield, identify
0 (at will)—acid splash, detect magic, disrupt undead, ghost sound (DC 15), light, mage hand, message, prestidigitation (DC 15), read magic

Str 8, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 14
Feats Eschew Materials, Improved Initiative, Point-Blank Shot, Spell Focus (Enchantment)
Skills Bluff +7 , Intimidate +6 , Knowledge (Arcana) +14 , Knowledge (Dungeoneering) +6 , Knowledge (Geography) +6 , Knowledge (History) +7 , Knowledge (Local) +6 , Knowledge (Nature) +6 , Knowledge (Nobility) +6 , Knowledge (Planes) +12 , Knowledge (Religion) +6 , Perception +4 , Perform (Dance) +5 , Perform (Sing) +7 , Ride +3 , Spellcraft +14 , Use Magic Device +7
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ bloodline arcana, bonus feat, bonus sorcerer spell (4x), cantrips, metamagic adept, sage (wildblooded arcane) bloodline, skilled
Traits Arcane Temper, Intense Artist (Dance and Sing), Issian, Naive (Drawback)
Combat Gear potion of cure light wounds (2), scroll (enlarge person),
Other Gear 67 GP, 6 SP, 9 CP, dagger, ring of protection +1, cloak of resistance +1, quick runner's shirt, wand of mage armor, page of spell knowledge (1st level, Vanish), outfit (explorer's), backpack, masterwork, bedroll, flint and steel, mess kit, soap, waterskin, rations (trail/per day) (6);

Arcane Bolt (Sp) You can unleash a ray of magical force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4+2 points of damage. This damage is treated as a spell of level 2, and is a force effect. You can use this ability 8/day.
Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Background Skill (Knowledge (Geography), Knowledge (History), Knowledge (History), Knowledge (Nobility), Perform (Dance), Perform (Sing), Perform (Sing), Perform (Sing))
Bloodline Arcana Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Sorcerer Spell (4x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Eschew Materials
Intense Artist (Shelyn) Your devotion to Shelyn has caused you to delve more deeply into your art. Choose two Perform skills; you gain a + 1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Issian You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country's rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day.
Naive Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a -2 penalty to AC against attacks with improvised weapons and a -2 penalty to CMD against dirty trick combat maneuvers (see the Pathfinder RPG Advanced Player's Guide).
Sage (Wildblooded Arcane) Bloodline Scholars of the arcane are always creating new means to use magic.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

I'd very much like to join as well.

I'd be looking at making a Psychodermist Occultist, assuming that would fit.

The idea for him is to be Bokken's nephew (what, uncle Bokken never mentioned his baby sister? You'd expect better seeing how mother dotes on him) and he regularly visits him to trade harvested parts for alchemical products.

That character himself would initially appear to be a bit of a creep, dissecting and harvesting everything he can get his hands on, but he's likeable and friendly and a great source of knowledge on the flora and fauna of the area.
Mechanically I'd be looking at a melee build to help out on that front a bit in addition to providing spellcasting. He'd focus on whatever is needed implement/magic school wise, though he'll just at least have transmutation as that's more or less a must.

EDIT: I forgot to add, he'll also be a crafter. I intend for him to at least get Craft Magic Arms & Armour but possibly also Wondrous Item and, if that works out for the game, Construct.

Been wanting to play some Kingmaker for awhile now and would love to join this.

All of Dayana's stats and backstory is on her page but I'll post it here for easy reference. In brief, though, she's an arcane caster with a decent mic of blasting and utility spells, but also a talent for enchanting and being a Face. Character-wise she's a politics and intrigue kind of gal that's not afraid to get her hands dirty when it comes to plotting against the party's enemies. She does have her limits, though, and will express them when necessary.

Will have a bard or skald submission in the next day or two.

Going to put a magus together for you. Should be fun hopefully!

I'm planning a taldan soldier who marched north and was trapped in the first world for several centuries - a la Eagle of the Ninth. Given that, would a Lashunta be acceptable? In terms of story they would simply be a human who has been changed by exposure to the first world. If not that's fine, I'll just go straight human.

That would be a no on the Lashunta.

I have no muse. I hope you guys have fun.

Another question about an oddball race: Would you be ok with a Skinwalker? To be precise I'd be looking at one of the Raptorkin Skinwalkers as originally printed in one of the Iron Fang Invasion AP bestiaries.

The idea would be to have him as a Shrike related Raptorkin, the normal behaviour of that bird matching my character's behaviour in collecting macabre trophies.

Scratch that, I had an idea. Bard Arcane Duelist; sword and shield. Let's see what the stats look like, coming soon.

Cuàn wrote:

Another question about an oddball race: Would you be ok with a Skinwalker? To be precise I'd be looking at one of the Raptorkin Skinwalkers as originally printed in one of the Iron Fang Invasion AP bestiaries.

The idea would be to have him as a Shrike related Raptorkin, the normal behaviour of that bird matching my character's behaviour in collecting macabre trophies.

I'm not going to say no immediately, but you will have to sell me on the idea. Come up with a good enough story as to why he's there, why he would want to join the chartered explorers, and thoughts on why they would want him to join them.

My General Train of Thought:
So I started by trying to think of something fun to play. I checked the Pathfinder Wiki and it noted that Grippli were common near the River Kingdoms, which border the Stolen Lands and thus is fairly setting-relevant for Kingmaker, and decided it'd be kind of fun to play a cute frogfolk. But then I looked at the Grippli statblock, and it was just really bland. Then I remembered that planetouched can be non-Humans, and thought it'd be fun to be an Aasimar Grippli. Cribbing on Dorf Fort, I thought it'd be interesting if my character had been pushed out of Grippli society when they noticed my character didn't really age, and now lives as a sort of hermit in the Stolen Lands.

Once I'd settled on a race, I went through the Paizo avatars to get an idea of my character's appearance. Especially with the more obscure races like Grippli, I find that it's easier to pick an avatar first and mold the appearance to match that, so that any alias I make has a potential avatar that works. I stumbled upon an avatar of an old Boggard woman with a burn on her face, and that seemed like my best bet. I then went through the Dorf Fort list of personality traits and facets, and defined my character's beliefs and behaviors.

The next step was picking an arcane class. I was looking for a sort of witch or shaman vibe: a hermit that convenes with nature spirits and offers natural remedies, or something like that; maybe a wise elder that the Grippli tribes occasionally ask to mediate disputes or something. Of course, Shaman was out on account of being a divine caster, and I found Witch to be kinda mechanically underwhelming. At that point, I was considering a Sorcerer or maybe a Bard, some kind of spontaneous arcane caster, when I remembered that the occult classes had some arcane-adjacent casters. After reading through those, I fell in love with the Medium's gimmick, and settled on that. I also went with the Storyteller archetype, both because it exacerbates the Medium's gimmick, and because it more clearly defines the Medium in a supporting role by giving them Bardic Performance.

Next, I needed to settle on a more congruent theme for the character. A class is fine, but what am I building towards? I've always had a soft spot for illusions, and that suited the Medium well and also served to fill the roll of a debuff support caster, so I looked into that. I browsed prestige classes, to decide whether I'd be building towards a prestige class or the Medium capstone, and ultimately found the Veiled Illusionist to be neat. I then went through the Medium's spell list, marked all the illusions, particularly those that Medium gets at the same level as a Sorcerer or Wizard (because of how Veiled Illusionist interacts with things), and settled on a spell progression I was happy with. Mostly illusions, plus a touch of necromancy and enchantment for some fear effects and the like.

My next stop was to settle on traits and feat progression. Like with prestige classes, it's important have a solid idea of what feats you want to take, so you can ensure you meet all the prerequisites. Sadly, I found that Pathfinder is largely lacking good feats for illusionists, the best ones being gated behind a Gnomish racial requirement. So I decided to look at the Medium angle instead, and found some neat spirit-related feats to aspire to. Then I stumbled upon Nameless One, and thought that would be perfect thematically (even if the feat kinda sucks).

The last step was to decide on ability scores, run through skill progression, and pick equipment. For abilities, I emphasized CHA and WIS, put a few points into INT, and kept CON and DEX high enough that I wouldn't have negative mods after venerable kicked in. I dumped the hell out of STR, which should be hilarious. For skills, I emphasized Diplomacy and Sense Motive to represent the character as a mediator, Perception to represent the character as sharp, and Bluff to represent the character's inclination towards illusions. I also emphasized Linguistics because I figure a Medium would want to know lots of languages to commune with various spirits, and Perform (Oratory) for my Storyteller class features. Finally, I invested a bit into some relevant Knowledge skills and Disguise to meet the prestige class's prerequisites, and then dropped a skill point into each of my class skills (eventually) to round it out. There is no racial favored class bonus for Aasimar Mediums, so I put all my favored class bonuses into skills to offset a modest INT score. For equipment, I found a useful magic item that cost less than half my allotted gold, grabbed some basic armor and a weapon, applied materials to reduce weight and remove iron, and then outfitted my mount. I had about two thousand gold left over, so I gave both my armor and shield a +1 enchantment.

With a solid grasp of who my character would be, I needed to revisit and strengthen the backstory element. I skimmed through the Player's Guide for Kingmaker to get a firmer grasp on the setting. One downside is that the adventure path seems to predate the addition of Grippli to Pathfinder, so I imagine there's no mention of them. Means I'll probably have to generate a somewhat robust backstory for them, and that will still require the GM to be alright with trying to integrate this additional content into the adventure path. My only experience with Kingmaker didn't even reach this Stag Lord I keep hearing about, and I'm generally averse to spoilers, so I have no idea how well anything I create will integrate.

There's a sidebar on page 4 that outlines what the PCs generally know about the Stolen Lands going in. Of interest to me, being that my character would be a native of sorts, is Hooktongue Slough. Very little is detailed about it in the Player's Guide, but it's noted as being swampy, and rumored to be the only location where Brevic government agents were sent rather than free agents. So I peaked at Hooktongue Slough on the Pathfinder wiki, and it seems workable. There are a number of Boggard tribes noted as being there, and given that Kingmaker predate Grippli, I think it isn't unreasonable to retcon some of those tribes as being Grippli.

So what I'd propose, if I were selected, would be to have the GM reveal information to me regarding what the adventure path notes about these Boggards and the region (because the Pathfinder Wiki doesn't go into much detail), anything that the GM feels my character would reasonably know, and I can create additional content from there. The general outline is that my character lives apart from the Boggards and Grippli, and is occasionally asked to mediate conflicts for them. It's hard to formulate much beyond that, given that I don't know the region and don't want to spoil the campaign for myself. What I'm imagining is that the Brevic envoy, whether government or free agents, came into conflict with the Boggards and Grippli, or maybe this hook about Trolls is the conflict, but whatever the case, my character fled the Slough and went to seek aid in the Greenbelt (if the Uplands are westmost and the Heights eastmost, it stands to reason that the Slough and the Greenbelt are in the middle and thus adjacent). There, my character met the party, hoping to get their help, and willing to help them wrap up their own business to speed things along, or something to that effect.

So my character is a female Aasimar Grippli. She is known only as the Old Frog. At start of campaign, she is about four centuries old, being well into venerable. She's about 20 inches (51 cm) tall, and weighs about 23 pounds (10.5 kg). I generally match my characters to a Paizo avatar for ease of use, and so she is a pale green (dorsal) and off-white (ventral) in color, with very wrinkly skin. Her face is covered by a wooden mask, which is carved in the likeness of a frog's head, but her eyes are visible, the left bronze and the right a milky white, clearly ruined.

Ethics and Behavior, Pathfinder:
I believe my character is Lawful Good. She has a strong belief that life has inviolable, intrinsic value and generally acts to minimize harm to others, and she believes strongly in cooperation and tradition.

I expect her to play as a somewhat frank and stubborn but ultimately good-natured old woman who isn't conflict-averse, but prefers when things are resolved diplomatically. Someone who likes to give advice, but isn't used to receiving advice or otherwise being treated as an equal.

Ethics and Behavior, Dorf Fort:
Respects the law. Values loyalty. Values family greatly. Thinks friendship is important. Respects power. Values honesty. Values cunning. Values eloquence. Has great respect for fairness. Values decorum, dignity, and proper behavior. Is a firm believer in the value of tradition. Values artwork. Sees cooperation as very important in life. Doesn't really value independence one way or another. Sees no value in holding back complaints and concealing emotions. Sees introspection as important. Values self-control. Strongly values tranquility and quiet. Strongly believes that a peaceful and ordered society without dissent is best. Doesn't really value merrymaking. Values good craftsmanship. Values martial prowess. Respects the development of skill. Deeply respects those that work hard at their labors. Believes that those who sacrifice for others should be deeply respected. Sees competition as wasteful and silly. Greatly respects individuals that persevere through their trials and labors. Values leisure time. Is somewhat put off by trade and commerce. Doesn't care one way or the other about romance. Holds nature to be of greater value than most aspects of civilization. Believes that peace is always preferable to war. Views the pursuit of knowledge as deeply important.

Does not easily hate or develop negative feelings. Is rarely jealous. Is often cheerful. Is slow to anger. Has a calm demeanor. Does not often feel lustful. Is confident under pressure. Desires little for herself in the way of possessions. Occasionally overindules, and is conflicted by this, because she values self-control. Does not enjoy participating in physical confrontations, and is conflicted by this, because she values martial prowess. Is very stubborn. Is stingy with resources on projects and refuses to expend any extra effort. Feels best when everyone gets along without any strife or contention. Is a friendly individual. Could be considered rude, and is conflicted by this, because she values decorum, dignity, and proper behavior. Dislikes receiving advice, preferring to keep her own counsel. Is generally quite confident of her abilities when undertaking specific ventures. Is grateful when others help her out and tries to return favors. Has an active sense of humor. Doesn't tend to hold on to grievances. Often acts with compassion, and is conflicted by this, because she respects power. Generally finds herself quite hopeful for the future. Is very curious, sometimes to her detriment. Is generally unhinded by the thoughts of others concerning her actions. Is not a private person and freely shares details of her life. Doesn't cling tightly to ideas and is open to changing her mind. Is very comfortable around others that are different from her. Tends not to be swayed by emotional appeals. Finds helping others very emotionally rewarding. Has a sense of duty. Tends to think before acting. Tends to avoid crowds. Is assertive. Doesn't seek out excitement. Is greatly moved by art and natural beauty.

My character was hatched to unassuming parents of one of the Grippli tribes living in Hooktongue Slough. When her peers noticed that she was aging significantly slower than them, probably around when she was 40 years old, she was accused of being some kind of demon or evil fey and driven into the swamps. In her solitude, she received a vision from Sivanah, goddess of mystery, who instructed her on how to perform a ritual to erase her name. In doing so, she became the Old Frog and learned to commune with the spirits.

Several decades after this (about two generations by Grippli standards), she was rediscovered by the Grippli and Boggard tribes. As a hermit who could commune with spirits, she was treated with distrust, but she was useful as a neutral outsider for settling disputes, and came to be viewed by the tribes with a mix of mild fear and respect. She served in this role for several hundred years, and came to more completely embody her title.

In the very recent past, some sort of imminent but not immediately conflict (to be discussed with GM if selected; see proposal at the end of Train of Thought section) is about to befall the Grippli and Boggards of the Slough, and my character went to the Greenbelt to seek outside help in resolving this conflict. As it happens, the party is in the Greenbelt, and probably near about the only people both capable and willing to lend aid. How specifically my character integrates with the party (that is, the exact circumstances) will require some GM cooperation for us to come up with. In my mind, I picture my character being a captive of bandits that the party deals with, and embedding with the party in the hopes that she can convince them to come west eventually.

+1 Darkleaf Padded Armor (1755gp, 2.5lb)
+1 Light Darkwood Shield (1203gp, 1.25lb)
Masterwork Obisidian/Bone* Dagger (301gp, 0.4375lb)
Monk's Outfit (free, 0.5lb)
Ritual Mask (200gp, 0.25lb)
Eyes of the Eagle (2500gp, 0lb)
Flint and Steel (1gp, 0.025lb)
Belt Pouch (1gp, 0.125lb)
Silver Piece x9 (0.9gp, 0.18lb)
Copper Piece x10 (0.1gp, 0.20lb)
Giant Gecko (free**)
Animal Harness (2gp, 2lb)
Bit and Bridle (2gp, 0.25lb)
Exotic Riding Saddle (30gp, 7.5lb)
Saddlebags (4gp, 2lb)

*I treated half the value and weight as the iron blade, subbed for obsidian, and the other half as the iron hilt, subbed for bone. Value-wise, obsidian and bone both do the same thing, but bone doesn't reduce weight and obisidian does, which is why I divided it to begin with.

**The Pioneer campaign trait grants me a free horse, but it's awfully unspecific. Like, is it a light horse? A heavy horse? Is it combat trained? Thematically, I didn't really want a horse. I'm a Small creature, after all, and I used to live in a swamp, where horses don't do so great. The giant gecko seemed more appropriate, and costs half as much as a heavy horse but a bit more than a light horse, so I hope that's an acceptable substitution.

Race is Aasimar (Grippli) using the Deathless Spirit and Truespeaker alternate racial abilities. Favored Class is Medium.

Traits are Pioneer (Survival) and Spirit Sense. I couldn't find any mechanics for having only one good eye, but there's a third party Drawback for it that I'm not averse to using. Or we could fluff it and say that the ruined eye "sees the spirit world" or some nonsense like that.

Class is Medium (Storyteller) and all 4 levels are in it. Character has access to Inspire Courage and Inspire Competence from Storyteller's Performance so far. Spells chosen are as follows: 0th - detect magic, ghost sound, prestidigitation, stabilize; 1st - auditory hallucination, oneiric horror.

Feats selected are Nameless One and Spell Focus (Illusion).

Ability scores before any modifiers are: 7 STR (-4 pt), 13 CON (+3 pt), 13 DEX (+3 pt), 13 INT (+3 pt), 17 CHA (+13 pt), 15 WIS (+7 pt). This totals 25 points. After racial and age modifiers, the end result is: 4 STR (-3), 10 CON (+0), 10 DEX (+0), 14 INT (+1), 18 WIS (+4), 20 CHA (+5).

Skill rank investment so far is Bluff 4 ranks, Diplomacy 4 ranks, Disguise 2 ranks, Heal 1 rank, Intimidate 1 rank, Knowledge (Arcana) 2 ranks, Knowledge (Planes) 2 ranks, Knowledge (Religion) 2 ranks, Linguistics 4 ranks, Perception 4 ranks, Perform (Oratory) 4 ranks, Sense Motive 4 ranks, Spellcraft 1 rank, Use Magic Device 1 rank. This totals 36 points. 16 are from class, 8 are from INT, 8 are from background skills, and 4 are from favored class bonus.

Languages known are as follows: Aklo, Azlanti, Boggard, Celestial, Draconic, Giant, Grippli, Hallit, Taldane (Common), Thassilonian, Sylvan, and Varisian. Celestial and Taldane are racial, Draconic and Sylvan are from INT, and the rest are from Linguistics and Truespeaker.

Base stats are as follows: HP is 23 (all from HD), melee attack is +0 (+3 BAB, -3 STR), ranged attack is +3 (+3 BAB, +0 DEX), Fort save is +1 (+1 Base, +0 CON), Reflex save is +1 (+1 Base, +0 DEX), and Will save is +8 (+4 Base, +4 WIS).

If necessary, I can put together an actual crunch.

Garen Williamson
Half-elf Bard 4

Garen was born and raised in Rostov. As far back as he can remember he has been playing with toy swords. There was a man from the south who visited his father (a playwright). This man was a warrior with an artistic soul who combined the art of swordplay with dance. He was a terrible and wonderful sight to see. This so impressed Garen that he asked for a replica of the man's sword and began to practice with it himself. It was a heavy bladed weapon called a falcata. The man, whom it turned out was his uncle, continued to return to share stories with Garen's father who turned them into plays or poetry. They were stories of adventure and swordplay. The destruction of evil wizards and the nastiest of witches.

Garen learned from his uncle during these visits and later married his uncle's style with that of a rather practical defensive style. Then he combined his uncle's magical dancing with his love of the word. Garen learned poetry, particularly the great epics, and performed in his father's plays. Combining his fighting style, his poetry and ballads, and adding in magic he thought he had a winning combination to pursue fortune and glory.

The call for champions willing to help take back his country’s rightful holdings in the Stolen Lands has inflamed his dreams of fortune and the possibilities of glory, so he has joined an expedition to quest south.


Initiative +2

AC: 19, touch 12, Flat Footed 17 (+2 Dex, +4 Armor, +3 shield) 
HP 39 (4d8+8con+4fcb+4tgh) 
Fort +4 Ref +6 Will +6


Speed 30ft 

Falcata +8 (1d8+5/19 x3)
Falcata PW +6 (1d8+9/19 x3)

Short Bow +6 (1d6/x3)


Str 18 Dex 14 Con 14 Int 12 Wis 11 Cha 14
BAB +3 CMB +7, CMD 19

Stat Purchase
Base: S15 D14 C14 I12 W11 C14
Race: S+2
Level: S+1


1. Toughness: +1 HP per level.

1BF. Arcane Strike: swift action, +1 dmg and treated as magic for overcoming DR. Additional +1 to dmg for every 5 caster levels maximum +5.

2BF. Combat Casting: +4 concentration check to cast defensively.

3: Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.


Resilient: You gain a +1 trait bonus on Fortitude saves.

Adopted: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. (Human Skilled)


Skill Ranks 32 = (24 class + 4 human +4 Int)

Acrobatics* 8 (2 rank, 3 class, 3 Dex)
Climb* 7 (1 rank, 3 class, 3 Str)
Diplomacy 8 (3 rank, 3 class, 2 Cha)
Intimidate* 7 (2 ranks, 3 class, 2 Cha)
Knowledge (Arcana)* 5 (1 rank, 3 class, 1 Int)
Knowledge (Local)* 5 (1 rank, 3 class, 1 Int)
Knowledge (Nature)* 5 (1 rank, 3 class, 1 Int)
Knowledge (Planes)* 5 (1 rank, 3 class, 1 Int)
Perception* 12 (9 rank, 3 class, 0 Wis)
Perform (Oratory)* 7 (2 ranks, 3 class, 2 Cha)
Sense Motive 12 (2 rank, 3 class, Wis 0)
Stealth 10 (2 rank, 3 class, 3 Dex)
Swim 7 (1 rank, 3 class, 3 Str)
UMD 9 (4 rank, 3 class, 2 Cha)

Knowledge (Engineering) (2 ranks + 3 class + 1 Int)
Knowledge (Geography) (2 ranks + 3 class + 1 Int)
Knowledge (History) (2 ranks + 3 class + 1 Int)
Knowledge (Nobility) (2 ranks + 3 class + 1 Int)


Common, Primordial

Class Abilities:
Bardic Performance: 4 rounds + Cha modifier +2 rounds per level after 1. 12 rounds.

Rallying Cry: At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Distraction: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours.

Inspire Courage: A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence: A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Half-elf Racial Traits:

1. Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
2. Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
3. Base Speed: Half-elves have a base speed of 30 feet.
4. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
5. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
6. Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. (Exotic Wpn Prof Falcata)
7. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
8. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
9. Elf Blood: Half-elves count as both elves and humans for any effect related to race.
10. Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.


Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel) 3.25#
Backpack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, torch, string 50', sewing kit) 11.6#
Water skin 2#
Falcata +1 4#
MW Mithral Chain Shirt 12.5#
Heavy steel shield +1 15#
Wand of cure light wounds 50 chgs
Water purification sponge
Liquid ice x2
Alchemist's fire x5
MW Shortbow 3
Arrows x40 6

Light Load 100, Medium Load 200, Heavy Load 300

Total Gear Weight: 49.25 pounds, Light Load (plus the fraction that coin weighs is still well under a light load) 

PP 19 GP 3 SP


0 level spells
Detect magic
Read Magic
Mage hand

1st level
Charm person
Chord of shards
Expeditious retreat

2nd level
Blistering invective
Later (Heroism, Invisibility, Glitterdust, Mirror image)


Terri Riverrun
Female changeling bard (dervish dancer) 4 (Pathfinder RPG Bestiary 4 29, Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (changeling)
Init +5; Senses darkvision 60 ft.; Perception +8
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 23 (4d8)
Fort +1, Ref +7, Will +5; +4 vs. bardic performance, language-dependent, and sonic
Speed 30 ft.
Melee dagger +6 (1d4+1/19-20) or
. . dancing starlight +7 (1d6+5/18-20) or
. . gladius +6 (1d6+1/19-20) or
. . unarmed strike +6 (1d3+1 nonlethal) or
. . 2 claws +1 (1d4+1)
Ranged shortbow +6 (1d6/×3)
Special Attacks battle dance: inspire courage
Bard (Dervish Dancer) Spells Known (CL 4th; concentration +8)
. . 2nd (2/day)—alter self, invisibility
. . 1st (4/day)—charm person (DC 15), disguise self, hideous laughter (DC 15), ventriloquism (DC 15)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 14), mage hand, mending, prestidigitation
Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD 16
Feats Dervish Dance[ISWG], Weapon Finesse
Traits charming, pioneer, reactionary
Skills Bluff +9 (+10 vs. characters who could be attracted to you), Climb +7, Craft (painting) +6, Craft (Woodcarving) +6, Diplomacy +9 (+10 vs. characters who could be attracted to you), Disguise +8, Escape Artist +7, Intimidate +8, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (religion) +6, Linguistics +6, Perception +8, Perform (dance) +13, Perform (oratory) +9, Perform (percussion instruments) +8, Perform (sing) +9, Perform (string instruments) +8, Perform (wind instruments) +8, Profession (cook) +5, Sense Motive +5, Sleight of Hand +7, Spellcraft +7, Stealth +10, Survival +3
Languages Aklo, Common, Draconic, Elven, Sylvan
SQ battle dance, dependent, fleet
Other Gear mithral chain shirt, dancing starlight, arrows (20), dagger, gladius[UC], shortbow, handy haversack, bedroll, belt pouch, cutting board, wooden (2 lb), flint and steel, ink, inkpen, journal[UE] (2), knife, cutting (0.5 lb), ladle (0.5 lb), painting tools, pot, sculpting tools, seasonings, local (0.5 lb), silk rope (50 ft.), silver holy symbol of Black Butterfly, silver holy symbol of Desna, skewer (1 lb), skillet[UE], soap, tinder packet (0.5 lb), tripod, iron (3 lb), winter blanket, light horse, bit and bridle, blanket, Bodhran, Cittern, cold weather outfit, entertainer's outfit, explorer's outfit, feed (per day), Fiddle, Flute, Low Whistle, medium tent, riding saddle, saddlebags, Tin Whistle, trail rations, waterskin, 328 gp, 8 sp, 9 cp
Special Abilities
Battle Dance (move action, 14 rounds/day) Battle dances can create bardic performance effects only on self.
Battle Dance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Darkvision (60 feet) You can see in the dark (black and white only).
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fleet (Su) Gain an enhancement bonus to speed when battle dancing.


Placid CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Speed 50 ft. (35 ft. in armor)
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1.5; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Come, Heel, Riding, Stay
Skills Acrobatics -1 (+3 to jump with a running start), Perception +6
SQ docile, riding
Other Gear bit and bridle, blanket[APG], Bodhran, Cittern, cold weather outfit, entertainer's outfit (2), explorer's outfit (2), feed (per day) (10), Fiddle, Flute, Low Whistle, medium tent[APG], riding saddle, saddlebags, Tin Whistle, trail rations (10), waterskin (4)
Special Abilities
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

TL;DR Background:

-Mother's an Annis Hag
-Left on the doorstep to an orphanage. The matron in charge wanted to let her die.
-Grew up isolated thanks to strange appearance and behavior
-A pair of adventurers take her in and teach her a lot of things, including about their faiths.
-The adventures are wrongly accused of witchcraft and are burned thanks to the matron.
-The matron takes Terri in, but makes the mistake of letting her gather evidence against her.
-The matron is accused of many crimes in front of the local baron, including the kidnapping of his daughters.
-Baron has to exile Terri due to political pressure.
-Terri lives a couple of years wandering southern Rostland helping others and getting a few cool things during her adventures.
-Terri hears some news about reclaiming the Stolen Lands and goes to see what that was about.

Not so brief Background:

Worse things than bandits haunt the Stolen Lands. Fey, capricious and wild can make you think only a day has passed when it has been years. Monsters rend and tear any that are not strong enough to fend them off nor swift enough to escape their fangs and claws. But, perhaps worst of all, are the hags. They seduce men into being their lovers, then devour them once they are done.

Terri was the result of such a union. Her mother, an annis hag slowly building her coven, left Terri as an infant on the doorstep of a small orphanage in a town just north of the Stolen Lands. The matron of the orphanage was uneasy, and wanted to leave her to die, but the other caretakers were adamant about not murdering the babe. Giving in, the matron warned them that there would be nothing but trouble from the girl.

As Terri grew, it was clear that there was something odd about her. Her nails were far tougher than any human's and she possessed an ethereal air that was both attractive and unnerving. Her mismatched eyes earned her many whispered curses of witch. Children, seeing how the adults feared her, avoided her. Her childhood was spent alone and isolated until a man that followed the Black Butterfly and his companion, a priestess of Desna, came into town.

The pair were friends seeking out forgotten knowledge and new places to discover. They helped those they found along the way and didn't hesitate to help Terri. They took her in, teaching her and caring for her as if she were their own daughter or little sister. Terri learned to sing and dance and more about the world around her. Thanks to them, she even learned to handle her mistakes with grace and humor. For a short while she was happy.

The matron of the orphanage was not. She resented being overruled those years before and grew more jealous of Terri as she grew older. It was clear that she'd be a beautiful young woman when she was a few years older and the matron's resentment soon festered into hatred. She fabricated a rumor about the pair that had unofficially adopted Terri, a dark rumor of witchcraft and missing persons finding their way into stew pots and meat pies.

The man and the priestess saw that their time in the town was at an end and made to leave. Quiet and anonymous acts of kindness are no armor against jealous hatred and no proof against vicious rumor, so they fled in the night taking Terri with them. Barely an hour later, they were found, beaten, and hauled back in chains. Terri sobbed as the one family she knew was tied to the stake and burned.

In a way, the old matron's words proved true, at least for herself. Terri had grown in the months she'd spent with the man and the priestess, and when the matron tried to break her spirit by gloating over how easy it had been to turn the town against the kindly pair and convince Terri it was her fault they were dead, the young girl steeled her resolve. She would survive and reveal the matron's perjury.

Months turned into a year as Terri bided her time. She was worked hard by the matron who took her in to "raise her right and proper and stamp out this witchery in her." Still, Terri was able to learn several things in that time as she patiently gathered proof about the matron's lie that had doomed the only ones who had been like family to her. The matron was involved in several illegal and immoral dealings, trafficking her charges that would fetch good prices as slaves or from brothels, taking money donated to the orphanage and filling her own coffers, even abduction and fraud when she orchestrated the kidnapping of the local baron's daughters and sold them to a slaver making her way to Razmiran.

As autumn turned to winter and the Last Harvest Festival began, Terri took the evidence she'd gathered and found the best clothes she could. Most were too large for her making her almost look ridiculous, but dangerous glimmer in her mismatched eyes was bright. Those few that noticed her as she made her way to the high stage in the middle of the square looked quickly away lest they find themselves the subject of the young girl's ire. The baron was to commend those in the town who had proven themselves pillars of the community, and the matron was among those he was to reward with praise and gifts.

She quietly snuck onto the stage, hiding in the shadows of the banners, and waited. The baron roused the townspeople with a speech praising them all for their work in bringing in a rich harvest. He began to commend the men and women whose actions supported, or at least seemed to support in the matron's case, the community. He called for the matron to step forward, and Terri stepped out in plain view for all to see.

"My lord," she called out, her voice strong and clear despite her stomach trying to tie itself into knots, "The woman you about to commend is not as she appears. It is but a mask and I have proof of her misdeeds."

Stunned silence filled the square as Terri listed off the matron's misdeeds to the woman's growing horror and rage. She approached the baron in the finest clothes she'd been able to scrounge and handed him the papers and ledgers she'd quietly stolen over the year. The baron's initial incredulity turned to outrage as he heard the most damning charge and found the evidence right there at the top.

The matron lunged for Terri, intending to kill the girl and pass off the letters and ledgers as forgeries, but the baron was quicker. He protected Terri from the attack, then ordered them both arrested.

Terri spent the next several weeks as the evidence was reviewed and confirmed confined to a small room in the barracks. She was not treated terribly, but it was still difficult for her. She feared that the baron would simple leave her there to rot or decide that she'd played him false. The days turned into weeks then months as winter deepened.

Just as Terri was beginning to suspect that she would spend the rest of her life in this place, she was brought before the baron. His face was set in a grimace. Terri steeled herself for the worst and prayed that she was wrong.

Her prayers were answered, it seemed. The baron told her of what his investigations had discovered, including evidence that confirmed her claims. While his daughters were long gone by this point, there was at least some closure in learning what had happened to them. He thanked her for what she had done, but his expression never softened.

He continued on, explaining that despite what she had done, the townspeople would not accept her. The rumors of her being a witch were too pervasive and too many people of influence wanted her gone. The baron had to choose what was more important, and one little girl could not equal the rest of the barony. In the interest of peace and cooperation from his more prominent subjects, the baron banished Terri from the town and his lands. He gave her a horse, a stolid sort she named Placid, and enough supplies to last her a long while. After a brief lesson on riding, Terri left the only place she'd known.

Over the next two years, Terri learned to tap into some innate talents that she had no idea she possessed thanks to a couple of harrowing encounters with goblins. She expanded on the basic skills that the man and the priestess, not only becoming skilled with a variety of instruments but also well versed in the fighting style of the dervish. She would earn coin by performing and work her way between towns and villages by cooking for caravans and entertaining the guards with songs and stories.

During one of her adventures, she found tomb dedicated to Desna that had been broken into. Many of the grave goods had been stolen or broken, but there were two items left. One was a mail shirt made of mithral links that fit her well. The other was a single-edged sword with a dark-hued blade that twinkled like the night sky, Dancing Starlight.

In recent weeks and days, Terri has heard of the efforts to reclaim and tame the Stolen Lands. Curious and wondering if she might finally find some companions, she headed for Oleg's Trading Post.


Terri is a kind, bubbly person that is always quick to laugh or smile. While she does have a tendency to take things too literally, she manages to endure any gaffs with grace and good humor. Despite any hardships, she's a fairly happy person.

There are times, however, where Terri does become frustrated with herself and it can lead to her being rather harsh on herself, especially when it's because of her own awkwardness. There are some things about her that I want to keep close to the chest in case they come up in game.


Terri has long, raven-black hair and mismatched blue and grey eyes. Her skin is pale and smooth. She wears clothes that are sturdy while on the road and has a couple of entertainer's costumes for when she's in town. She wears a too-large, colorful jacket with the sleeves rolled halfway to the elbows. The jacket is large enough to cover her in her battle gear. She can also slip out of it fairly easily, even jumping out if that's what is needed.

DM Talomyr - Kingmaker wrote:

I'm not going to say no immediately, but you will have to sell me on the idea. Come up with a good enough story as to why he's there, why he would want to join the chartered explorers, and thoughts on why they would want him to join them.

The answers to those questions would be intertwined.

My character's, Irina's (she ended up becoming female after giving the concept more thought), parents would be a Skinwalker father and human mother and that human mother just so happens to be Svetlana's aunt.
For the last five years Irina has been living along the East Sellen River, which is further east from where Oleg's post is. She moved there from southern Brevoy a few years after her Skinwalker features began to manifest themselves and, probably due to the rebellious streak that's more common in young people, she could no longer bear to constantly hide what she was, like her father does. She still made the occasional trip back home though to see her parents and two younger (fully human) siblings.
It was only recently, during her last trip back home, that Irina learned that her cousin had an outpost in the Stolen Lands and was having trouble with bandits. Convinced she could deal with those bandits she made her way towards Oleg's as quickly as possible.

So as to why they'd take her along, I'd say Svetlana would vouch for her cousin. Irina herself would argue that over the past few years she has acquired more knowledge about the northern Stolen Lands than any of the other PCs and that she's utterly devoted to removing the bandits that plague her family.

As for her reasons to join the chartered explorers. In the short term they'd represent a better chance of ridding this area of the Stolen Lands from bandits and helping out her cousin.
Beyond that it's that she has missed the camaraderie and friendship of other intelligent life over the last few years. During her time in the wilds her only consistent company was her horse and he wasn't one for intelligent conversation. The occasional travellers she'd meet often turned out to be bandits and she'd end up either fleeing herself or scaring them off. She longs for company that doesn't not seek to sink a knife in her back the moment she looks away.
Her feelings about founding a settlement or even a nation in the Stolen Lands would be simple: she longs for a home where she can be herself and won't need to hide her heritage just to be accepted.

Here is Zorn's character along with a brief description of his background.


Half-elf (Half Drow) alchemist (royal alchemist, vivisectionist) 4 (Pathfinder Player Companion: Heroes of the High Court 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 20)
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +4
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 31 (4d8+8)
Fort +5, Ref +4, Will +1; +2 vs. enchantments, +2 bonus vs. poison, +2 bonus vs. traps and hazards while underground
Defensive Abilities fortification 25%; Immune sleep
Speed 30 ft.
Melee +1 scythe +8 (2d4+7/×4)
Special Attacks sneak attack +2d6
Alchemist (Royal Alchemist, Vivisectionist) Extracts Prepared (CL 4th; concentration +8)
2nd—barkskin (2)
1st—enlarge person (DC 15), shield
Str 18, Dex 10, Con 12, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 17
Feats Brew Potion, Extra Discovery[APG], Power Attack, Throw Anything
Traits nature's mimic, pioneer
Skills Appraise +8, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +4, Disable Device +1, Fly +3, Knowledge (arcana) +11, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +12, Knowledge (nobility) +9, Knowledge (planes) +6, Perception +4, Sleight of Hand +3, Spellcraft +11, Use Magic Device +5
Languages Abyssal, Common, Elven, Sylvan, Terran, Undercommon
SQ alchemical antidote, alchemy (alchemy crafting +4), darklands guide, discoveries (infusion, preserve organs[UM], vestigial arm[UM]), elf blood, mutagen (+4/-2, +2 natural armor, 40 minutes), swift alchemy
Combat Gear acid, alchemist's fire, drow poison, weapon blanch (cold iron)[APG]; Other Gear +1 chain shirt, +1 scythe, lantern of auras[ACG], alchemist starting formula book, alchemy crafting kit[APG], backpack, bear trap[APG], bear trap[APG], bedroll, belt pouch, bottle, butterfly net[APG], flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, sunrod (3), tindertwig (5), torch (10), trail rations (5), waterskin, 55 gp, 6 sp, 9 cp
Special Abilities
Alchemical Antidote (6 uses/day) You can creat alchemical antidots that can be imbibed by aonyone.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fortification 25% You have a chance to negate critical hits on attacks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can

Zorin is a half drow who escaped back to the surface thanks to stories his father told him.

He survived Drow society due to his knowledge of alchemy and surgery combined with his ability to produce concoctions to resist both poison and disease.

After reaching civilization, he quickly found himself isolated due to his heritage.

Tried to start up as a physician in town but was quickly pushed out.

Now looking to start a new life out in the stolen lands where he can further study medicine and to provide service to many who will need it.

Zorin stands at a tall 6'1. His light grey skin and white hair is a clear indicator of his half drow ancestry. His body is a patchwork of scars and surgical stitching due to his past in the underdark.

He is often found wearing a lab coat over his usual adventuring gear, it's pockets containing a variety of academical gear.

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I was thinking of submitting an eldritch scoundrel unchained rogue. I'm aware that there's already a rogue in the party, but I'd be a combination arcane (specifically illusion) support/stealth character. I'd plan on going arcane trickster at 5th level, to further focus on magic.

That sound acceptable?

You are welcome to apply with that, as it is as much of a caster as the magus or bard.

After the deadline passes I will get input from the existing players in the group and come to a decision as to who the successful applicant is as quickly as possible.

And here's all of Dayana's crunch and fluff.

Character Stats:

Dayana Medvyed
Female Human Sorcerer 4
CN Medium Humanoid (Human)
Init +5 (+5 Cha); Senses Low-Light Vision; Perception +8 (4 Rank, +1 Wis, +3 Class)
AC 12, Touch 12 (+2 Dex), Flat-Footed 10
HP 26 (4d6+8, +4 Con, +4 FCB)
Fort +3 (+1 Con, +1 Class, +1 Resistance Bonus), Ref +4 (+2 Dex, +1 Class, +1 Resistance Bonus), Will +6 (+2 Wis, +3 Class, +1 Resistance Bonus) (+1 on Will saves made against fey spells and supernatural abilities)
Speed 30 Ft.
Melee Darkwood Quarterstaff +2 (1d6-1)
Ranged Darkwood Light Crossbow +5 (1d8/19–20)
Bloodline Spell-Like Abilities (CL 4th; concentration +8)
. . 8/day – Laughing Touch
Fey Magic Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day – Calm Animals (DC 19), Create Water, Flare (DC 15), Purify Food and Drink
Sorcerer Spells Known (CL 4th; concentration +8)
. . 2nd (4/day) – Hideous Laughter (DC 20),
. . 1st (8/day) – Ear-Piercing Scream (DC 16), Entangle (DC 16), Magic Missile, Sleep (DC 19)
. . 0 (At Will) – Acid Splash, Daze (DC 18), Detect Magic, Ghost Sound (DC 15), Light, Prestidigitation
Bloodline Fey
Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 20 (+5)
Base Atk +2; CMB +1 (+2 BAB, -1 Str); CMD 13 (10 + 2 BAB, + 2 Dex , -1 Str)

Eschew Materials [Sorcerer Bonus Feat]: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Noble Scion (War) [Bonus Feat]: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Precise Shot [Level 3 Feat]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Spell Focus (Enhancement) [Level 1 Feat]: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Noble Born: Medvyed (Campaign): You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
Holy Schemer (Religion): You are well versed in the arts of misdirection, plotting, and intrigue, and you know how to recognize these tactics when they’re used against you. You receive a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.
Overwhelming Beauty (Magic): The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.
Pride (Drawback): You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

ADVENTURING SKILLS (+8 Class, +8 Int = 16 Ranks)
Bluff +12 (3 Rank, +5 Cha, +3 Class)
Diplomacy +12 (3 Rank, +5 Cha, +3 Class) (+14 vs. fey creatures)
Knowledge (Arcana) +6 (1 Rank, +2 Int, +3 Class)
Knowledge (Nature) +8 (3 Rank, +2 Int, +3 Class)
Perception +8 (4 Rank, +1 Wis, +3 Class)
Sense Motive +5 (1 Rank, +1 Wis, +3 Class)
Spellcraft +6 (1 Rank, +2 Int, +3 Class)

BACKGROUND SKILLS (+8 Background = 8 Ranks)
Handle Animal +8 (1 Rank, +4 Cha, +3 Class)
Knowledge (Geography) +7 (2 Rank, +2 Int, +3 Class)
Knowledge (History) +7 (2 Rank, +2 Int, +3 Class)
Knowledge (Nobility) +8 (1 Rank, +2 Int, +3 Class, +2 Noble Scion)
Linguistics +6 (1 Rank, +2 Int, +3 Class)
Perform (Sing) +8 (1 Rank, +4 Cha, +3 Class)

Common, Draconic, Hallit, Sylvan

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Fey Magic [Favored Terrain: Forest]: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
Fey Thoughts [Selected Skills: Diplomacy, Perception]: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
Languages: Humans begin play speaking Common and their ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.

Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic:

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Favored Class Bonus: Sorcerer (+4 Hit Point)


Darkwood Quarterstaff
Darkwood Light Crossbow


Wondrous Item Slots
Clock of Resistance +1 (Shoulders)

Alchemical Silver Crossbow Bolts (20)
Crossbow Bolts (20)

Acid (2)
Alchemist's Fire (2)
Potion of Cure Light Wounds (2)

Grooming Kit (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
Mess Kit (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)

Other Gear
Belt Pouch
Flint and Steel
Iron Pot
Torches (10)
Trail Rations (5 Days)
Signet Ring

Weight Carried: 37 lbs.
Carrying Capacity
[Light Load] 26 lbs. or less
[Medium Load] 27–53 lbs.
[Heavy Load] 54–80 lbs.
Maximum Weight Capacity: 80 lbs.

Tracked Resources:

Alchemical Silver Crossbow Bolts (20)
Crossbow Bolts (20)
Acid (2)
Alchemist's Fire (2)
Torches (10)
Trial Rations (5 Days Worth)
Wand of Mage Armor (50 Charges)
Wand of Shield (50 Charges)

Monetary Bookkeeping:

Starting Wealth: 6000 GP 0 SP 0 CP
Sorcerer Kit: -8 GP
Acid x2: -20 GP
Alchemist's Fire x2: -40 GP
Animal Harness: -2 GP
Bit and Bridle: -2 GP
Darkwood Light Crossbow: -675 GP
Alchemical Silver Crossbow Bolts x20: -42 GP
Crossbow Bolts x20: -2 GP
Darkwood Quarterstaff: -640 GP
Grooming Kit: -1 GP
Light Horse (Combat Trained): -110 GP
Lover's Breath: -200 GP
Potion of Cure Light Wounds x2: -100 GP
Noble Outfit: -75 GP
Cloak of Resistance +1: -1000 GP
Ring of Spell Knowledge I (Burning Hands): -1500 GP
Traveler's Outfit: Free
Riding Saddle: -10 GP
Saddlebags: -4 GP
Signet Ring: -5 GP
Wand of Mage Armor (50 Charges): -750 GP
Wand of Shield (50 Charges): -750 GP
Current Wealth: 49 GP 0 SP 0 CP


The Gronzi Forest, otherwise known as the Forest to its locals, is a vast wilderness spanning much of eastern Brevoy. For generations this forest realm has been the dominion of House Medvyed, going as far back as before Chora the Conqueror and his red dragons united the feuding kingdoms of Issia and Rostland through fire and blood. Throughout this long history, the original Medvyeds of Stoneclimb sired cadet branches to act as their loyal vassals to ensure that the Forest would be largely ruled by those with direct blood ties – and hopefully loyalties – to the main Medvyeds.

One of the eldest of these lesser branches were the Medvyeds of Greenwood, a House that had decidedly seen far better days. An isolated demesne deep within the Forest, the Greenwood fief encompassed little more than a hamlet and a few miles of wild forestry. This tiny excuse of a realm was ruled by Gregor Medvyed, a sour and grasping man painfully aware of his House’s decay and irrelevance. For years he tried to amend his House’s loss of status and raise its, and more importantly his, station by resorting to all matter of intrigues and ploys. All of these ventures ended in humiliation and failure, a trend that quickly made Gregor even more of a bitter man than he already was. Perhaps no one knew this more than his own daughter.

Dayana Medvyed, Gregor’s only child, was literally conceived to be a tool in her father’s ambitions and not much else. Everything about her upbringing, from her education to whom she was allowed to speak with, was centered on making her the perfect demure bride for a powerful Brevic lord whose wealth could fuel her father’s ambitions. Through much of her childhood, Dayana simply accepted this as her destiny, one she was obligated to fulfill as atonement for “murdering” her mother in childbirth. Growing up, her father would never let forget about this crime, often telling Dayana of her duty to make amends whenever she acted out or asked a question he didn’t wish to answer. This blatant use of guilt as a tool of manipulation worked on Dayana for some time until providence came and forever changed her seemingly immutable destiny.

Though normally obedient to her father’s every word, Dayana wasn’t without her secrets and subtle acts of rebellion. Fascinated by the Forest and all its natural wonders from the very first moment she saw it through her castle window, Dayana would often go into the wilderness to explore the woods and sing songs about its beauty. Knowing full well that her father wouldn't so much as allow her to leave his castle, let alone visit the Forest, Dayana constantly had to come up with clever ways to ensure that would he not learn of her jaunts into the Forest. Pretending to have a sickness that required her isolation, convincing a servant girl that looked like her to wear her gowns and pretend to be her for an hour or two, disguising herself as a woodcutter’s apprentice, and other such deceptions were used by Dayana to temporarily escape her father’s thrall and enjoy an outside world that she desperately wished to inhabit but did not have the courage to flee to permanently.

That all changed when during one of her ventures in the Forest she encountered a wandering nymph. Though at first alarmed by the fey creature’s sudden appearance, Dayana’s concerns were quickly amended when she realized that that nymph meant no harm and simply wished to compliment her singing voice and odes to nature. Taken aback and honored by this praise since her father always disparaged her singing, Dayana shyly offered to sing to the nymph once a week at the site of their first meeting if she enjoyed hearing it. The nymph, Napaiai, eagerly accepted the offer and from that day on the two would meet and share their songs, stories, and thoughts with one another, quickly forming a deep friendship that continued unabated for years as Dayana grew older and matured.

With Napaiai’s aid and companionship, Dayana learned that she was one of the rare Medvyeds with fey blood coursing through her veins, and more importantly, that she was one of the fewer still whose heritage was strong enough to gift her with sorcerous powers. Under the nymph’s tutelage, she learned to control these fey powers and even hide them from her father, who would have no doubt tried to exploit them for his own gain. Regrettably, this would not be the only possibility that Dayana had to fear as the came when her father had finally found her a proper husband. When Lord Medvyed told his daughter of this her reaction was… livid to say the least. Gone was the shy and obedient daughter who did whatever her father asked out a sense of guilt. In her place was a confident young woman who adamantly refused to be sold off to a man she had never so much as seen before. Lord Gregor was predictably flabbergasted and enraged by his daughter’s defiance, especially since she had humiliated him in front of his own court, and immediately ordered his guards to take his daughter to her room. She would accept the marriage or spend the rest of her days trapped within his castle.

Fortunately, Dayana was able to avoid either scenario by using her powers to compel her father’s guards to fall asleep just as they dragging her to her prison. Working fast, the budding sorceress used the same obscure castle tunnels and corridors that she had used a thousand times over the years to once again flee from her father’s seat and reach the Forest. Quickly reuniting with Napaiai, Dayana told her dearest all that had happened to her. Knowing that her father would stop at nothing to capture her even if that meant searching the entirety of the Forest if necessary, Dayana begged Napaiai to help her in escaping from him with whatever means she had. With a heavy heart, the nymph did just that. With her powers over nature, it would be a simple thing to teleport Dayana through miles of wilderness to the very edge of the Gronzi Forest, giving her a significant head start over her father's hunters. But alas, the nymph was bond to the Forest and thus would not able to follow her. Heartbroken but seeing no other option, Dayana tearfully accepted the help of Napaiai’s fey magic and fled the Forest but without first giving the nymph one last kiss before disappearing.

It would over a week after her flight that Dayana would find herself in the free city of Restov, where she had been laying low trying to avoid her father’s bounty hunters. Realizing that hiding from her father was only delaying the inevitable, Dayana searched for the means of getting enough power and wealth that her father would be incapable of pursuing her, and better yet, would allow yet allow her to go on the offensive and possibly take Greenwood from him. The swordlords expedition to the Stolen Lands seemed like just the opportunity that Dayana was looking for. If she succeeded, she would be a ruler of a nation, one that could easily challenge a minor lord. Dayana Medvyed would have her revenge and be reunited with one she loved. And all it would take was forging a kingdom.


Pride born of adversity and insecurity defines much of Dayana’s surface veneer, which to many onlookers comes across as the typical haughtiness that is seen in most highborn aristocrats. Dayana is a proud woman, make no mistake, one that doesn’t not easily suffer fools who make gross assumptions about her capabilities, but beneath that imperious facade there is a young woman that knows full-well that her name alone means less than nothing in most circles and is a paper tiger at best. As such, she is driven to use her prowess (be it in guile or sorcery) to show the world her individual worth and talent.

Though an aristocrat through and through, Dayana detests the antiquated, and in her eyes, self-destructive traditions of her class. She is convinced that mindless adherence to the “Old Way” has been the reason why her House has stayed a stagnant bit player in Brevic politics, and why her father’s own aborted attempts at raising its stature failed so ruinously as they did. In her mind even an institution as rigid as feudalism could make use of innovation, with things such as greater social mobility for the peasantry, the eradication of bigotry against bastards and nonhumans, and the abolishment of marriage alliances between unwilling intendeds being all ideas that Dayana seeks to bring about in either Brevoy or the Stolen Lands.

Passionate and domineering, Dayana is ever striving to make her mark in the world in by her own terms. To achieve such a grandiose goal, she places few limits on her actions. In her view, deception and seduction are acceptable tools in a world filled with unscrupulous people willing to do anything for power. That said, the sorceress does have her scruples. Wanton acts of violence and the willful sacrifice of the innocent sicken and outrage her in ways that pierce her mask of jaded pragmatism. Also, for all of her desire for personal power and validation, Dayana does truly believe in the ideal of noblesse oblige, and believes that without it the nobility is nothing more than tyrants disguised in pomp and ceremony. She aspires to be a good and worthy ruler, one that will give her people the beauty, prosperity, and freedom they deserve. All under her benevolent rule, of course.

Past all the intrigue and ambition, Dayana is a young woman with passions and interests outside of the political. The beauty of nature has always captivated her, and she has always felt at peace when surround by greenery or beside an easy river. As a shy child, she often sang in the Gronzi, making odes to the forest’s splendid beauty. Though she now has little time for such frolics she still enjoys singing whenever the opportunity (and inspiration) arises. In the regard to her faith, Dayana once again breaks with familial tradition by being an adherent to Shelyn instead of Erastil. Though she is not entirely committed to all of Shelyn’s teachings, she finds the goddess’ appreciation for beauty to be inspiring. Calistra has her favor as well, the Savored Sting's guile and hunger for vengeance resonating with her in light of her conflict with her father.


Dayana is beautiful. It is a simple fact of life, one that she has contended with since childhood, for good and for ill. Though this beauty is partially magical in nature, being derived from her likely nymph-sired fey bloodline, Dayana takes pains to maintain it even in the rustic wildness of the Stolen Lands. Her hair, a pale blond, is nearly always bound in two long braids that fall beyond her waist. She is pale-skinned, hinting at possible Ulfen ancestry, and has bright eyes the color of a clear river. She is notably tall, shapely and blessed with an oval-shaped face that can turn heads.

With much of her wealth sold off to pay for passage for her flight to Restov, Dayana has been forced to rough it when it comes to her attire. No longer does she wear the fine silks and satins that are customary for someone of even her minor gentry. Now she adorns herself with whatever is practical and can pass as dignified in her new circumstances in the Stolen Lands. Most of the time this means wearing her habitual traveling clothes, a pair of durable boots and a wool tunic with a hooded long cloak. As a way of paying respect to her House, she also takes care to always wear a small medallion that has its ursine crest.

Height: 5'8 Ft. Weight: 135 lbs. Hair: Pale Blond Eyes: Blue

DM, would my story above be enough to justify the Skinwalker? If not I'll redesign my character as something else.

Cuàn wrote:
DM, would my story above be enough to justify the Skinwalker? If not I'll redesign my character as something else.

That will work. Please continue with the character submission.

Here is Irina Cadrillar, my skinwalker Psychodermist Occultist. As of posting I just need to finish up her gear.

Her background was posted above.

I haven't picked her implements yet as that would depend on whether or not It's ok to have pre-harvested trophies.

To be quite honest I'm still doubting whether I should have instead made her a Half Elf as that option would be mechanically superior. I like this one though.

~14 hours remaining until recruitment closes.

Oy! Would you accept a scary faerie dragon sorcerer? Or sorcerer/rogue/arcane trickster?

Marble might be a bit of a country girl, but she's built to be one of the best batman/support wizard(s), with her selection spells, ability to craft magic items, precise shot for ranged touch attacks, and most importantly crafting skills for building structures!

Don't you fret about Magic Items and Kingdom building getting pricey, Marble is here to help claim the Stolen Lands!

Backstory and Description
Ingenuity has always been the cornerstone of Marble Beth's life, the Jublimick family having been renown craftsman throughout the ages. Whilst Marble's branch of the family is better known for their moonshine, Marble had a keen mind for architecture, and a thirst to learn magic. Even saving up her allowance to obtain cantrip scrolls, and practicing her spells on her favorite rabbit Cinnabun. Her parents saved up to send Marble to the Pitaxian Academy, there she acquired knowledge about the arcane, history, and a variety of other studies. However, engineering and architecture were always at the forefront of her studies.

Hearing news of the expedition to reclaim the Stolen Lands, and help establish a new nation, Marble gathered her things, bid farewell to her friends at the Academy, and ventured to Oleg's Trading Post. With the glimmer of adventure and opportunity sparkling in her eye.

Marble stands at a might 3'2" for a gnome, and comes weighing in at a spry 35 pounds. Though her hair is frequently covered by her favorite widebrimmed straw hat, it's a verdant moss green, and her skin has a copper-like hue from her time in the sun. For clothing she tends to wear whatever is most comfortable, preferably something with a lot of pockets. As she loves to have access to her various tools.

Character Sheet
Marble Beth Jublimick
Female gnome Wizard 4
NG Small humanoid (gnome)
Init +6; Senses Lowlight Vision; Perception +0

Racial Favored Class Bonus:
Add + 1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.
Secluded Grimoire, Reference:

AC 13 (Base) 17 (Mage Armor), 13 touch , flat-footed 10 (Base) 14 (Mage Armor)
hp 28 (4d6 + 3 (Con))
Fort +5, Ref +3, Will +4
Defensive Abilities
Speed 20 ft
Masterwork Longbow Attack + 6, Damage 1d6, Crit x3 Range 100ft Type Piercing
(Proficient because of Master Tinker)
Masterwork Longsword Attack +2, Damage 1d6-1, Crit 19-20x2 Type Slashing
(Proficient because of Master Tinker)

Special Attacks
Spell Save DC: 10 + 5 + Spell Level + (if Illusion +1)
Range Touch Attack Spells: d20 + (Dex) 2 + 2 + 1 (small) + (if point-blank +1)
Str 8, Dex 14, Con 16, Int 18 (+2 = 20), Wis 10, Cha 12
Base Atk +2; CMB 0; CMD 12

Class Abilities:
Arcane Bond: Hare, "Cinnabun" +4 Init

Arcane School: Arcane Crafter
An Arcane crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items.

Associated School: Universalist.

Replacement Power: The following school power replaces the hand of the apprentice power of the universalist school.
Metacharge (Ex)
As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.

Metamagic Mastery (Su)
At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Reference: rcane-schools/classic-arcane-schools/universalist/

Prepared Spells
Prestidigitation, Reference:
Light, Reference:
Detect Magic, Reference,
Read Magic,

1st Level
Mage Armor, Color Spray, Mount, Ray of Enfeeblement, Silent Image

2nd Level
Hideous Laughter, Invisibility, Rope Trick

Scribe Scroll, Point-Blank Shot, Precise Shot, Craft Wondrous Items

Riverlander, Benefit Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Hedge Magician, Benefit: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Skills ((Class Base) 2 + (Int) 5 = 7 * (Level) 4 = 28) + 3 from favored class = 31 Total
Appraise: Ranks 1 + (Int) 5 + (Class Skill) 3 = 9
Spellcraft: Ranks 4 + (Int) 5 + (Class Skill) 3 = 12
Knowledge (Arcana): Ranks 4 + (Int) 5 + (Class Skill) 3 = 12
Knowledge (Geography): Ranks 2 + (Int) 5 + (Class Skill) 3 = 10
Knowledge (History): Ranks 2 + (Int) 5 + (Class Skill) 3 = 10
Knowledge (Nature): Ranks 2 + (Int) 5 + (Class Skill) 3 = 10
*Headband of Intellect (3 Ranks) Knowledge (Dungeoneering): Ranks 3 + (Int) 5 + (Class Skill) 3 = 11
Knowledge (Engineering): Ranks 4 + (Int) 5 + (Class Skill) 3 + 1 (Master Tinker) + 2 (Obsessive) = 15
Craft (Armor): Ranks 2 + (Int) 5 + (Class Skill) 3 + 2 (MW Tools) = 12
Craft (Leather): Ranks 2 + (Int) 5 + (Class Skill) 3 + 2 (MW Tools) = 12
*Headband of Intellect (1 Rank) Craft (Weapons): Ranks 3 + (Int) 5 + (Class Skill) 3 + 2 (MW Tools) = 13
Craft (Stonemasonry): Ranks 2 + (Int) 5 + (Class Skill) 3 + 2 (MW Tools) = 12
Disable Device: Ranks 0 + 2 (Dex) + 1 (Master Tinker) = 3
Stealth: Ranks 0 + 2 (Dex) + 4 (Size) = 6

Languages Common, Gnome, Sylvan, Dwarven, Elven, Draconic, (*Headband of Intellect) Giant

Mastwork Longbow (Proficient because of Master Tinker)
Arrows x 120
Masterwork Longsword (Proficient because of Master Tinker)

Other Gear:
Handy Haversack
Trail Rations x 5
Silk Rope
Outfit, Explorer's x 3
Wand of Protection from Evil
Artisan Tools Masterwork

Starting Gold 6000 GP
Mastwork Longbow - (Base Cost 375 GP, Crafted at 1/3 cost 125 Gold)
Masterwork Longsword - (Base Cost 315 GP, Crafted at 1/3 cost 105 Gold) (Proficient because of Master Tinker)
Arrows x 12 (120) - (Base Cost 12 GP, Crafted at 1/3 cost 4 Gold)
Handy Haversack - (1000 Craft Price - 5% from Hedge Magician = 950 - 1 x scroll of secret chest 1125 = 2075)
Bedroll - 1 sp
Soap - 1 cp
Whetstone - 2 cp
Trail Rations x 5 - 2 gp 5 sp
Silk Rope - 10 gp
Spellbook - 15 gp
Ink - 8 gp
Inkpen - 1 sp
Outfit, Explorer's x 3 - 30 gp
Scroll of Levitate - 150 gp
Scroll of Protection from Chaos/Evil/Good/Law (x4) - 100 gp
Scroll of Silent Image - 25 gp
Scroll of Resist Energy - 150 gp
Scroll of Mirror Image - 150 gp
Scroll of Rope Trick - 150 gp
Wand of Protection from Evil - 750 gp
Artisan Tools Masterwork - 55 gp
Scroll of Fox's Cunning - 150
Headband of Vast Intelligence +2 - (2000 craft price - 5% from Hedge Magician = 1900)

45 Gold
2 Silver
7 Copper

Special Abilities

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.

Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Cantrips (Level 0)
All Reference: ps

Level 1
Mage Armor, Reference:
Identify, Reference:
Color Spray, Reference:
Enlarge Person, Reference:
Ray of Enfeeblement, Reference:
Mount, Reference:
Alarm, Reference:
Comprehend Languages, Reference:
Charm Person, Reference:
Protection from Chaos/Evil/Good/Law,
References: , , ,
Silent Image,

Level 2
Invisibility, Reference:
Hideous Laughter, Reference:
Levitate, Reference:
Resist Energy, Reference:
Mirror Image, Reference:
Rope Trick, Reference:
Fox's Cunning, Reference:
Mirror Image, Reference:

I present Zinnath the Scary, who isn't maybe as scary as he wishes he was. I have done him up as a Sorcerer-Rogue, aiming towards Arcane Trickster. I note the party has both a sorcerer and a rogue already though. I suspect the sorcerer/monk intends to stay monk though, so I could focus on the sorcerer side, instead of rogue if needed. Picking more utility, buff, debuff, and battlefield control type spells. I fully understand the GM may not permit this entry, which is also fine.


Zinnath was hatched deep in the Narlmarches, and was never very aware of the the outside world, until it came to destroy the forest around him. Loggers, mostly humans, but some dwarves came and destroyed the forest. He was separated from his parents, and he was forced out onto his own earlier than he would have liked. As a result of his different path than most fey, he has been pushed into new magical directions, and more survival skills. He knows that he isn't alone in the fight to preserve the forests, but sometimes he feels that way. He desperately wants allies. Allies who will protect the deep forest from those who would destroy its wonders and steal its resources.


Zinnath has tried to nurture a scary persona to warn the outsiders out of the forest, but he is never too far removed from the playful nature of his kind.


While most of his sort are multicolored and brilliant in appearance, Zinnath was born with a lack of natural pigmentation throughout his entire hide. However, he will occasionally use his chameleon scales spell to make himself much more vibrant than even his cousins could hope to be.


Faerie dragon unchained rogue 1/sorcerer 1 (Pathfinder RPG Bestiary 3 91, Pathfinder Unchained 20)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 34 (5 HD; 1d6+1d8+3d12+6)
Fort +4, Ref +8, Will +7
Immune paralysis, sleep; SR 13
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +8 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds), sneak attack (unchained) +2d6
Spell-Like Abilities (CL 3rd; concentration +6)
. . 3/day—greater invisibility (self only)
Bloodline Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—elemental ray (1d6 cold)
Sorcerer Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—glitterdust (DC 15)
. . 1st (7/day)—grease, snowball[UW], vanish[APG] (DC 14)
. . 0 (at will)—acid splash, chameleon scales, dancing lights, detect magic, mage hand, read magic
. . Bloodline Elemental (water)
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Accomplished Sneak Attacker, Acrobatic, Dodge, Eschew Materials, Weapon Finesse
Traits magical lineage, pioneer
Skills Acrobatics +11 (+3 to jump), Appraise +7, Bluff +9, Diplomacy +9, Disable Device +13, Escape Artist +10, Fly +23, Knowledge (arcana) +10, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nature) +8, Perception +8, Sense Motive +8, Sleight of Hand +9, Spellcraft +7, Stealth +17, Swim +17, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SQ bloodline arcana (change energy damage spells to match bloodline energy), trapfinding +1
Combat Gear wand of enlarge person; Other Gear handy haversack, blanket[APG], masterwork thieves' tools, 3,149 gp, 5 sp
Special Abilities
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Cold energy.
Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Ray (1d6 cold, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (13) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Recruitment is closed.

Thank you to the applicants. My players and I will have a decision in the next day or two.

I've got it down to 3-4 at the moment, still waiting on a bit more feedback from my current players before making a final selection. Thank you for your patience.

No problem. I think we'd all rather you get someone that'll be a good fit than rush things. :)

Liberty's Edge


We wait with bated breath.

Must be a really close decision :).

It is. Combine that with the holiday weekend, and that is the reason for the delay.

Best of luck to everyone :)

Moment of truth.

Alrighty folks, it was a particularly tough decision but based on my own opinion along with opinions I have gathered from some of the existing players, I will be selecting Dayana Medvyed for open slot.

Dayana, please post in the discussion thread as soon as you can. Given the amount of interest there was, if I have not heard from you in the next 48 hours I will move on to the runner-up.

To the rest of you, thank you very much for your submissions, you truly made it a tough decision. Tough enough that I am going to entertain the idea of selecting a second character to come along as well, but I need the buy-in of my current players before doing so.

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