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When devils slay the knightly leader of Arwyll Stead and orcs from the Hell's Fury tribe attack the town, all hope seems lost for the brave people living on Lastwall's border. The coincidental arrival of the mysterious half-orc Vegazi also raises unsettling questions, and it's up to the heroes to make sense of these events and end the Hell's Fury tribe's threat to Arwyll Stead once and for all. What does Vegazi have to do with the raiders' diabolical plot? Who will rally Arwyll Stead now that the town's icon has been cut down? And who is the mastermind orchestrating the orc tribe's alliance with devils from beyond?
Hello All!
I am looking to run an ongoing game using the Daughters of Fury Supermodule. I will be running it for PFS credit BUT this is a sort of unique scenario in that you can run the scenario with any level 3 character you want and apply the credit to a totally different character.
Level: 3
Races: Any of the PFS legal races are instantly acceptable (that is Core plus Kitsune, Tengu, Wayang, Nagaji). Anything else will be evaluated on a case by case basis
Stat Generation: 20 point buy.
Classes, Archetypes and Feats: No 3PP, no item creation, No Flaws.2 Traits.
Posting Expectations: I tend to be a pretty relaxed GM, I will update a bunch Tuesday through Saturday but Sunday and Monday I tend not to be around my computer.
I will let this run for about a week or so before I close off recruitment.

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Saiman, check out the GM section of the PFS guide. GMs can run sanctioned modules (not scenarios) as regular Pathfinder games with whatever house rules they want and get PFS credit for themselves and their players to apply to PFS characters as long as they play through the module.
Thanks Caps. My PBP virginity showing through as I've only done PFS through Jan and haven't since because of medical issues.
Now I have to see if had a L3 character.

Pirate Rob |

I've never used Words of Power, but it's something I've been curious about.
Ended up being more than I wanted to deal with though.
Elandra is a local Tengu outrider. She is a skilled mounted archer and skirmisher with lots of woodland friends to help her.
In an effort to help stem the tide of my alias bloat, I am currently only making aliases for characters actually selected.
Female tengu inquisitor (monster tactician) of Erastil 3 (Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 263)
NG Medium humanoid (tengu)
Init +6; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 24 (3d8+6)
Fort +4, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bite +3 (1d3+1) or Longsword +3 (1d6+1/19-20)
Ranged mwk composite longbow +7 (1d8+1/×3)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—detect alignment
Inquisitor (Monster Tactician) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—bless, ear-piercing scream[UM] (DC 13), ears of the city, protection from evil
. . 0 (at will)—detect magic, disrupt undead, guidance, read magic, sift[APG], stabilize
. . Domain Animal (Feather subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 9
Base Atk +2; CMB +3; CMD 17
Feats Escape Route[UC], Point-Blank Shot, Rapid Shot
Traits beast bond, deadeye bowman
Skills Acrobatics +0 (-4 to jump), Handle Animal +6, Heal +7, Intimidate +0, Perception +11, Profession (cook) +7, Ride +7, Sense Motive +9, Spellcraft +6, Stealth +2, Survival +8; Racial Modifiers +3 Perception, +2 Stealth
Languages Common, Orc, Tengu
SQ eyes of the hawk, gifted linguist, monster lore +2, solo tactics, stern gaze +1, summon monster II, swordtrained, track +1
Combat Gear scroll of calm emotions, invisibility, magic weapon, remove fear, remove paralysis, resist energy, lesser restoration, wand of cure light wounds; Other Gear breastplate, mwk composite longbow (+1 Str) with 50 cold iron arrows, cutting board, wooden (2 lb), heavy horse (combat trained), bedroll, bit and bridle, blanket, blanket, feed (per day), firewood (per day), flint and steel, Knife, cutting (0.5 lb), Ladle (0.5 lb), mess kit, pot, riding saddle, saddlebags, Seasonings, local (0.5 lb), Skewer (1 lb), skillet, Tinder packet (0.5 lb), tindertwig, trail rations, Tripod, iron (3 lb), 417 gp
--------------------
Special Abilities
--------------------
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Inquisitor (Monster Tactician) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Summon Monster II (5/day) (Sp) Cast summon monster spells as a spell-like ability.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Track +1 Add the listed bonus to survival checks made to track.

Valjoen_KC |

I'll submit a Halfling Sorcerer1/Rogue2. Below is her basic crunch, although I'm still working on gear and might tweak a few things.
Halfling rogue 2/sorcerer (tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Small humanoid (halfling, orc)
Init +10; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 25 (3 HD; 1d6+2d8+8)
Fort +3, Ref +8, Will +4; +2 vs. fear
Defensive Abilities evasion
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee dagger +1 (1d3-1/19-20) or
hanbo +1 (1d4-1) or
mwk rapier +3 (1d4-1/18-20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd; concentration +4)
3/day—acid splash
Sorcerer (Tattooed Sorcerer) Spells Known (CL 3rd; concentration +4)
1st (4/day)—snowball (DC 12), vanish[APG] (DC 12)
0 (at will)—detect magic, mage hand, message, prestidigitation
Bloodline Orc
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Statistics
--------------------
Str 8, Dex 19, Con 14, Int 10, Wis 12, Cha 12
Base Atk +1; CMB -1; CMD 13
Feats Improved Initiative, Two-weapon Fighting, Varisian Tattoo[ISWG], Weapon Focus (rapier)
Traits magical knack, reactionary
Skills Acrobatics +9, Bluff +6, Disable Device +11, Escape Artist +8, Perception +9, Sense Motive +5, Sleight of Hand +8, Stealth +14, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ bloodline tattoos, familiar tattoo, rogue talent (weapon training), trapfinding +1
Combat Gear acid (5), caltrops; Other Gear dagger, hanbo, mwk rapier, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, spell component pouch, thieves' tools, trail rations (5), waterskin, 2,572 gp, 1 sp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
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miteke |

This is my submission for Tanic
N/N Medium Native Outsider (Suli)
Inquisitor(Monster Tactician)/3, worshiper of Ayrzul the Elemental Lord of Earth, Ferocity Domain
Str 17, Dex 10, Con 12, Int 10, Wis 15, Cha 14
Init +2; Senses low-light vision; Perception +8
Speed 30 ft. (20 ft. in armor)
Base Atk +2; CMB +5; CMD 15
Languages Common, Terran, Inguan
AC 17, touch 10, flat-footed 17 (+7 armor, +0 Dex)
hp 24 = 18[lvl3] + 3[con] +3[fc]
DR 7 for 4 main elements (Suli elemental resistance and unscathed)
Fort +4, Ref +1, Will +5;
Melee: +1 Cold iron morningstar +6/1d8+4 (+1 if flanking)
Elemental Assault(Su): Suli ability that grants +1d6 elemental damage for 3 rounds/level 1/day
Special Abilities
Ferocious Strike 5/day = 3 +2[wis] / day
Summon Monster 2 5/day = 3 +2[wis] / day
All spells get +1 DC if Conjuration
All Monsters get Augment Summoning bonus
Outflank + Solo Tactics
Inquisitor Orizon Spells Available
Acid Splasy
Create Water
Detect Magic
Light
Read Magic
1st Level Inquisitor Spells Available 2/day
Heightened Awareness
Comprehend Languages
Bless
Litany of Weakness
-5 Acrobatics
1 Appraise
2 Bluff
-2 Climb
0 Craft:
0 Craft:
9 Diplomacy
N/A Disable Device
2 Disguise
-5 Escape Artist
-5 Fly
N/A Handle Animal
6 Heal
8 Intimidate
4 Kn. Arcana
N/A Kn. Dungeoneering
N/A Kn. Engineering
N/A Kn. Geography
N/A Kn. History
N/A Kn. Local
N/A Kn. Nature
N/A Kn. Nobility
4 Kn. Planes
N/A Kn. Religion
1 Linguistics
8 Perception
-5 Ride
11 Sense Motive
N/A Sleight of Hand
4 Spellcraft
-1 Stealth
6 Survival (+1 Tracking)
-2 Swim
N/A Use Magic Device
Breastplate
+1 Cold iron morningstar
Explorer's Outfit
Backpack, common
Bedroll
Belt pouch
Chalk
Mess Kit
Mirror
50ft silk rope
Lantern, Hooded
Soap
Trail Rations
Waterskin
Grappling Hook
Wand of Infernal Healing (50/50)
Suli Traits
Low-Light Vision
Negotiator: +2 Diplomacy and Sense Motive
Elemental Assault (Su): +1d6 dmg 1 round/lvl 1/day
Elemental Resistance: DR 5 main elements
Inquisitor/Master Tactician
Ferocious Strike (Su): +1/2 level to damage 3+Wis/Day
Monster Lore, +[Wis] knowledge monsters
Stern Gaze +[1/2 lvl] intimidate and sense motive
Weapon Proficiency with deities weapon (Morningstar)
Summon Monster I 3+Wis/day standard action, 1 min/lvl
0T Unscathed, +2 to each energy resistance DR.
0T Dirty Fighter, +1 damage when flanking
1F Spell Focus: Conjuration

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Hah! Managed to piece together my character in a bit of downtime.
Jäg Koszonommonsk
Gnome brawler (wild child) 3 (Pathfinder RPG Advanced Class Guide 23, 89)
CG Small humanoid (gnome)
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 18, touch 12, flat-footed 17 (+5 armor, +1 Dex, +1 shield, +1 size)
hp 31 (3d10+9)
Fort +6 (+5 circumstance bonus vs. cold weather), Ref +4, Will +1; +2 vs. illusions, +2 bonus vs. fear and despair
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Offense
--------------------
Speed 20 ft.
Melee longspear +6 (1d6+3/×3) or
. . mithral tekko-kagi +7 (1d2+2/×3) or
. . mithral tekko-kagi flurry of blows +5/+5 (1d2+2/×3) or
. . unarmed strike +6 (1d4+2) or
. . unarmed strike flurry of blows +4/+4 (1d4+2)
Ranged sling +5 (1d3+2)
Special Attacks brawler's flurry, maneuver training (bull rush +1), martial flexibility 4/day
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
--------------------
Statistics
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Str 15, Dex 12, Con 16, Int 10, Wis 10, Cha 12
Base Atk +3; CMB +4 (+5 bull rush); CMD 15 (16 vs. bull rush)
Feats Improved Unarmed Strike, Power Attack, Uncivilized Tactics
Traits highlander (hills or mountains), savage
Skills Acrobatics +4 (+0 to jump), Climb +5, Handle Animal +7 (+9 vs. Ussur while worn), Knowledge (nature) +9, Perception +4, Sense Motive +4, Stealth +9 (+11 in hilly or rocky areas), Survival +0 (+1 to get along in the wild), Swim +5; Racial Modifiers highlander (hills or mountains)
Languages Common, Gnome, Sylvan
SQ brawler's cunning, eternal hope, gnome magic, maneuver training, martial training
Combat Gear oil of magic weapon, potion of cure moderate wounds, potion of magic fang, alchemist's fire (2); Other Gear +1 lamellar (leather) armor[UC], longspear, mithral tekko-kagi[UC], sling with 50 cold iron sling bullets, candle (10), candle lamp[UE], cleats[APG], cold weather outfit, mirror, shovel, signal whistle, snowshoes[APG], tindertwig (5), winter blanket, 1,051 gp, 8 sp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/2
Cold iron sling bullets - 0/50
Dancing Lights (1/day) - 0/1
Eternal Hope (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Martial Flexibility (move action, 4/day) (Ex) - 0/4
Oil of magic weapon - 0/1
Potion of cure moderate wounds - 0/1
Potion of magic fang - 0/1
Prestidigitation (1/day) - 0/1
Speak with Animals (1/day) - 0/1
Tindertwig - 0/5
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +1/+1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Darkvision (60 feet) You can see in the dark (black and white only).
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training
Maneuver Training (Ex) Manuever training choices can also be performed by animal comp as bonus tricks.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Uncivilized Tactics As std act, perf CM check, success disables targets limb or natural attack for 1 rd (+1/5 over).
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Ussur
Polar Bear
N Small animal
Init +3; Senses low-light vision, scent; Perception +1
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Defense
--------------------
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +6, Will +2
Defensive Abilities evasion
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Offense
--------------------
Speed 40 ft.
Melee unarmed strike +5 (1d2+5 nonlethal) or
. . bite +5 (1d4+5), 2 claws +5 (1d3+5)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3 (+5 bull rush); CMD 17 (19 vs. bull rush, 21 vs. trip)
Feats Improved Bull Rush, Power Attack
Tricks Attack, Come, Down, Flee, Get Help, Heel, Sneak, Stay
Skills Acrobatics +3 (+7 to jump), Climb +7, Stealth +11, Swim +7
SQ attack, come, down, flee, get help, heel, sneak, stay
Other Gear training harness[ARG]
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Tracked Resources
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. . -none-
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Special Abilities
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Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flee [Trick] Attempts to run away or hide.
Get Help [Trick] Attempts to bring back people it considers "help"
Heel [Trick] The animal will follow you.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak [Trick] Creature stays hidden.
Stay [Trick] The animal will stay where it is.
Jag is still getting used to life in the warm lands off the high ice. There's no humpback whales to hunt, and the snow is far less common, but its nice. Sleeping outside isn't a death sentence. And the colors! Ussur's life was forever changed (too early to tell whether for good or ill) when Jag discovered the availability of dye in one of the various towns they've visited. Now, his fur matches Jag's hair- -vivid orange with the original white only showing through in streaks and a couple of missed spots.
While Jag may or may not know about the bleaching, he's certainly fighting it off with a combination of wanderlust and plucky escapes (usually credited to Ussur)- -he still has several scars from when he got a little too close to a wolf with her cubs- -he never seems to resist a city, no matter the size. The smells! The colors! The sounds! The stuff!

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So, I will follow the common trend and will add right here my stats (and also absolutely unobtrusively remind myself):
Berstuk Cert
Male Human Cleric III (Mendevian Priest)
NG Medium Humanoid (human)
Init +1; Perception +5; Low-Light Vision
--------------------
Defense
--------------------
AC 23 (+9 armor, +3 shield +1 dex), touch 11, flat-footed 22
hp 30 (3d8 + 3 con + 6 feat + 3 feat)
Fort +5, Ref +2, Will +6
--------------------
Offense
--------------------
Speed: 20 ft.
Base Atk +2; CMB +4; CMD 14
Melee: Morningstar +5 (1d8+2; 19-20/×2)
Channel energy: 2d6, 6/day
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 14
--------------------
Spells Known
Cleric (CL3):
Orisons:
Light, Enhanced Diplomacy, Create Water, Guidance
Level 1:
Shadow Trap
Protection from Evil
Shield of Faith
+
Domain: Obscuring Mist
Level 2:
Hold Person
Burst of Radiance
+
Domain: Blindness/Deafness (only to cause Blindness)
_______________
Special Qualities:
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Weapon and Armor Proficiency: A Mendevian priest is proficient with all simple weapons, light armor, medium armor, heavy armor, shields (except tower shields), and the favored weapon of her deity.
_______________
Feats:
Blind-Fight: You are skilled at attacking opponents that you cannot clearly perceive. In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Tribal Scars: You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe’s ancestors or totem. You gain 6 hit points. In addition, you gain one of the following:
Night hunt: +2 bonus on Perception and Survival checks.
Selective Channeling: You can choose whom to affect when you channel energy. When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Toughness: You have enhanced physical stamina. You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
_______________
Traits:
Exalted of the Society [Faith]: The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.
Blood of Dragons [Race]: Long ago, your ancestors’ blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
_______________
Skills:
Heal +11 (+3 rank +3 skill +3 wis +2 kit)
Diplomacy +8 (+3 rank +3 skill +2 cha)
Knowledge (Religion) +6 (+3 rank +3 class)
Knowledge (Planes) +6 (+3 rank +3 class)
Also: +1 (half level) on demons, demonic cults, and their magic
Survival +5 (+3 wis +2 feat)
Perception +5 (+3 wis +2 feat)
_______________
Languages:
Common, Celestial, Hellid
_______________
Money & Gear:
Full plate - 1500 gp
Masterwork Morningstar - 308
Heavy Shield +1 - 1020
Healer's Kit - 50
Cleric's kit - 16
Book of War Prayers - 50
Total spend: 2944
GP: 56
_______________
Role:
Berstuk is the perfect support character for the party in battle. Growing up in the harsh lands of the Mammoth Lords, he understands the price of strength and military tactics. He can heal the party - selectively, without enemies, can work fine in the first row - creates a flank for fellows, weakens foes with magic, would not let enemies come to more stunted comrades and also can hit himself. In a non-combat situation he tries to solve everything peacefully... and cunning. He will be the last to try to appeal to reason and conscience of the interlocutor, but if it doesn't work - he will try to help his teammates to use stealth and deception. In the end, Kelinahat which he worships - patron of spies, and despite her lawful-good essence, She on Ebon Wings encourages deception and stealth, if it goes in the name of good deeds.

Oliver Ebonlocke |

Interested.
Question, how are you with multiclassing? Some GM's get bent out of shape over it, especially if you're doing 1-2 levels in a certain class. Also, is Gunslinger ok? If so, what is the guns level?
I'd have to rebuild him, but Oliver here was a 6th level character I enjoyed, very wild west cowboy gentleman type. Gunslinger/Paladin/Fighter so minor healing ability, and mixed combat abilities.

qwerty1971 |

Here is my submission, a Spell Warrior Half Orc female Skald
Valyssa Skald DoF
Half-orc skald (spell warrior) 3 (Pathfinder RPG Advanced Class Guide 49, 116)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 27 (3d8+9)
Fort +7, Ref +5, Will +5; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +4 (1d8+2/19-20)
Special Attacks rage power (celestial blood, lesser[ACG]), raging song 10 rounds/day (enhance weapons, song of marching)
Skald (Spell Warrior) Spells Known (CL 3rd; concentration +6)
1st (4/day)—cure light wounds, grease, hideous laughter (DC 14), liberating command[UC]
0 (at will)—dancing lights, detect magic, ghost sound (DC 13), light, lullaby (DC 13), prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +4; CMD 16
Feats Extra Performance, Improved Counterspell, Skald's Vigor[ACG]
Traits fate's favored, reactionary
Skills Diplomacy +9, Intimidate +5, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +7, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +4, Perception +6, Perform (oratory) +9, Sense Motive +9, Spellcraft +4, Use Magic Device +7; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Orc, Skald
SQ bardic knowledge +1, orc blood, rage powers, versatile performance (oratory)
Combat Gear wand of cure light wounds; Other Gear +1 mithral chain shirt, heavy steel shield, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], mirror, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 83 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Celestial Blood, Lesser (Su) When raging, your melee atks. are good-aligned and do +1d6 dmg vs. evil outsiders.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (standard action, 10 rounds/day) (Su) Song can inspire allies in a variety of ways.
Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2.
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Valyssa is a half orc from the northern reaches near Jol. She is of third or fourth generation half orc descent and is more human than half orc by now. She was raised by a human family and grew up listening to the stories and songs of the village skalds and bards. When she came to marrying age she instead joined a Jarl and his contracted war-band raid and explore across the waters. She spent some time there twiddling her fingers as the campaign was boring and uneventful. Not wanting to return home, Valyssa decided to join a caravan heading east as a guard with some other barbarians. Once again the caravan managed to avoid any conflicts as it traveled through civilized lands. Singing for coin to make her way Valyssa journeyed from town to town as a tourist and performer looking for something to do. Hearing about a job or looking for adventure Valyssa is ready for anything...armed with sword, shield and Caydens blessing- Valyssa is ready to begin.