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Here she is, Sena Drovely, former town rich girl turned monastery mage.
Would Vildeis be setting appropriate? She's my favorite deity, and I believe is the one most likely to call on Warrior's personally.
I absolutely love Vildeis. My favorite LG god right there. You have excellent taste in gods. Can't say my character is going down that path, but oh well. I got favorite gods elsewhere.

Aramus, The Brazen Fool |

Here's Loup Blanc's submission, mechanically finished, other than mundane gear; I'd rather only go through purchasing that if accepted, since it takes a while and doesn't usually have a big impact on the character.
I'm hoping to have a written background to come, but highlights are a rough and tumble youth, getting the rest of the group into and out of trouble, and eventually leaving town to try and make it big as an adventurer. He actually ended up becoming a gladiator in [Insert nearest appropriate city], where he's risen to no small fame and fortune in the last few years. He's still got dreams of being an adventurer and helping people, but so far the cheers of the people and the payments (which have afforded him better equipment for adventuring) have kept him in place.

JonGarrett |

JonGarrett wrote:I like it. I could see him and Ian being a sort classic odd couple; the towering, iron-shod half-ogre with a prodigious strength and a greatsword and his little buddy, the average-sized human who wears a simple robe, carries a puny rapier, but fights with the very energies of the cosmos.Ended up going Bloodrager. It simply became clear that building a full-plate wearng, size-shifting rage monster was most easilt accomadated by doing so, even if his spellcasting will be...lackluster. The final straw was realizing that I could get +5 rounds of rage this way.
Also, his backstory got a little way from me.
** spoiler omitted **...
Thank you, and that does sound fun.

RealLifeCorn |

H
@Rotaretilbo
The homebrew is completely apart from Golarian and any other setting, though I still may be inspired or even take pieces of things I like to add to it. Such as with dieties: Nym & Vicero are the first gods that I've thought to include in this pantheon, but as this is a relatively new homebrew, I haven't made more gods than that. As such, I'm allowing other already-made gods to be placeholders. Does that make sense?
@Sena Drovely
The diety and character look good for use. :)
@Reckless
Look for a different archetype. This one is less parts fighter, and more parts of a different class that I've never read up on.
@JonGarrett
The backstory was awesome, and insightful into Crow's drive. Good job.
@Lord Christian
It is long, and I wasn't able to read all the way through it currently. It's pretty in depth. Character looks fine so far.
@Aramus
The numbers check out. The nearest place that has gladiatorial pits would likely be in Nymopho, though the combatants would all be slaves. (Especially humans such as Aramus)

derpdidruid |

Sena Drovely wrote:I absolutely love Vildeis. My favorite LG god right there. You have excellent taste in gods. Can't say my character is going down that path, but oh well. I got favorite gods elsewhere.Here she is, Sena Drovely, former town rich girl turned monastery mage.
Would Vildeis be setting appropriate? She's my favorite deity, and I believe is the one most likely to call on Warrior's personally.
Why thank yo good sir! I just really like her art and her "Smite ALL the evil" attitude.
The diety and character look good for use. :)
Very well then, I await the date of closing!

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While thinking of my background I had an idea of another option appropriate to what I rolled
Gestalt: Alchemist/wizard
So, here he is:
Illyan Sobachesky
Human alchemist 3/gestalt 3/abjurer 3
CG Medium humanoid (human)
Init +4; Senses Perception +3
Aura protective ward (+1 deflection, 10 ft., 4 rounds, 7/day)
—————
Defense
—————
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
hp 30 (3d8+12)
Fort +8, Ref +8, Will +4; +2 bonus vs. poison
Defensive Abilities resistance; Resist fire 5
—————
Offense
—————
Speed 0 ft.
Melee dagger +3 (1d4+1/19-20) or
morningstar +3 (1d8+1)
Ranged bomb +6 (2d6+4 Fire) or
javelin +5 (1d6+1) or
sling +5 (1d4+1)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Abjurer Spells Prepared (CL 3rd; concentration +8)
2nd—mirror image, mirror image, resist energy
1st—alarm, comprehend languages , crafter's fortune APG (DC 15), mage armor
0 (at will)— arcane mark , detect magic , detect poison , light
Opposition Schools Enchantment, Necromancy
Alchemist Extracts Prepared (CL 3rd; concentration +8)
1st—endure elements , heightened awareness ACG, polypurpose panacea UM, shield
—————
Statistics
—————
Str 13, Dex 16, Con 17, Int 19, Wis 5, Cha 15
Base Atk +2; CMB +3; CMD 17
Feats Arcane Strike, Brew Potion, Craft Wondrous Item, Iron Will, Scribe Scroll, Throw Anything
Traits arcane temper, bastard
Drawback: vain
Skills
Acrobatics +0,
Appraise +8,
Bluff +5 (+3 for 24 hours when you fail an opposed Charisma based check),
Craft (alchemy) +12 (+15 to create alchemical items),
Craft (carpentry) +8,
Diplomacy +4 (+2 for 24 hours when you fail an opposed Charisma based check),
Disguise +2 (+0 for 24 hours when you fail an opposed Charisma based check),
Heal +1,
Intimidate +2 (+0 for 24 hours when you fail an opposed
Charisma based check),
Knowledge (arcana) +8,
Knowledge (geography) +8,
Knowledge (local) +8,
Knowledge (religion) +8,
Perception +3,
Profession (driver) +1,
Profession (medium) +1,
Profession (soothsayer) +1,
Sense Motive +3,
Spellcraft +9,
Survival +1,
Swim -4,
Use Magic Device +8 (+6 for 24 hours when you fail an opposed Charisma based check)
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ alchemy (alchemy crafting +3), arcane bond (Arcane Familiar, cat), discovery (infusion), mutagen (+4/-2, +2 natural armor, 30 minutes), poison use, swift alchemy,
Other Gear chain shirt, leather armor, dagger, javelin, morningstar, rapier, sling, sling bullets (20), cloak of resistance +2 , ring of protection +1, alchemist starting formula book, alchemist's lab, alchemy crafting
Artisan's outfit, backpack, basic maps (major landmarks only), bedroll, belt pouch, explorer's outfit, flint and steel, flint and steel, heavy wagon, Alchemy lab, hot weather outfit, ink, inkpen, knife, utility (0.5 lb), masterwork carpentry tools, mess kit, mess kit, pot, scholar's outfit, soap, torch (10), trail rations (5), waterskin, waterskin (2), wizard starting spellbook, heavy horse, heavy horse, heavy horse, heavy horse,
Meet Illyan:
A large wagon enter the town, with bold word emblazoned on it sides in red letters on a green background:
Waldo the Magnificent
Magical solutions for hire
No task too big*, no task too small!
*extra pay required for Dragons, Demons and other D creatures
Jerry: "Nice to see you again!"
Look at the wagon
"Why it say Waldo when you name is Illyan?"
Illyan: "Hi! I have brought it and the name from my master, there has been a Waldo in my trade for a century and an half, I am most recent one."
Illyan seem very proud of the name.
Jerry: "I think I recall the name, he wasn't some kind of snake oil salesman?"
Illyan: "Slander, I say, slander! I am a true alchemist and wizard!"
In the back of Illyan mind burn the knowledge that his teacher wasn't much of either and that his skills already surpass his, but he will never admit it.
Illyan is 28 years old, with a dashing figure and flamboyant mustache.
He generally has a rapier at his side,e ven if he is not proficient with it.
Illyan is the third son of Karl Schneider, a merchant from Hescoy Hamlet. He was born from the mistress of the merchant, Marika Sobachesky, and never loved by his father, that considered him an embarrassment. 8 years ago his loved mother died of a heart attack and his father paid him to get away. He used the money to apprentice to the fist magic user he could find (the former Waldo the Magnificent).
Not the best choice,as Waldo was mostly a con men, but he had some basic knowledge of magic and alchemy, and thanks to his innate intelligence, some prior teaching from Hescoy Hamlet apothecary and a lot of hard work, Illyan was able to become a good healer, alchemist and wizard.
Three years ago he brought the wagon and the name from his teacher and started working independently. He has done a lot of drudge work, but he solved some serious problem too.
The disease spreading in Smithford wasn't the act of a witch but a contaminated well, but he saved several lives. And he did stop a plague of zombies in Mulberry Field.
Childhood in Hescoy Hamlet
Illyan was part of a gang of children of Hescoy Hamlet that a lot of pranks around the town. He was often blamed for them too, even those that weren't his idea.
Truth to be told, his were usually the overly complicated ones at the expenses of the more puffed up person in the town, but his never were mean acts, they were mostly aimed at humbling them. But something there where unexpected consequences.
A bright and unwise boy learning from a town apothecary isn't generally a good recipe for tranquility.
While his relations with most of the older people in town isn't one of the best and probably several of them still consider him "that hell bent boy", but he has strong friendship bonds with most of the young of his generation. and with master Hiram, the town apothecary.

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@Diego Rossi
What a character! I particularly like, "He generally has a rapier at his side, even if he is not proficient."
I have added some more stuff in the background in the last minutes.
And a rapier is way more showy than a morning star.
After all he was trained by a con men.
:P
Uff! I was able to edit all the basic information in just under an hour.
It timed out while I was adding the last stuff :(
One of Illyan characteristics is his wagon.
It is similar to a gipsy vardo, with a living area, an alchemical laboratory and a reception area where Illyan encounter his costumers.
He sell potions, infusions, magical and alchemical remedies, he perform surgical intervenes and use mesmerism to help people.
The wagon, with it 4 draft horses and the alchemical laboratory, cost more than the 500 gp available for the equipment, so i have considered ti the 3rd magical item.
Currently Illyan has 297 gp in cash and 7203 gp in equipment.
If possible I would like to buy some extra spell and formula with a part of the difference.
And I added the Chirurgeon archetype to the alchemist class.

Rotaretilbo |

Alright, finished backstory stuff for Abby. Hope everything is acceptable.
|
| pushing dem spoilers because I hate the avatar wrap
v
So Abbicka comes from a nearby continent, one close enough that the people of Elensafier have probably discovered, even assuming pre-Age of Sail levels of sailing technology. The northern coast of this continent is impenetrable jungle, and many expeditions to explore or settle this area have been lost to the harsh and poorly understood conditions therein. There is one permanent settlement along the northern coast, a colony of Elensafier, which sits on a calm, natural harbor. The trees have been cleared away, giving the town of maybe a few thousand brave souls about a mile of clearance from the jungle proper. These men and women make their living by a variety of means. There are a number of hitherto unknown plants such as coffee and cocoa, which are quite popular among the well-to-do of Elensafier. There are also a number of strange animals, some prized for their meat, others for their hide, and still others which are sought by rich collectors for their menageries. Wood is abundant, and there are many types of hardwood and softwood which have commercial value back on Deslo. In particular, darkwood and the aptly named ironwood are quite valued for their applications in construction, the former for its light weight and the latter for its incredible durability.
The natives of this dark continent, at least those that have been encountered by Elensafier colonists, are a mix of human, elf, and gnome. These peoples seem to live in communal tribes, practicing druidism and shamanism, and worshipping nature itself. These peoples speak a language which incorporates clicks, which is known as Kliktish among the colonists. The tribes tend to be incredibly hostile towards the colonists, given the latter's propensity for cutting down trees and killing animals in greater numbers than are necessary for sustenance, and the two groups have clashed on numerous occasions. Indeed, the 1 mile buffer between the colony and the jungle primarily serves to prevent tribespeople from sneaking right up to the colony before launching an attack, allowing the colonists time to spot an incoming raid and prepare to receive it.
I tried to leave things vague here, particularly names, because I felt like you'd be better at keeping the names consistent with names you've already decided upon. In particular, what the people of Elensafier call the southern continent, the natives thereof, and the colony therein. I can provide names of what the natives call each of those things if required, but it'll be in gobblygook Klikish, so I doubt that will provide much benefit for anyone.
As one of her initiation, she was tasked with guarding a guest from Elensafier, an anthropologist who was studying the tribe. Ostensibly, she was meant to protect their guest, but in reality, she was meant to keep tabs on him. Ultimately, despite her reports, the elders determined that the anthropologist intended to take secrets about the tribe back to the colonists to allow them to strike against the tribe. The elders decided that the best course of action was for the anthropologist to be taken into the jungle and killed, and tasked Abbicka and her two young companions with this new duty.
Abbicka did not agree with the elders, and in a moment of rebellion, warned the anthropologist of their intent. The two went into the jungle as intended, and then fled together to the colony, the anthropologist for his life and Abbicka fearing retribution for failing in her sacred duty. The anthropologist vouched for Abbicka to the colonists, and while she was absolutely not permitted to stay among them (for fear of her being some kind of sleeper for the tribes), she was permitted to travel with the anthropologist back to Deslo.
The anthropologist lived in Hescoy, and Abbicka (having now changed her name to Abbicka to better suit the phonetics of Deslo) took to living as a hermit just outside the city amidst the forest with her two companions, whom she named Lashtail and Snowfeather. At some point, she met Simeon, Jerry, and <rest of party>, and together they <probably stuff that we as a party should discuss once players are chosen>. When the group grew apart, Abbicka returned to living the hermit's life in the nearby forest.
Again, I wanted to leave things somewhat vague here. I wasn't sure if the anthropologist would be another player, one of Simeon or Jerry, a yet unnamed NPC, or maybe even dead by this point. The anthropologist, at least for me, exists to give a plausible reason for why Abbicka, an outsider with two exotic animals, came to live in Hescoy, while also giving me an opportunity to demonstrate her take on morality, and especially her desire to flee from conflict rather than confront it; it isn't a coincidence that Abbicka flees without even trying to talk the elders out of it or even expressing that she isn't happy about their decision. Anyway, if you want, I can try and expand on him (or any other elements of this backstory) further, but I feel a little uncomfortable trying to wedge anything further into your world than something so distant that the people of Hescoy probably never think about it (and perhaps have never heard of it, if they're closer to Nymopho than the coast) and my character proper.
Also going to need to change some minor elements from the original submission. Namely, Abbicka's given names will need to be shifted into Klikish, which does not share many consonants with Common. Probably the biggest is that "Barrowfield" is an assumed surname, not her given surname. Let's say that her given surname (the name of her tribe) is ʘarofel, which is phonetically similar.

The Pale King |

Currently leaning toward a Virtuous Bravo or Dawnflower Dervish/Unchained Summoner Gestalt. They will fight tag team with their Eidolon. The Eidolon would be a new addition that would pique the interest of their friends. I am thinking the Eidolon may actually be shackling them to a god not entirely of their own will and is as much of a watcher as a partner. Perhaps he made a deal for power.

Arknight |

Very interesting,...
3d8 ⇒ (4, 4, 1) = 9
3d8 ⇒ (3, 1, 1) = 5
3d8 ⇒ (8, 5, 5) = 18
3d8 ⇒ (2, 7, 8) = 17
3d8 ⇒ (3, 6, 3) = 12
3d8 ⇒ (2, 5, 5) = 12
Reroll
3d8 ⇒ (3, 6, 8) = 17
3d8 ⇒ (3, 5, 2) = 10
3d8 ⇒ (2, 5, 8) = 15
3d8 ⇒ (1, 6, 6) = 13
3d8 ⇒ (3, 7, 4) = 14
3d8 ⇒ (1, 6, 4) = 11
Looks like some kind of fighter.....

Illyan Sobachesky |

Here is the complete submission for Illyan Sobachesky
Meet Illyan:
A large wagon enter the town, with bold word emblazoned on it sides in red letters on a green background:
Waldo the Magnificent
Magical solutions for hire
No task too big*, no task too small!
*extra pay required for Dragons, Demons and other D creatures
Jerry: "Nice to see you again!"
Look at the wagon
"Why it say Waldo when you name is Illyan?"
Illyan: "Hi! I have brought it and the name from my master, there has been a Waldo in my trade for a century and an half, I am the fifth of the line!"
Illyan seem very proud of the name.
Jerry: "I think I recall that name, wasn't he some kind of snake oil salesman?"
Illyan: "Slander, I say, slander! I am a true alchemist and wizard!"
In the back of Illyan mind burn the knowledge that Waldo the fourth wasn't much of either and that his skills already surpassed those of his teacher, but he will never admit it.
With a big smile: "While I was coming here, I stopped along the way to buy the perfect spell for the festival, it is called Snapdragon Fireworks."
Jerry feel a small shiver of fear run along his spine.
One of Illyan characteristics is his wagon.
It is similar to a gipsy vardo, with a living area, an alchemical laboratory and a reception area where Illyan encounter his costumers.
He sell potions, infusions, magical and alchemical remedies, he perform surgical intervenes and use mesmerism to help people.
The wagon, with it 4 draft horses and the alchemical laboratory, cost more than the 500 gp available for the equipment, so I have considered it the 3rd magical item.
Currently Illyan has 245 gp and 8 sp in cash and 7254 gp in equipment.
As we could buy 3 magic items worth at most a total of 10.000 gp , if possible I would like to buy some extra spell and formula with a part of the difference.
Maybe even some alchemical product.

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Karolos "Flinchy" Brakros
Karolos "Flinchy" Brakros
Male kasatha gestalt unchained monk/unchained rogue 3
Medium humanoid (kasatha)
Init +7; Senses Perception +12
--------------------
Defense
--------------------
AC 24, touch 23, flat-footed 17 (+1 armor, +5 Dex, +2 dodge, +6 Wis)
hp 28 (3d10+6)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +7; +2 resistance bonus vs. poison
Defensive Abilities danger sense +1, evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +8/+8 (1d6+6 plus 1d4 bleed)
Ranged mwk shortbow +9 (1d6-1/×3)
Special Attacks flurry of blows (unchained), sneak attack (unchained) +2d6, stunning fist (3/day, DC 17)
--------------------
Statistics
--------------------
Str 9, Dex 21, Con 14, Int 15, Wis 23, Cha 19
Base Atk +3; CMB +2; CMD 25
Feats Belier's Bite, Combat Reflexes, Deflect Arrows, Draconic Heritage (chromatic), Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Traits caretaker, deep wounding, quain martial artist, reactionary
Skills Acrobatics +11 (+15 to jump), Bluff +10, Climb +3, Diplomacy +10, Disable Device +14, Disguise +8, Escape Artist +11, Handle Animal +5, Heal +15, Intimidate +9, Knowledge (history) +6, Knowledge (local) +6, Knowledge (religion) +6, Perception +12, Profession (farmer) +10, Profession (herbalist) +10, Sense Motive +10, Sleight of Hand +11, Stealth +11, Swim +3, Use Magic Device +8
Languages Common, Draconic, Gnoll, Kasatha
SQ betrayed, desert runner, desert stride, fast movement (unchained), jumper, ki pool (7 points magic), mark of slavery, multi-armed, rogue talent (vanishing trick[UC]), stalker, trapfinding +1
Combat Gear durable arrow (10), healer's kit; Other Gear mwk shortbow, bag of holding, minor, boots of the cat[UE], snakeskin tunic[UE], bedroll, belt pouch, blanket[APG], hemp rope (50 ft.), masterwork thieves' tools, soap, torch (10), trail rations (13), waterskin
--------------------
Special Abilities
--------------------
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Betrayed When use Sense motive to gain hunch, roll twice (take low, can't reroll).
Caretaker +1 Heal Checks, Heal is Class Skill
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Deep Wounding Melee Bleed Damage takes a DC 20 Heal Check to stop instead of DC 15; magic healing stops as normal
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Draconic Heritage (chromatic, Acid, 7/day) As a swift action, melee attacks with hands deal +1d6 dam of chosen energy for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Multi-Armed (Ex) Has one primary and 3 off hands.
Quain Martial Artist +1 Damage with Unarmed Strikes
Reactionary +2 Initiative
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Stunning Fist (3/day, DC 17) You can stun an opponent with an unarmed attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Karolos Blakros was a typical kasathan youth in Nymopho; one of wealth and priveledge, until his sister Harlonda inherited the family estate when their parents died in a not-so-mysterious fire. Harlonda betrayed her brother, selling him into slavery under a cruel hobgoblin master Shamlos Fleshere. Fleshere took delight in punishing the youth- born of a higher station than the slavemaster could hope to accomplish- for even the slightest failure, giving Karolos a nervous tick he carries to this day.
Karalos showed talent with healing the wounds of Fleshere’s damaged slaves without resorting to costly magics, all while preserving the scars as a constant reminder to those wounded by the slavemaster himself of their failures. Karalos was too proud of his heritage to remain a slave forever; he studied the anatomy of those he healed, gaining vast insight into the nature of various wounds- which were the hardest to heal, how infection could be encouraged.
In a few short years, just before becoming of age, Karalos found his opportunity, and, alone with the slavemaster for one of his not infrequent “lessons”, he watched as a simple unexpected blow bled the life out of Fleshere. He escaped, carrying nothing but the scars on his flesh and the mark of slavery on his face, fleeing until he reached Hescoy Hamlet, exhausted and nearly starved to death.
While the villagers were leery of kasatha, and with good reason, one family took the youth in and gave him a place on their farm. He was able to use his skill as a healer to keep their animals we;;, and given a roof to sleep under and food for his belly. For awhile, this was enough, and Karalos soon began to make friends. His nervous tick earned him the nickname “Flinchy” among his friends, and he has not managed to outlive the name yet.
Flinchy is a friendly and outgoing youth, trying hard to fit in with the other villagers. He's the type to say good morning to a total stranger and mean it. Yet, he's ... twitchy. While some see it as energetic, others see it as nervousness. While he is charming and encouraging of friendship, he doesn't seem to have many close friends.
He wears brightly colored clothes, including a headcover- used primarily to hide the mark of slavery and cover or distract from his many scars; he tells those who don't know better that this is traditional kasathan apparel.
Karolos hides a deeper secret from even his closest friends: he enjoys killing. Often, and in secret. He currently limits these actions to secret animal experiments and "monsters" encountered during "adventures".
Re-entry
"Hey! Jer- long time, how have you been?" Flinchy pulls down his face scarf to reveal his strange smile. "Isn't this year's festival going to be the best?"
"Oh, hey, Flinchburg, you old so and so. Yeah, I really think it is. What have you been up to?"
"Oh, you know getting laid and getting paid, the usual." the kasatha winks.
"So, still a broke virgin, eh?" Jerry and Flinchy share a laugh.
"You know it. Can't seem to get it right with you two-arms." Flinchy laughs.
"Omigods, remember Trinae Happol?" Jerry slaps his knee as Flinchy blushes.
"You know I do, you bring her up every time we meet. How is she?" Flinchy tries to shift the conversation away from the embarrassment of the time she asked to hold hands and he did- all four. Human girls seemed to have smaller arms they kept covered for religious reasons....

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3d8 ⇒ (3, 6, 7) = 16str
3d8 ⇒ (2, 3, 3) = 8dex
3d8 ⇒ (6, 4, 5) = 15con
3d8 ⇒ (8, 5, 7) = 20int
3d8 ⇒ (5, 6, 1) = 12 wis
3d8 ⇒ (3, 8, 4) = 15cha
...
I want to play
Maybe magus or alchemist? Or gestalt of the two?
3d8 ⇒ (6, 3, 2) = 11str
3d8 ⇒ (7, 6, 4) = 17dex
3d8 ⇒ (7, 6, 7) = 20con
3d8 ⇒ (6, 8, 8) = 22int
3d8 ⇒ (2, 8, 4) = 14 wis
3d8 ⇒ (3, 4, 6) = 13cha
Lord have mercy
Ok Kensi blackblade magus would be most excellent

Cale Vatay |

If we could take 3rd party classes i'd like to play a Machinesmith/vivisectionist alchemist gestalt, play as a human mad scientist/doctor
Otherwise I'm thinking of playing an elven swordsman with a love of adventure, seeking to have a little fun, save the girl, lay the dragon
Do something worth having bards sing

RealLifeCorn |

@Diego Rossi
Go ahead. There's not a limit on consumables
@Rotaretilbo
I like how much you thought about how it fits into the world. Yup, I'll accept that as an additional region.
@Reckless
It looks to me as though you forgot to apply the unchained rogue's finesse training.
Dex -> damage. Also, the idea of a monk/rogue is pretty interesting, what with the monk having mastery over their body and the rogue having mastery over their enemies' bodies.
@Lord Christian D'Elegante
In your crunch It looks as though you're fighting with a rapier in either hand. To do so, you would gain a -4 penalty, not a -2.
I like the way you've written out all the bonuses though; it makes it easy to read.
@Cale Vatay
Make sure to read the original guidelines on classes.
If the character lays the dragon THAT would definitely be worthy of bard-song

Slyness |

Howdy, entering Vincent Bloodmoon into the fray. He is a gestalt monk/sorcerer.
A tall, muscled man approaches the hill with trepidation. He has a somewhat greyish pallor. His hair is black and his eyes are green. Notably, he has slightly elongated canines and several tattoos, including one on his face. He is no longer the wild, gangling youth that his friends knew. His movements are graceful and purposeful.
Childhood: Vincent grew up as an orphan in Hescoy Hamlet, though people are sure that he wasn’t born there. In fact, he has tattoos on his wrists that indicate that he was born into slavery. However he arrived, he was a wild child that trouble often found. And when trouble didn’t find him, he was certain to seek it out with his volatile temper. Other youngsters’ parents had vastly differing opinions of him. Some would warn their children not to associate with him, while others found him to be a charming scamp that meant no harm.
Leaving Hescoy Hamlet: When his childhood friends began dispersing as they grew older. Vincent was lured away from the small city by a traveling troupe of performers. But they were con men who used his talents for nefarious purposes. On a job that went sideways, Vincent was discovered by an elderly couple. Rather than turn him over to the law, they decided to reform him. They taught him to discipline his mind and body.
Religion: Vincent does not worship a single deity, but he does believe in the vast power of Nature.
Strangers: Vincent distrusts strangers as he thinks most people are going to try to take advantage of him.
People he cares about: Vincent would do almost anything for the couple that took him in, late in his teens, Adir and Eloise.
Fears: Vincent hates being restrained. Crowds make him anxious. And dolls…they are creepy beyond belief.
Talent: Cooking

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Micarlin
Micarlin, the Twice Damned
Male half-elf of Norgorber 3 cleric/3 aether kineticist (Dark Elementalist)
NE Medium humanoid (Detects as True Neutral)
Init +4; Perception +10, Low-Light Vision
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Defense
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AC 20 , touch 13, flat-footed 17 (+3 dex, 5 armor, 2 shield)
Hp 33 (3 temp) (3d8+9+6)
Fort +6, Ref +4, Will +7
Resist Cold 10
More for Me! 30 ft, DC 15 + Spell level
Deep Cover DC 15
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Offense
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Telekinetic Blast: +6 (2d6+4, 30ft, x2, 20) B, S, or P
Speed 20 ft.
Channel Negative Energy, 2d6, DC 11
Spells Prepared:
2nd Level, Summon Cacodaemon x2 [Masterwork Transformation]
1st level, Poisoned Egg x1, Grasping Corpse x2 DC 16 CMD (+1 feat, 4 stat, 1 spell) [Disguise Self] DC 15 Will
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Statistics
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Str 11, Dex 18 (14+2+2 belt racial), Con 16 , Int 14, Wis 18 (16+2 headband), Cha 10
Base Atk +2; CMB +2; CMD 14
Feats: Fiendskin, Mask of Virtue, Skill Focus (Sleight of Hand)
Trait: Venom Drenched (Black Lotus), Nimble Fingers, Keen Mind
Skills: Disable Device +11 (+1 trait, 3 rank, 3 prof, 4 stat), Linguistics +8 (+3 rank, 3 prof, 2 stat) Intimidate +6 (+3 rank, 3 prof), Stealth +10 (+4 stat, 3 rank, 3 prof), Perception +10 (+3 prof, 4 stat, 3 rank), Sense Motive +10 (+3 prof, 4 stat, 3 rank), Spellcraft +8(+3 rank, 3 prof, 2 stat)
Background Skills: Linguistics +8 (+3 rank, 3 prof, 2 stat), Sleight of Hand +13 (+3 rank, 4 stat, 3 prof, 3 feat)
Languages: Common, Elven, Infernal, Necril, Undercommon
Combat Gear: Wand of infernal healing 50 charges, headband of inspired wisdom, belt of dexterity, 3 chunks of black onyx (10 HD), Scalemail, Heavy Metal shield. A few hundred gold of food and standard adventuring equipment.
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Special Abilities
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Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Dark Studies: A dark elementalist’s base Will save bonus from the kineticist class is equal to 2 + 1/2 her kineticist level, and her base Reflex and Fortitude save bonuses are equal to 1/3 her kineticist level. She gains all Knowledge skills as class skills.
A dark elementalist uses her Intelligence modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and any other Constitution-based effects of all her wild talents.
Soul Power: A dark elementalist uses the souls of others to protect herself from the dangers of burn. She can’t choose to accept burn if doing so would raise her total number of points of burn above 3. However, a number of times per day equal to her Intelligence modifier, as a full-round action she can gather up the soul of a sentient creature with a CR equal to or higher than her character level, as long as that creature died in the past minute. When she does, some of her existing burn is unloaded into the departing soul, racking it with unspeakable torment, but reducing her current burn total by 1 point. A soul used in this way cannot be brought back to life as if it died of a death effect. Using a soul like this doesn’t heal the nonlethal damage from that point of burn immediately, but does enable the dark elementalist to heal the nonlethal damage from that point of burn normally.
Elemental Focus (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.
Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.
Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
Elemental Overflow (Ex): At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
Telekinetic Blast
Source Occult Adventures pg. 15 (Amazon)
Talent Link Link
Element aether; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.
Force Ward
Element aether; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.
Telekinetic Boomerang
Source Psychic Anthology pg. 21
Talent Link Link
Element aether; Type form infusion; Level 1; Burn 1
Associated Blasts telekinetic
Saving Throw none
This functions as telekinetic blast, except you maintain an elastic strand of aether attached to the object you throw. This allows you to pull it back to you after the attack and catch it if you have enough free hands (and assuming it is small enough for you to carry). This prevents the object from taking damage, but it also prevents you from loosening the strands of aether (see telekinetic blast). Alternatively, if the attack missed, on your next turn as a standard action, you can you can snap the elastic strand back to make another attack with the same substance infusion and metakinesis, as if using a normal telekinetic blast (at which point the object takes damage and doesn’t return to you, and you can’t try again).
Pushing Infusion
Element aether, air, earth, void, water, wood; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
Telekinetic Finesse
Element aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.
Replacement Power: The following granted power replaces the lore keeper power of the Knowledge domain or the copycat power of the Trickery domain.
Deep Cover (Su): When you prepare your spells, you can also choose one cover identity—whether that of a real person or a fictitious one. You can assume the disguise of your cover identity in half the normal amount of time. When targeted by a spell or effect that would compromise your chosen disguise (such as detect evil, detect thoughts, or zone of truth), as an immediate action you can force the creature using the ability to attempt a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the creature fails, it gains false information in keeping with your cover identity. You can use this false information ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—anonymous interactionACG, 4th—zone of silence, 8th—mind blank.
More for Me (Su): When another character within 30 feet casts a spell with a range greater than touch, you can attempt a caster level check as an immediate action (DC = 15 + the spell’s level). If you succeed at the check, you receive the spell’s benefit instead of one of the spell’s intended targets (chosen by you). If you are already a target of the spell, you are affected as though you were targeted by the same spell twice (which may or may not benefit you; remember that bonuses from the same source do not stack). This ability does not grant you knowledge of the spell being cast. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—masterwork transformationUM, 6th—guards and wards, 8th—create demiplaneUM.
My character has two gods that can easily be replaced. One he hates, and the other he serves. If you replace Pharasma with any god of the dead/undead and Norgorber with any evil god of secrets, it'll still work. He just attracts a lot of bad luck and it now lives inside his heart. Super edge yo.
Micarlin met the others during a little drow purge down south. Drow had sprung up and Micarlin just happen to fit that bastard race bill. He was being flogged when the others showed up to save him. He was very grateful and joined them in their adventure. He was a good man by this time.
That all stopped when he met a pharasmian cleric. She wasn't the most attractive elf, didn't wear the most attractive robes, but he loved her before he left to the southern city to try to make enough money for a dowry. And he loved her when he came back, but she told him that she changed her mind. He wasn't "part of her religion and thus couldn't marry him". With his heart-broken and a night full of arguing "You love the dead more than me?! I am alive! Does Pharasma say you must marry the dead only; then I will go and die so you can love me." Bam, door slam! He met with the others and asked to adventure with them.
Once Micarlin retired from the adventuring, he settled in a house next to Pharasma's church. He was less of a good man, but not a bad man at this point. He began to hate Pharasma's church, her followers, her preachers, and her priests. But he played it real cool, made a lot of money killing monsters and taking their savings. He made the plan that would make him damned...he threw a party. Over the adventure, he sampled small doses of black-lotus, which nearly killed him every time. At the party, when black-lotus didn't bother him at all anymore, he poisoned the food with the last of his money and invited all the Pharasmanian church to enjoy. They all died, their bodies becoming black husks. Except Micarlin.
But it didn't stop there! One damnation wasn't enough, and to spite Pharasma herself, he gathered all the bodies up and made some wierd symbol on the ground and made a pact...with a daemon. "All these poor sods' souls for a little power! They're all yours!" The raging cat fire thing agreed, and thus, Micarlin became twice damned. But all this damnation brought a little attention, and Micarlin had to lay low, so he was very thankful to be invited by the others back to this small little city.

Loup Blanc |

The numbers check out. The nearest place that has gladiatorial pits would likely be in Nymopho, though the combatants would all be slaves. (Especially humans such as Aramus)
Hmm, alright. In that case, he probably got captured by slavers while adventuring, and has spent the years since fighting for his life and freedom. He escaped (or won his freedom, if that's a thing), and now he's made his way back home to visit friends and family before trying the adventuring thing again.

YoricksRequiem |

Unexpected changed my entire plan. Here we are. Changeling Investigator/Witch. Going with a Skill Monkey / Debuffer / Face sort of role.

RealLifeCorn |

@Lord Foul II
Idk. This is my first time GMing on here, but I hope for it to last awhile. I'm planning on having you guys level up fairly often though.
@Crayfish Hora
Ooo this seems pretty interesting; loads of good stuff here. The crunch looks good as well.
@Loup Blanc
That makes sense. Winning your own freedom would be cool, but as you were a human you likely would've had more luck just escaping.
@YoricksRequiem
I laughed pretty hard at the goat Satan part. The crunch checks out as well. I like the future build idea section.

Ommin Fost |

Here's the submission for Tiny Tim's newest creation, Ommin Fost. He's basically designed entirely to be a support caster.
Haven't done items yet, but I'll get to that. Let me know if I've missed anything else.
Ommin grew up the son of a poor blacksmith in Hescoy, his mother having passed away shortly after he was born. After a youth spent wasting his natural intelligence as a troublemaker and ne'er-do-well his father also died of a strange wasting illness. Destitute and without even a home anymore, Ommin left Hescoy to seek his luck elsewhere. Before long he was charming his way from one temporary shelter to another until eventually he got himself mixed up in a group that planned to figure out what all this weird metal coming out of the eastern desert was about, and more importantly figure out how to turn a profit from it.
After preparing themselves for the rough journey, the company set off into the desert and miraculously met with no real trouble until they found something unusual. One member of the party stumbled, in the most literal sense, over a half buried chain in the sands. Digging it up they found the end was attached to an ancient chest clutched desperately by the skeleton of it's long dead former owner. Cracking it open they found all manner of trinkets and baubles made of a metal with a strange green iridescence to it, Ommin made sure to grab an odd looking round medallion for himself. Deciding this must be worth a fortune on it's own, they stopped for the night to celebrate before heading back west the next day.
What followed was a night of drunken fun that ended with Ommin immobile on his back in the desert sands, staring up into the starry sky. He felt he must be losing his mind, since he could almost see the stars spinning and moving. Forming shapes. He could almost understand them, as if they were speaking to him, when he felt a sharp pain race up his arm from a scorpion's sting. Grabbing the arachnid in his other hand he held it tight and began holding what he believed to be very stimulating conversation as it continually jabbed it's stinger into his fingers. It didn't take long before his strength left him and he stopped perceiving his surroundings. The last thing he did feel was a hauntingly cold wind blowing sand on top of him.
When he came to the next morning he felt an immense terror as he realized he was buried alive. Fortunately for him the sand was only a few inches deep and easily slid off as he bolted upright. Looking around he was confused. Where the night before there had been a dozen men camped here, now the only thing he could find were large bloodstains in the sand and the scorpion he had been buried with the night before. There were no signs of the camels they had journeyed on either, and even the campfire had disappeared without a trace. Ommin's mind spun and swirled as he processed all of this, not being able to deduce what had happened. He started staggering in what he hoped was a westerly direction. Before long he noticed that the scorpion was still clinging to his shoulder, and the medallion he had taken from the chest still weighed heavy in his pocket. A chill wind rose up behind him, carrying faint echoes of his friends' laughter, and he followed it. He followed it all the way back to the last town his company had traveled through, but no one there had seen hide nor hair of the group. He followed it and found people in need of help, and he helped them as he realized he had begun to develop both arcane and divine gifts. He kept following whatever direction that blowing wind took him until one day he looked up and saw somewhere familiar. He saw his original home, Hescoy, with banners blowing in the wind announcing the 100 year anniversary celebration coming up.
Notes:
His experiences in the desert and being haunted by the voices of his presumably dead friends, likely in addition to the influence of his witch patron, have driven Ommin a little bit mad. For the most part he is entirely lucid and coherent, but every once in a while his logical shell cracks temporarily
Ommin still carries the medallion he found. He's not sure if it's actually worth anything, and as far as he can tell it is not magical, but he does have at least a passing interest in determining what it is.
Ommin has decided to try treating life a little bit more seriously than he had previously. He has even given up drinking, blaming himself in part for not being coherent enough to find out what happened that night.
HP:24
STR:13 (+1)
DEX:21 (+5)
CON:13 (+1)
INT:21 (+5) (+2 Bonus from human)
WIS:13 (+1)
CHA:20 (+5)
BAB: +2
MAB: +3
RAB: +7
CMB: +3
Ref: +6
Fort: +2
Will: +4
AC: 15(19 w/CoMS)
FF: 10(14 w/CoMS)
Touch: 15
CMD: 18
Feats:
Extra Hex(Healing)
Extra Revelation(Interstellar Void)
Spell Focus(Necromancy)
Skills:
Craft(Alchemy) (1 Rank) +9
Diplomacy (2 Ranks) +10
Fly (1 Rank) +9
Intimidate (1 Rank) +9
Knowledge (Arcana) (2 Ranks) +10
Knowledge (History) (1 Rank) +9
Knowledge (Nature) (1 Rank) +9
Knowledge (Planes) (2 Ranks) +10
Knowledge (Religion) (1 Rank) +9
Perception (2 Ranks) +6
Sense Motive (1 Rank) +5
Spellcraft (2 Ranks) +10
Survival (1 Rank) +5
Use Magic Device (2 Ranks) +10
Oracle:
Mystery: Heavens
Revelations: Coat of Many Stars (3 hr/day), Awesome Display, Interstellar Void(3d6, DC 16 Fort)
Curse: Haunted
Spells:
0th(DC 15): Create Water, Light, Mending, Purify Food and Drink, Stabilize
1st(7/day, DC 16): CLW, Color Spray, Bless, Shield of Faith
Witch:
Patron: Insanity
Hexes: Ward, Evil Eye(8 rds, DC 16 Will), Healing(1d8+3)
Familiar: Greensting Scorpion
Spells:
0th(4/day, DC 15): Dancing Lights, Detect Magic, Read Magic, Message
1st(4/day, DC 16): Memory Lapse, Burning Hands, Cause Fear*, Charm Person*, CLW, Mount, Negative Reaction, Shadow Trap,Obscuring Mist, Ray of Enfeeblement*, Snowball*
2nd(2/day, DC 17): Blindness/Deafness*, Web*

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Well thanks! I just threw a lot of stuff together. My character is basically a rogue, just without rogue levels. I didn't really create him to fit a specific role and we'll just tack that onto his bad luck spree.
Eventually, he'll be a hodgepodge of all my favorite things! Stealing, necromancy, soul-crushing, pissing off Pharasma or her equivalent, secrets, and money.

Rikash |

Gonna see what I can come up with real quick:
STR: 3d8 ⇒ (2, 5, 6) = 13
DEX: 3d8 ⇒ (1, 8, 1) = 10
CON: 3d8 ⇒ (3, 2, 1) = 6
INT: 3d8 ⇒ (2, 8, 6) = 16
WIS: 3d8 ⇒ (2, 5, 4) = 11
CHA: 3d8 ⇒ (2, 7, 5) = 14
Edit: I could probably do a wizard with that, but it's not super exciting. Let's see what else I can do.
Reroll:
STR: 3d8 ⇒ (8, 8, 6) = 22
DEX: 3d8 ⇒ (3, 3, 6) = 12
CON: 3d8 ⇒ (7, 8, 4) = 19
INT: 3d8 ⇒ (7, 6, 3) = 16
WIS: 3d8 ⇒ (7, 5, 1) = 13
CHA: 3d8 ⇒ (4, 6, 2) = 12
Edit: Holy stats Batman! I think I can do something with this. Brainstorming a few ideas now. :) I'm taking set #2 if that wasn't clear. ;)

Turiel Sahkoinae |

Ok, here's Rikash's alias for submission. Turiel Sahkoinae is a Bladebound Magus/Primalist Air Bloodrager gestalt. He is built around a lightning theme and I have his crunch done. His fluff is mostly together, but I'm not sure about how to best tie in his intelligent weapon (name needed) to your world. It will have its own goals, so it would be helpful if those aligned with Turiels (see some notes below). I need to head to bed now, but hopefully this is something to get started. If selected, I'd be happy to flesh this out a lot more (and will do so tomorrow after work if you haven't already selected someone). Also, as a heads up in case it impacts selection, I'm moving across the country starting next week. I will be able to post, but it will be more sporadic until roughly the end of the month.
Turiel Sahkoinae was an elf born with a legacy to uphold. A legacy that he failed to uphold for years on end. Granted this was through no fault of his own, but to his elders it was a galling failure nonetheless. It was widely whispered in the small confines of the arcanist's tower in which he grew up that he would never live up to a legacy of nigh-uncapped arcane prowess. For seven generations, the Sahkoinae name was synonymous with magical expertise. Evokers, one and all, Turiel's family expected nothing less then the very best when he was born one stormy winter day. He was a gross disappointment.
In theory, his training started young, just like his father's. And though he was a precocious youth, just like his father, he was not one to be found studying. From an early age, he found himself running about the castle, cavorting and tumbling, and holding mock sword fights. To his dignified parents, this behavior was merely the exuberance of youth working itself out. They ignored his unusually strong physique, and the unnatural height he attained in his youth. The fact that he could nearly look his father in the eye when he should have only been waist high was irrelevant. The only question that his parents considered, "Can he cast a cantrip yet?"
As the years rolled by, his parents despaired of having their son follow in their footsteps. Other children were born, and in time their focus diverted. And so Turiel was left alone, the odd duck out in his family tree. The only Sahkoinae who would not become a master of the arcane. Left to his own devices, Turiel quickly took to the martial arts long denied to him. Here, his unnatural strength, quick reflexes, and keen eye all quickly marked him as an unnaturally gifted warrior. Training in sword, bow, and dagger, he quickly mastered them all and sought for more. Fate is a fickle thing, for it was not done arming him. And it would choose to do so in a cruelly ironic way.
Shortly before he was to come of age, when he was eagerly looking forward to leaving his home to make his way as a mercenary to see the world, a raiding band of orcs overran his peaceful childhood home. Turiel rushed to his home's defense, only to be separated from his peers and then quickly disarmed. In that bleak moment, the truth of his 'lack' of arcane was revealed. In a thunderous flash, a stunned young elf was left looking at his hands from which a tide of lightning had swept his tormentors away.
In his moment of desperation and of anger, his blood had asserted itself and revealed the power he could wield. In the subsequent years, a redoubled effort to train him would be only moderately successful. Resentful of the freedom that was 'snatched' away from him, Turiel found it difficult to apply himself to his studies into magical theorem and its tedious books. His only release in those years were the actual practice of magic. He reveled in the power he learned to control, and in secret his sought to incorporate the arcane with his martial training. After years of this dual life, his parents gave up on turning him into a proper wizard and set him free as he so clearly desired.
More to follow
- Worked as a mercenary
- Enjoys life on the road
- Has a heroic streak (enjoyed stories from youth about heroic ancestors)
- Has a bit of skill as a craftsmen, but doesn't expend much time or effort on it
- Found his black blade when scouting a mountain path for ambushes. Would have sworn he heard a voice calling to him on the wind, though none of the others with him at the time heard anything.
Tall and unusually well built for an elf, Turiel is often mistaken at a distance for a human or half-elf. It's only when an observer gets closer, when his unusual solid turquoise eyes, white hair, and pointed ears are clearly visible that his true race is revealed.
- I'm currently thinking the blade is a scimitar.
- It should be a forged blade, with unusual lightning/storm based engravings/motif
- hints/whisps of mists/wind should cling to/obscure the blade
- I'd like to work with GM on the personality/goals.
- Wanderlust seems like a key point
- Heroics/Defense of innocent traveller's as a goal?
- Expand its own power (also a shared goal, though Turiel isn't primarily motivated by it so it could be a point of conflict) as an alternative?

RealLifeCorn |

@Omin Frost
Why was he having the scorpion sting himself. I was laughing, but really confused.
@Thornborn
:) have a good one. Thankyou for letting me know.
@Turiel Sahkoineae
This character looks pretty interesting. And yes, should you be selected I'll make sure to figure some key points out.
Attention All
I will be ending recruitment at l12 o'clock MST, so that gives everyone 5 & 1/2 more hours to finalize things if need be. I'd suggest adding your info to the roster, which can be found here, as that is what I'll be using to look at each of your characters again.
You guys really aren't making this choice easy.

Cale Vatay |

I will rapidly throw together a kensi magus/vivisectionist alchemist elf with dex to damage on his rapier
raised by a pair of elves who ran a theator group/circus. He decided to be an adventurer when he discovered that the "magic" his father did and the fortune telling his mother did were shams
He decided to make a name for himself doing real magic doing real impact

Cale Vatay |

Cale'anon Vati
Male Elf Alchemist/magus 3 | [Neutral Good]
STRENGTH
11 (+0)
HIT POINTS
DEXTERITY
19 (+4)
CONSTITUTION
18 (+4)
INTELLIGENCE
24 (+7)
WISDOM
14 (+2)
CHARISMA
14 (+2)
HP 32
Current HP
Initiative +6 = 4 [Dex]+2 [Reactive]
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +4 = DEX 4+0+0
Appraise +7 = INT 7+0+0
Bluff +8 = CHA 2+3+3
Climb* +0 = STR 0+0+0
Craft +13 = INT 7+3+3
Craft +7 = INT 7+0+0
Craft +7 = INT 7+0+0
Diplomacy +8 = CHA 2+3+3
Disable Device*† +4 = DEX 4+0+0
Disguise +2 = CHA 2+0+0
Escape Artist* +4 = DEX 4+0+0
Fly* +4 = DEX 4+0+0
Handle Animal† +2 = CHA 2+0+0
Heal +11 = WIS 2+0+0 (equal to know, nature)
Intimidate +5 = CHA 2+3+0
K (Arcana)† +13 = INT 7+3+3
K (Dungeoneering)† +8 = INT 7+1+0
K (Engineering)† +7 = INT 7+0+0
K (Geography)† +7 = INT 7+0+0
K (History)† +7 = INT 7+0+0
K (Local)† +8 = INT 7+1+0
K (Nature)† +11 = INT 7+1+3
K (Nobility)† +11 = INT 7+1+3
K (Planes)† +11 = INT 7+1+3
K (Religion)† +8 = INT 7+1+0
Linguistics† +7 = INT 7+0+0
Perception +10 = WIS 2+3+3+2 [elf]
Perform +3 = CHA 2+1+0
Perform +3 = CHA 2+1+0
Profession† +2 = WIS 2+0+0
Profession† +2 = WIS 2+0+0
Ride +4 = DEX 4+0+0
Sense Motive +8 = WIS 2+3+3
Sleight of Hand*† +8 = DEX 4+1+3
Spellcraft† +13 = INT 7+3+3
Stealth* +10 = DEX 4+3+3
Survival +10 = WIS 2+1+3+4
Swim* +0 = STR 0+0+0
Use Magic Device† +2 = CHA 2+0+0
* Armor Check Penalty 0
† Trained Only
EQUIPMENT
NOTES
Base Speed [ 30 (6 sq.) ]
AC [18] = 10 +1 [Silken Ceramonial Armor] +4 [Dex] +3 [Magus Int to AC]
Touch AC [17] Flat-Footed [11]
BASE ATTACK BONUS
+2
Basic Melee Attack +2 (+6 for finesse weapons)
Basic Ranged Attack +6
Weapon Rapier
Attack Bonus +9 (before enchantment)
Critical 18-20 x2
Damage 1d8
Type piercing
FORTITUDE SAVE
+7 = 3 [base] +4 [Con]
REFLEX SAVE
+7 = 3 [base] +4 [Dex]
WILL SAVE
+3 = 1 [base] +2 [Wis]
CMB
+2 = 2 [BAB] +0 [Str] +0 [size]
CMD
+16 = 10 +2 [BAB] +0 [Str] +4 [Dex] +0 [size]
FEATS
Weapon Finesse
(bonus) Weapon Focus
TRAITS
Reactive: +2 to initiative
Magical leniage -1 to spell level for shocking grasp when metamagicked
Ancestral Weapon
Source People of the River pg. 7
Requirement(s) Numeria
You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age. Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
Drawback: power hungry -2 to will saves if power is offered
CARRYING CAPACITY
Light Load: 38lbs.
Medium Load: 76lbs.
Heavy Load: 115lbs.
Lift Over Head: 115lbs.
Lift Off Ground: 230lbs.
Push or Drag: 575lbs.
LANGUAGES
Common, Elven, Celestial, Sylvan, Draconic, Gnoll, Gnome, Goblin, Orc
Alchemist Extracts Per Day
Level 1 3 + 2 [Int]
Magus Spells Per Day
Level 0 4 + 2 [Int] -1 [archetype] Level 1 3 + 2 [Int] -1 [archetype]
SPECIAL ABILITIES
Elf
Low-Light Vision
Elven Immunities: Immune to magic sleep effects. +2 to saves vs. enchantment
Elven Magic: +2 to caster level checks vs. spell resistance. +2 to Spellcraft (magic item properties)
Keen Senses: +2 Perception
Weapon Familiarity: longbows, composite longbows, longswords, rapiers, short bows, composite short bows. Any weapon with 'elven' in its name is treated as a martial weapon.
Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
Alchemist
Swift Alchemy
Discovery 1 (bleeding attack)
Poison Resistance +2
Poison Use
Alchemy
Sneak attack 2d6
Brew Potion
Mutagen
Throw Anything
Torturer’s Eye
At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.
Cruel Anatomist
At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.
Canny Defense (Ex)
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Weapon Focus (Ex)
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Arcane Pool (Su) (8 points per day)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex)
[See FAQ]
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su)
[See FAQ]
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Hit Points 32
8 [first lvl] +4 [Con]
+8 [Alchemist lvl 2] +4 [Con]
+4 [Alchemist lvl 3] +4 [Con]
+0 [Favored Class]

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Cale's father was a stage magician for a traveling theater/carnival, (around expert 6, bard 1) his mother worked with them as a medicine woman (adept class, somewhere around Lvl 3 to 5 or so maybe with a level of alchemist) and fortune teller so because of their jobs Cale had always been fascinated with real magic, and because of the stories they would tell he always wanted to be a hero, to have his name go down in legend
Ever since he found that what his father did for a living was mostly fake, he vowed to learn real magic and become the greatest wizard... No... Greatest hero ever known.... these are the first steps on that journey
quirks
he taps his fingers together when excited,
he waves his arms a bit when he talks sometimes
he paces back and forth and talks to himself or his ferret familiar when thinking hard on something in particular
he frequently flips a coin when bored

TheWanderer123 |

Just in time, meet Fern Willoughby. I haven't created an alias yet but will if selected.
Male Human Unchained Rake (5)
Chaotic Good
-------------------
Defense
--------------------
AC 19, Touch 16, Flat-footed 13
Max HP 48
Fort +4, Ref +9, Will +1
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: +1 Keen Dagger +8 (1d4+6 17-20×2) P
+1 Menacing Dagger +8 (1d4+6 19-20x2) P
Ranged: Dagger +8 (1d4+2 19-20x2) P, 10 ft
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 16, Int 15, Wis 11, Cha 17
Base Atk +3; CMB +5; CMD 20
Drawbacks and Traits:
Vain (drawback) - Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.
Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Disillusioned - You gain a +2 trait bonus on Will saving throws against emotion and fear effects.
Feats:
Two Weapon Fighting
Weapon Focus: Daggers
Dodge
Skills: Acrobatics +13, Appraise +2, Bluff +10, Climb +6, Diplomacy +12, Disable Device +11, Disguise +3, Escape Artist +9, Intimidate +11, Knowledge Dungeoneering +6, Knowledge Local +7, Knowledge Nobility +7, Perception +8 (+12 when used to hear the details of a conversation or to find concealed or secret objects (including doors and traps), Sense Motive +8, Sleight of Hand +10, Stealth +13, Use Magic Device +11
Languages: Common, Gnomish, Dwarven, Elven
Gear: MWK Studded Leather, Keen Dagger +1, Menacing Dagger +1, MWK Thieves’ Tools, 2 extra daggers, Sap, Wand of CLW, MWK Backpack, Bedroll, Belt Pouch, Caltrops, Chalk (Black, White, Blue, Red), Flint & Steel, Grappling Hook, Mess Kit, Mirror, Pitons (10), 50’ Hemp Rope, Soap, Torches (3), Trail rations (5 days), Waterskin, Courtier’s outfit
Cash: 117 gp, 6 sp
Fern’s life began on a horrific note. His elven mother died during childbirth, removing what could have been one of the only elven influences on his life. Raised by his father a merchant of very limiited skills, Fern spent most of his life in the capital city of Elensafier. As a lower middle class half-elf, Fern was forced to adapt quickly and to survive periods of racially motivated bigotry. It was because he was challenged like this that he came to realize that he had the good looks and charm that could separate him from other people. He used this frequently to his advantage, gaining access to opportunities and then later to the nobility.
As he met more people and networked among Elensafier’s courtiers, Fern became known as one of the more talented among them, using his natural charm and intellect to gain more and more influence. It was during this time that he was introduced to an older member of the nobility by the name of Count Victor of Holiery. Despite the fact that the Count was a rather solitary individual, he and Fern hit it off immediately. A natural goal for all courtiers was to seek a sponsor who would further their prospects and Count Victor seemed to fill this role perfectly for Fern.
As they grew to know and trust each other, Count Victor shared with Fern the details of a plot to seize the lands of a neighboring lord. The plot involved a fair amount of legal legerdemain combined with the assassination of a courtier under the protection of the neighboring lord. Before it got off the ground however, the plotting was exposed, Count Victor was stripped of his influence and Fern was stripped of all influence. Fortunately however, his reputation managed to stay more or less intact.
Since that time, Fern has spent his time traveling around the countryside, renewing acquantances and looking for a new path to power in the realm.

RealLifeCorn |

Recruitment Is Now Closed
Thankyou to everyone that has submitted a character. I have briefly looked at them, but now I will look at them each more in-depth in order to choose a the PCs I feel will be able to create an interesting and cohesive group. As I've stated before, you are not making this easy for me, because of the number of fantastic characters, and as such I expect that I will need several days to find the group. To make this go faster, I ask that each day you check your PMs for information or questions that will be passed through there.

ToxicDragon |

Sliding my character Corgak Sunspitta in hoping it still gets looked at considering technically still not midnight.
Good luck everyone. A lot of fun characters here.