
DM: Twilight Hatter |

Running; cowering; fighting; however you have fallen, a being of most vile shadows has consumed you while you were helpless in it's bindings. A multitude of feelings and emotions breached your consiousness and seeped into your skin, cutting their way into every fiber with freezing, burning sensations. And your very life seemed to be tortured from your flesh, you suddenly breached the entanglement your soul was under only moments ago; breathing deep of fresh air in a dimly illuminated room, afloat in a pool of blackness beneath you. Shuddering, you crawl away to more solid landings and the overwhelming agony you've suffered ends swiftly. Laying upon the rock and wood, a woman calmly kneels beside you. Looking into your tired eyes through dusty spectacles, she says, "Welcome to Tower Bell-Light. Hopefully you bunch of 'Players' will endure a little more than those summoned before you. I really hope so; For all our sakes at the very least." With that, She Gestures to the others; The others who've fallen under quite the same circumstances. "Oh, but shh shh shush. Rest a bit, you will need plenty of it if you wish to last long here." You begin lapsing into unconsciousness. "My name is Ann. Its a pleasure to meet you all." ... ... ... ... ...
And it is now that I say welcome, To Finite Floors!
--------------
Ability Scores: We will be using the 15 point, 1-1 point buy system with the option to go down to 8 for an equal amount of points and a max of 18 before racial modifiers. EX: Having 17 in an ability score uses only 7 points.
Races: All paizo races. I will take 3rdPartyRaces on a character to character basis but only with minimal chances. Meaning, Make a big impression or go take another race.
Classes: All paizo classes. I am also accepting any class with ties to psionics, those being here. 3rd party is the same as it is with races, psionics excluded.
Traits: Pick {2 traits} with the option of a {3 + drawback}.
Alignment: Any. I do not care What.So.Ever. Having said this, YES, PVP CAN AND MAY BE A THING. This all really depends on the players. Though, you may want to read VVVThings to Know down belowVVV
Level: Beginner level is 1.
Leveling: You will level once per dungeon run, favorably to 20 someday.
Item-Vault / Safe-Room: Each Player will have their own protected room with a special reinforced door requiring high skill, great magic, or insurmountable strength to break though. Within each and every players safe-room is an Item-Vault. No player may enter an item vault and only its owner may retrieve items placed here. Everyone will choose a room upon SELECTION for Finite Floors.
PVP / Death: PVP is allowed. I'd hope players wouldn't kill each other out of the first Dungeon but if your thinking about it, there are a few things you'll need to know. When a player dies, the one who slayed them inherits their Item-Vault's Contents, but not their Safe-Room. Cool Right? Though, with this perk comes the disadvantages. Any PVP within the nexus, Tower Bell-Light, will cause any immediate servants of the structure to become hostile to the one who started it. Any GreyPiece (see below) belonging to the deceased vanishes. As well, If a player was killed, That player will be able to mail me one message enclosing details of their dying wishes (or Death Wish if you will) and I will try to follow it to their exact desires. This can detail anything, even how they want a player to die, but that is not to say that the killer can surmount the Death-Wish. Depending on the gravity of the wish, the exact or lessened effects of it will bear fruit (Like "Total TPK" would result in a tougher encounter, not instant death effects).
Buying stuff?: Servants about the House will sell items and give all players the stuff they need at anytime for the amount of money it normally requires.
Any other questions?: Pm me or post down below for any other concerns. This has taken a bit and will have errors so feel free and have fun!
Your Grey Piece and You!: Because of the nature of the place you have been brought to, all characters for recruitment will make a Grey Piece item.
1) Choose your Grey Piece's Shape; It should be no bigger than something that can fit in your hand or be slipped into a shirt pocket.
2) Choose your Grey Piece's Material. I don't care what it's made of as it doesn't matter. Any special benefits confered from that material are lost and hp and hardness are all the same. More on this later
3) Choose a single Cantrip/Orison. This will be endowed as a part of your piece and usable. More on this later
4) Choose a non-benefical aspect. Anything from "it glows green" to "it encircles it's bearers hand when held". This Aspect may BECOME beneficial depending on the situation... so choose wisely... but none of that "it sings when people lie" crap.
5) Take a little time to write your pieces backstory. It should be distinguishably seperate but can be included within your characters backstory. Have fun with it. I'm looking for something between 2 sentences to a paragraph... more if you feel like it.
6) Name it. (Optional)
7) Choose it to be a Wondrous Item or a Slotted Item. This has the following effects:
A) Throughout the game, you will get a chance to improve your GreyPiece. Its "Upgrade Tree" will depend upon what slotted item it is, or if it is only a wondrous item.
B) Slotted Item Selection will allow players to spend the necessary amount of GP's for creating a slotted item, to instead add it on to your GreyPiece. This allows you to have many boots or many amulets or many rings all within a single one; your GreyPiece. More on this later
C) Wondrous Item Selection will allow players to spend the necessary amount of GP's to add spells to their GreyPiece. This works as though making Potions, Wands, Scrolls, or Staves. The deciding factor for how much you'll have to spend or if the spell placed on your Greypiece fades after use depends entirely on the spell. More on this later
You may or may not be wondering why it took so long to get just THIS posted and get things going. Well, I was buying a bit of time to get together the home map and a few beginning escapade maps to run just so that I'd have them and not be buying for time mid-game. I am sorry if you are now looking unfavorably on me buuuutttt, I really did need the time because I am making everything from scratch... quite literally, everything (aside from a few basic icons) in a mapmaker program called AUTORealm. I have found it quite awesome and am lenient to use other programs to make SUPER LARGE SCALE MAPS, like the home ones. So I do apologize, though its here... isn't it?
Any discrepancies or questions? Feel free to post! (Some stuff "may" be answered Here)

DM: Twilight Hatter |

Did express interest in the check, but the fact that PVP will be allowed in here means I'll pass. Have a good game.
Well again, Depends on the final party. if we have 2 CE and a few Good-whatever then we will have some conflict. but as long as no one is backstabbing and no evil alignments come into play, everything will be fine. If it does happen to turn out that way, check back a few times for another game of THIS sometime in the future. Because of the work I have invested in the maps, I really want to run more than just one game of this.

Mighty Glacier |

I'm thinking of playing something like this: a human broodmaster summoner. Subject to change of course.
Male Human Summoner (Broodmaster) 1
CG Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 11, Touch 11, Flat-footed 10 (+1 Dex)
hp 17 (1d10+9)
Fort +5, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee: +1 ()
Summoner Spells Known (CL 1st; concentration +4)
..1st (2/day)—mage armor, magic fang
..0 (at will)—detect magic, read magic, message, light
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 20, Int 7, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 12
Feats: Spell Focus (conjuration), Toughness
Traits: Reactionary (Combat), Natural-Born Leader (Social), Extremely Fashionable (Equipment)
Drawback: Family Ties
Skills: Bluff +7, Diplomacy +4, Intimidate +4, Use Magic Device +7
Languages: Common
--------------------
Special Abilities
--------------------
Eidolon
Life Link
Summon Monster I (6/day)
Reactionary: +2 Initiative
Natural-Born Leader: All summoned creatures (does this include eidolon(s)?) gain +1 Will against mind-affecting effects
Extremely Fashionable: +1 to Buff, Diplomacy and Intimidate; Bluff is a class skill
Quadruped Eidolon
CG Medium outsider (extraplanar)
Init +3; Senses Perception +4, Darkvision 60
--------------------
Defense
--------------------
AC 15, Touch 11, Flat-footed 14 (+1 Dex, +4 natural)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee: bite +3 (1d6+2), 2 claws +3 (1d4+2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats: Power Attack
Evolutions (3): Claws (1), Pounce (1), Improved natural armor (1)
Skills: Perception +4, 3 others (haven't decided yet)
Languages: Common
--------------------
Special Abilities
--------------------
Link
Share Spells
Made of aluminum.
Cantrip/Orison: Detect Poison
Special aspect: It levitates in the air around its bearer's right shoulder
Backstory coming later
Name coming later
Slotted Item
Questions:
- How much gold do we have at character creation? As class indicates? 150gp? Some other amount?
- Is it alright if I use non-unchained summoner? I'd really want to play as broodmaster but it's incompatible with unchained summoner. I can use unchained summoner's spell list.
- Would you consider it too power-gamey/min-maxy/otherwise negative if I take Pounce for all my eidolons? Should I use unchained summoner's evolution costs?
- How does PVP work? Does it happen in honorable duels or just one PC murdering the other? Is PVP a big focus in the campaign or is it "just a possibility"?
- What languages do they speak in Tower Bell-Light?

Eric Sklavos |

Holg Throkk
Half-Orc Ranger (Spirit Ranger Archetype)
[Barbarian VMC]
Ranger (Spirit Shaman) 1
Barbarian (VMC)
Neutral, Male Half-Orc
Initiative: +2
Senses:Darkvision 60’, Perception +5
DEFENSE
AC15 Touch 12, Flat-Footed 13(+3 Armor, +2 Dex)
hp13 (1d10 + 2 CON + 1 Favored Class)
Fort:+5 Ref:+5 Will:+2
OFFENSE
Speed: 30 ft.
Melee:
Falcion +5 (2d4+6/18-20)
Dagger +5(1d4+4/19-20)
Power Attack
Falcion +4 (2d4+9/18-20)
STATISTICS
Str18 Dex14 Con14 Int8 Wis13 Cha10
Base Atk+1 CMB+5 CMD16
FeatsPower Attack
Skills:
** Skills not listed are untrained **
** Armor Check Penelty -1
Acrobatics +6
Climb +7
Perception +5
Stealth +5
Survival +5
Survival (Tracking) +6
Languages: Common, Orc
SPECIAL ABILITIES
Half-Orc Traits:
+2 to Ability Score: Strength
Darkvision: 60’
Intimidating: +2 Intimidate Checks
Orc Blood: Count as both Human and Orc for race related effects.
Weapon Familiarity: Proficient with Greataxes and Falcions. Weapons with ‘Orc’ in title are considered martial weapons.
Sacred Tattoo: +1 Luck Bonus on all Saving Throws (Replaces Orc Ferocity)
Story Traits:
Reckless
Bloodthirsty
Ranger Abilities:
Favored Enemy (Undead): +2 Attack/+2 Damage (see link)
Track: Add ½ Ranger level to survival checks to Track
Wild Empathy: 1d20+Ranger Level+Charisma to improve attitude of animal (Works like Diplomacy)
Shadow's Bane
Background: From neck of Shadow, a black dragon who ruled the swamps of Talion until he was brutally killed by a half-orc by the name of Gan Throkk. Gan took one of the scales as a trophy. As a half-orc he was an outcast, but something inside him built up after slaying the dragon and he, a half-orc, challenged the clan leader from which he was banned and slayed him, taking control as chief and renaming the tribe, The Tribe of the Shadow's Hand.
Description: Broken Black Dragon Scale where Gan struck his killing blow, about the size of a quarter. The scale is sewn into a pocket in the palf of the right glove of a pair of fingerless, black leather gloves.
Slotted Item: Gloves
Cantrip: Mage Hand
Special Quality: During combat, once its owner has drawn blood he is possessed to grip his weapon, unable to let go until the end of combat. (No switching weapons, no grabbing of other items including potions if both hands are on the weapon, probably also can't be disarmed).

DM: Twilight Hatter |

Hello one and all: ANSWERING YOUR QUESTIONS!
•How much gold do we have at character creation? As class indicates? 150gp? Some other amount?
•Is it alright if I use non-unchained summoner? I'd really want to play as broodmaster but it's incompatible with unchained summoner. I can use unchained summoner's spell list.
•Would you consider it too power-gamey/min-maxy/otherwise negative if I take Pounce for all my eidolons? Should I use unchained summoner's evolution costs?
•How does PVP work? Does it happen in honorable duels or just one PC murdering the other? Is PVP a big focus in the campaign or is it "just a possibility"?
•What languages do they speak in Tower Bell-Light?
1) As class indicates.
2) If it was misinterpreted that you had to use unchained versions of the classes, I am terribly sorry. Unchained is not a necessity nor required... Use the correlating spell lists for what you use as well.3) Power game it up I say... You may need it... And use the correlating evolutions for what you pick. EX: unchained class = unchained evolutions
4) Spontaneously... can be backstabby or duel-like. And it is not a big Focus, just a possibility.
5) Common is the norm with the exception for those who can't speak at all. Beyond Common, MOSTLY BASE CLASS LANGUAGES but that's not to say that having some extraneous ones wouldn't prove useful in some of the dungeons (I'm not entirely sure it will yet... So, I guess, RP it).
Barring character interaction and alignment - is the game lending itself towards more PvP, jolly co-operation, or really not skewed one way or another?
If you want to knife your buddy in the face just to *Perhaps* get a better foot hold, be my guest. Otherwise it shall always be Jolly Co-operation!! Praise the sun!!! Hmmhg *clearing throat*, sorry got ahead of myself.
Sounds very interesting. I like the totem idea (inception reference or similar?). I'm assuming this is "other-worldly" as far as location, home brew? Or, is this from an AP?
Nothing, to my knowledge, is borrowed from an AP. Yes, Otherworldly and homebrew. And to answer your blanketed question, it's borrowed from many many many anime's... None of which will be named... or have anything pertinent or representing from them presented here.... yeah.....
On an added footnote, Eric Sklavos:
Special Quality: During combat, once its owner has drawn blood he is possessed to grip his weapon, unable to let go until the end of combat. (No switching weapons, no grabbing of other items including potions if both hands are on the weapon, probably also can't be disarmed).
This is in the ball park of what I was looking for... kinda. A bit even maxing out its boundaries. Anyway, this is fine. It allows for random situational benefits (albeit, the situation is named) and still gives me a little wiggle room to f#%@ with the player if it gets to become a hassle for some reason. So, Koodo's!

Koon Ezequiel Mariano |

Here's my character. Unfortunately I won't have enough money to afford good clothes to get benefit out of Extremely Fashionable at 1st level. But the GM gave me a green light to min-max a non-unchained broodmaster. Am I dreaming?
I noticed I had dumped Int down to 7 when the minimum was 8 (?), so I made some changes to ability scores.
One more question: do you rule that Natural-Born Leader trait works on eidolons? They are summoned creatures, after all.

Gordon Bratiwade |

starting wealth: 4d6 ⇒ (6, 4, 5, 5) = 20 = 200 gp to start
Gordon is a human rogue.
His grey piece is a circular disk made of darkwood with intricate engravings. It is about 2 inches in diameter, with a single hole near one edge. It has the ability to cast light. While lit, it hums. Quite loudly.
Gordon's father was a burglar, and he had the grey piece from his father. It helps with B&E (breaking and entering), since it frees up a hand from carrying a light. One has to be careful though, it has always hummed while lit, but over the years the hum has become louder.
It will be a slotted item. In particular in the neck slot.
Gordon Bratiwade
Human rogue 1
True Neutral (He doesn't like the law, but likes that laws make people wealthy enough to steal from. And he doesn't steal from the poor, but he's not above killing the innocent if it means that he gets away.)
STR 14
DEX 19
CON 12
INT 10
WIS 10
CHA 12
Speed 30
HP 9
INIT +4
AC 17 Tch 15 FF 12
Fort 1 Reflex 6 Will 0
BAB 0
CMB 2
CMD 17
Sneak attack: 1d6
Trapfinding: +1
Feat (Human): Dodge
Feat 1: Weapon finesse
Trait 1: Killer (additional crit damage)
Trait 2: Fast Talker (+1 bluff - already added)
Rapier +4 (1d6+2) 18-20/x2
Shortbow +4 (1d6) x3
Leather Armor
20 Arrows
20 Blunt arrows
Backpack
* Silk rope
* Grappling Hook
Belt pouch
* MW thieves tools
* 23 gp
Acrobatics (1 rank) +8
Bluff (1 rank) +6
Climb 2
Diplomacy (1 rank) +5
Disable device (1 rank) +10
Disguise (1 rank) +5
Escape artist (1 rank) +8
Fly 4
Sleight of hand (1 rank) +8
Stealth (1 rank) +8
Use magic device (1 rank) +5

DM: Twilight Hatter |

While I'm finishing up Gurthock I need to ask.
Is the greypiece somethign we had in life? Or is it something we suddenly find ourselves with in death.
Either, can be something you've dreamt of or something that even someone else had or just unbeknownst to you.
One more question: do you rule that Natural-Born Leader trait works on eidolons? They are summoned creatures, after all.
You are correct in assuming, yes.

DM: Twilight Hatter |

[dice=starting wealth]4d6 = 200 gp to start
Gordon is a human rogue.
His grey piece is a circular disk made of darkwood with intricate engravings. It is about 2 inches in diameter, with a single hole near one edge. It has the ability to cast light. While lit, it hums. Quite loudly.
Gordon's father was a burglar, and he had the grey piece from his father. It helps with B&E (breaking and entering), since it frees up a hand from carrying a light. One has to be careful though, it has always hummed while lit, but over the years the hum has become louder.
It will be a slotted item. In particular in the neck slot.
** spoiler omitted **
Good work! Get all this in your profile and you should be good to go for selection.

Arcanic Drake |

Questions:
1. I assume that a Soulknife (Soulbolt) is okay.
2. Can my grey piece's cantrip be Conjurer's toolbelt? (Character is a blacksmith by trade)
3. Family boon/curse: Progenitor of the family of blacksmiths made a deal with a (as of yet) undefined being. Every member of the family and all descendants can make wondrous works, but every item made has a flaw of some sort (Doesn't affect gameplay, is only visual, and is for his story/roleplaying aspects)

Movin |
Here is the fluff. Crunch will be done soon-ish.
Intending to play up the surly dwarven aspects. Even while the dwarf wears no armor, hops around with acrobatic ease and commits feats of archery to put legolas to shame.
Argus is a Dwarf monk ( Thinking ZAM)
Fairly pragmatic outlook but disapproves of deception after an agreement has been made.
He is also crass enough to drive away most mules and does not often realize the dangers in just talking. He has an acquired dislike of others, repeat contact will likely give others an acquired dislike of him as well.
Long ago there was a great dwarf hero, one of a clan known for its prideful skill both in forging and combat. One day the god of deception came to the clan home and challenged the leader to a challenge of archery. Much as the proud warrior struggled he was unable to best a deity uninterested in playing fair. Unaware of the deception the Warrior discarded his helm blaming it for his failure and took chase after the departing archer. Leagues later he caught up to him and challenged him again, he lost and discarded another part of his armor blaming it. Many leagues and more failed challenges passed, the Dwarf having discarded every piece of his armor and weapons, his heritage and family long lost to travel. With one more act of desperation he challenged the archer to lose a final time. The last article of home he held, an ancient runestone, was hurled into a nearby lake blamed for the failure. The deity revealed its ruse and laughed at the dwarfs misfortune, informing the man that for the sake of his stubborn pride he had discarded everything of his life. Willfully shunting blame on the work and pride of others for the sake of his own.
Legends say that the Dwarf left the meeting place in shame to seek a new place in the world. Other tellings say that the God stole the dwarf's memories for each act of hubris he made along the path he traveled. Regardless the Hero never returned home and even now tales abound of the unnamed heros weapons and armor serving their bearers proudly only to fail at critical moments cursed as they were for failing their first master.
Argus does not remember his past before this place, he remembers this story though. He traded a telling to the groundskeepers for a loaf of bread once.
He still wonders why the man looked at him so sadly after the story.
----------
Grey piece
The Stubborn Pebble
Background: The stubborn pebble has as little history to it as Argus does himself. Whatever legends it might have participated in go untold
Description: The pebble is an age worn fragment of granite worn into obscurity. The number of veins and purity of the visible colors in the rock mark it as being quite valuable were it not such a small scrap of stone. Scratches on the largest side reveal that once there was something written there but whatever it was is long faded, the rock has traveled a long way only to stick itself solidly in your boot. Almost a shame to get rid of it.
Examining the rock gives the feeling of shade enveloping the observer. Almost as though one were in a cavern deep underground.
Slotted Item: Boots
Cantrip: Penumbra
Special Quality: Regardless of what efforts are taken to remove it, the Stubborn pebble always returns to its master. Preferably in an uncomfortable spot in their footwear. But it will also settle onto the sole of the owners foot if they lack the common sense to wear shoes.

DM: Twilight Hatter |

Questions:
1. I assume that a Soulknife (Soulbolt) is okay.
2. Can my grey piece's cantrip be Conjurer's toolbelt? (Character is a blacksmith by trade)
3. Family boon/curse: Progenitor of the family of blacksmiths made a deal with a (as of yet) undefined being. Every member of the family and all descendants can make wondrous works, but every item made has a flaw of some sort (Doesn't affect gameplay, is only visual, and is for his story/roleplaying aspects)
Yes to all.

DM: Twilight Hatter |

Here is the fluff. Crunch will be done soon-ish.
Intending to play up the surly dwarven aspects. Even while the dwarf wears no armor, hops around with acrobatic ease and commits feats of archery to put legolas to shame.Argus is a Dwarf monk ( Thinking ZAM)
Fairly pragmatic outlook but disapproves of deception after an agreement has been made.
He is also crass enough to drive away most mules and does not often realize the dangers in just talking. He has an acquired dislike of others, repeat contact will likely give others an acquired dislike of him as well.Long ago there was a great dwarf hero, one of a clan known for its prideful skill both in forging and combat. One day the god of deception came to the clan home and challenged the leader to a challenge of archery. Much as the proud warrior struggled he was unable to best a deity uninterested in playing fair. Unaware of the deception the Warrior discarded his helm blaming it for his failure and took chase after the departing archer. Leagues later he caught up to him and challenged him again, he lost and discarded another part of his armor blaming it. Many leagues and more failed challenges passed, the Dwarf having discarded every piece of his armor and weapons, his heritage and family long lost to travel. With one more act of desperation he challenged the archer to lose a final time. The last article of home he held, an ancient runestone, was hurled into a nearby lake blamed for the failure. The deity revealed its ruse and laughed at the dwarfs misfortune, informing the man that for the sake of his stubborn pride he had discarded everything of his life. Willfully shunting blame on the work and pride of others for the sake of his own.
Legends say that the Dwarf left the meeting place in shame to seek a new place in the world. Other tellings say that the God stole the dwarf's memories for each act of hubris he made along the path he traveled. Regardless the Hero never returned home and even now tales abound of the unnamed heros weapons and...
I'm liking it. Keep up the good work and i'll see your crunch soon.

Movin |
The gold gods don't like me so I'm going to just take average unless that is prohibited.
35 gp is already low enough I think.
Argus Ironeye
Male Dwarf Monk (ZAM/Quigong)
CG Medium humanoid (Dwarf)
Init +2; Senses Perception +8 (10 involving stonework)
--------------------
Defense
--------------------
AC 16, Touch 16, Flat-footed 10 (+2dex, +4wis)
hp11 (1d8+3)
Fort +4, Ref +5, Will +6
+3vs. spells SLA and Psn
--------------------
Offense
--------------------
Speed 20 ft.
Melee:
+3 Fist 1d6+3 B x2
+3 Heavy pick 1d6+4 x4
+3 Kama 1d6+3 S x2
+2 Chakramx5 1d8+3 S x2
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 8, Wis 19, Cha 6
Base Atk +0; CMB +0; CMD 19
Feats: Precise shot(B) (blank)
Traits: Grounded (Racial), Glory of the old (Regional), Defensive Strategist (Torag)
Drawback: Paranoid
Skills: Acrobatics +6 Perception+8 Sense motive+8
Situational: +2 in balanced based arcobatics rolls (grounded)
+2 perception on stone stuff. Auto detection roll for traps in stonework at 10ft (Stonecunning)
Languages: Common Dwarf
--------------------
Special Abilities
--------------------
Hardy(Glory of the old) Get a +2(3) bonus to poison, spells and spell like abilities.
Mine sight: darkvision 90ft, Dazzled(-1) in bright light, -2 on saves agaisnt effects with the light descriptor. Trades normal darkvision
Mountaineer: Don't lose dex when balancing/climbing, immune to altitude sickness. Trades Stability
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Monk
Flurry of Bows. -1/-1
Bonus feat: Precise shot
Perfect strike 1/day Longbow
Gear.
8gp heavy pick
5gp 5x chakram
2gp Kama
12gp pathfidners kit
27gp
8 gold remains.
1 sp 10 pieces of chalk
1gp 10x vials of lamp oil
1gp 2x casting plaster
6gp 9sp left.

DM: Twilight Hatter |

I should have my character done by monday. Going ona trip with no computer soon.
No problem, have fun on your trip and come back soon!
The gold gods don't like me so I'm going to just take average unless that is prohibited.
35 gp is already low enough I think.
Nope, Taking average on Gold is not prohibited. I actually welcome it.

Arcanic Drake |

Dwight "HollowForge" Davenport
...Wall of text alert... sorry...
Height: 5’ 0”
Weight: 130 lb.
Hair: Light Brown
Eyes: Dark Blue
True Neutral Medium Human
Init +7; Perception +4
------------------------------------------
DEFENSE
------------------------------------------
AC 17, touch 15, flatfooted 12
HP 10 (1d10 + 0 Con)
Fort +0, Ref +7, Will +2
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
Unarmed Strike +3 (1d3 + 2 nonlethal)
Range
Small Mindbolt +6 (1d6) [100ft]
Medium Mindbolt +6 (1d8) [60ft]
Large Mindbolt +6 (1d10 + 2) [20ft]
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 14, Dex 20 (18 + 2), Con 10, Int 15, Wis 10, Cha 8
Base Attack +1; CMB +3; CMD 17
Feats: Wild Talent, Point-Blank Shot, Precise Shot, Rapid Shot
Traits: Talented Black Smith (Craft (Weapons)), Reactionary
Favoured Class: Soulknife (+1 skill)
Skills:
Acrobatics 9 (1 Rank + 3 Class + 5 DEX)
Autohypnosis 4 (1 Rank + 3 Class + 0 WIS)
Climb 6 (1 Rank + 3 Class + 2 STR)
Craft (Weapons) 7 (1 Rank + 3 Class + 2 INT + 1 Trait)
Intimidate 3 (1 Rank + 3 Class – 1 CHA)
Knowledge (Psionics) 6 (1 Rank + 3 Class + 3 INT)
Perception 4 (1 Rank + 3 Class + 0 WIS)
Profession (Blacksmith) 4 (1 Rank + 3 Class + 0 WIS)
Languages: Common, Draconic, Aklo
Equipment: Leather Armor (15 lb.), Fighter’s Kit (29 lb.), Proof of Lineage
Current encumbrance: 44 lb. light load (<58, 59 – 116, 117 – 175 lb.)
Money: 191 gp
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Form Mindbolt
Shape Mindbolt
Launch Mindbolt
Background: All Family members of the house of the HollowForge that become blacksmiths goes through a rite of passage in which they make their first work. This work is always small as to be worn about the neck or otherwise be carried on their person. The reason for making such a trinket is to show how the family curse manifests itself in a particular Blacksmith and to act as a signet "ring," as all first works have the family seal stamped on them.
Description: Dwight's First Work, Proof of Lineage, is in the shape of a small, Smoky colored Sword pendant with a multitude of lightly colored cracks running through it. The pendant also has a looped chain attached to the hilt that allows it to be worn about the neck.
Slotted Item: Neck
Cantrip: Conjurer's Toolbelt
Special Quality: Cracks in the pendant glow with a soft light like dimming embers and produces small wisps of smoke.
Many generations ago the progenitor of the House of the HollowForge made a deal with a long forgotten being of power. The price of this deal has been undefined to the rest of the family, but its effects remain to this day. All family members of the House of the HollowForge can, sometime during their lifetimes, make great, almost perfect works as blacksmiths... but due to the nature of the deal, all such works are flawed in some fashion. Each family member and descendant have, at least, a specific flaw that each and every single work that they create will express. However, this flaw never affects the integrity of the work, but only the works appearance.
Due to this their family motto is: "Perfection in Imperfection."
Dwight "HollowForge" Davenport
A young man born into the House of the HollowForge, Dwight Davenport wished to be a great Blacksmith like those before him, training under some of the best of his house. When the time came to make his First Work he was estatic... but something changed his perception of his profession. Upon completing the rite he was shocked to find that his family's curse visited upon him twofold: First, that spidering cracks appeared in the metal of his pendant, which to this date only the house's progenitor expressed and second, that a second flaw appeared in his work, that of a glossy smoke color tainting the metal, which none of his line has ever expressed. Crestfallen that all of his works would always have twice the flaws that his house were famous for, he grudgingly accepted his fate as an undefined omen for his family.
For a few years after, he made unique works for many people. Despite this, he couldn't shake the dread he was feeling about his situation and after a while, his family's situation. Why must all of their works be flawed? Is there anyway they can break their curse? He could picture the works he wanted to create in his head, but could never recreate them in real life. For a whole year, he became obsessed about how he could get rid of the curse. Wizards shook their heads at him, telling him that the flaws that his family worked into their metal wasn't the work of magic. Clerics could gain no insight from their deities as to the nature of his families affliction. Nothing would work, nothing would explain it and nothing would help him.
One night after many hours at the forge, creating flawed works where he wanted to create perfection, Dwight started to become increasingly frustrated. In a fit of rage, he snapped one of his blades in half, visualizing in perfect detail what he would rather create. A ghostly image of that particular weapon appeared, floating within his reach! The beauty of the work astounded him, even though it came directly from his mind. In joy, he almost grasped the blade, to feel its heft and balance that he new would be perfect. Immediately, he pulled back his hand, fearing that his touch would inflict his curse upon the weapon. Since that night, he's been practicing using what he calls mind forging, constantly perfecting the works of his mind, but never touching them. However, this also caused him to put more work into forging real weapons to practice what he was seeing in his mind's eye, even though his curse was always inflicted upon them.
In his last moments, he was in his forge secretly working on both arts of mind and metal and was sure that he was close to a breakthrough when he was taken. Shadow and pain consumed him... and then death took him... and then he woke...
Basically making a mid-range (or long-range if needed) character that fires off a lot of attacks and can help forge/fix weapons for others.
Characters Reasoning:
Dwight isn't a soulknife because of two reasons: he feels that touching his weapons would taint them somehow... which he defiantly doesn't want and that he is a smith, not a warrior (he knows enough about how to use weapons to make them and fit them to their owners... but doesn't feel he can wield them himself). He also makes a multitude of different "soulbolts" because he wanted to make many different perfect works in life... Though, he does have a favorite called Unrefined Vision (the large soul bolt he is mostly going to be using).

Movin |
Looks like for presented characters that are mostly or entirely finished we have:
Eric Sklavos/Holg Throkk- Half orc ranger
Ira Kroll/Gordon Bratiwade- Human Rogue
Arcanic Drake/Dwight"Hollow forge" Dravenport- Human Soulbolt
Mighty Glacier/Koon Ezequiel Mariano- Human Broodmaster summoner
Movin/ Argus Ironeye- Dwarf Zen archer monk
Those who have presented a concept but no crunch/fluff.
TarkXT/ Gurthock- Tiefling warder
Then we had a bunch of other folks interested but yet to say anything as to what they want to present.
Looking at the presented characters so far I might end up considering a change of class for Argus. At low levels having reliable healing is a big thing.

DM: Twilight Hatter |

Looking at the presented characters so far I might end up considering a change of class for Argus. At low levels having reliable healing is a big thing.
True, True. And though I am doing the math and curving CR's and the difficulty, It would be nice for even me to have a healer so I don't somehow tpk within the first dungeon run. I haven't tested enough with this homebrew and so I will be *somewhat* easy going in the beginning... maybe run something like a "TUTORIAL DUNGEON" to accustom the players.

DM: Twilight Hatter |

Alright, lets see here...
If we're still looking for a healer, I can roll up a cleric in place of the ranger. I've got an idea, just need a couple days to put it together.
If you feel as though it would help, you may go ahead and do so and I will postpone decision time until you have it completed. Just PM me if this is what you want to do and I will see to it that you get the time to do it.
Dotting with much interest, I shall return!
Shellin wrote:Have this so far, Grey Piece + backstory thereof and equipment to come later tonight, now off to work!
I'm going to go ahead and make the right assumption that you two are one and the same. I must admit, I am surprised by your response time and the detail that you have brought everything together in. Good Work and keep it up! {Thumbs Up!}
Here's the initial crunch and profile. Will get to work on backstory and greypiece tomorrow.
Hmmmmmmm.... Where to begin with you...
Ok, first: No race listed... What are you?!Second: All the equipment you have you did not subtract from your average gold.
Third and most importantly: Warders can only select Maneuvers from the BrokenBlade, GoldenLion, IronTortoise, and PrimalFury Disciplines so I have no idea how the ones you picked slipped through the cracks. And quote:
A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, Golden Lion, Iron Tortoise, and Primal Fury.
Everything else looks ok but I am not sure, so I'll keep scanning over your sheet. To see if anything else went awry.
Otherwise, Good Work everyone! I will start on my decisions by tomorrow unless anyone would like me to extend the time; I Can leave it open till late, late Thursday at the latest.

Mistress Morgana |

Here's a Human Arcanist (White Mage archetype).
CN Medium Human (Dual Path, +2 INT, +2 CHR)
Arcanist
Deity: Calistria
Init +3, Perception +1
---------------------
DEFENSE
---------------------
AC 13, Touch 13, Flat-footed 10
HP 1 (1d6+1)
Fort +1 Ref +2 Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Ranged light Crossbow +2(1d6/20x2)
----------------------
STATISTICS
-----------------------
STR 9, DEX 14 CON 10, INT 20, WIS 10, CHR 16
Base Attack +0 CMB -1 CMD 11
--------------------------
Special Abilities
--------------------------
Weapon and Armor Proficiency:Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
Spells: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared, assuming she hasn’t yet used up her spells per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell level. The saving throw DC against an arcanist’s spell is 10 + the spell level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 in the Core Rulebook). An arcanist’s may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table 1–2. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster affect the number of spells the arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare. Like a sorcerer, an arcanist can choose to apply a metamagic feat to a prepared spell as she casts it, increasing the casting time as normal. Like a wizard, she may prepare a spell with a metamagic feat, casting it using the normal casting time. She cannot combine these options. A spell prepared with a metamagic feat cannot be further modified with another metamagic feat (unless she has the metamixing exploit.
Spellbooks An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic, which all arcanists can prepare from memory. An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in other wizards’ spellbooks to her own (see Chapter 9 of the Core Rulebook).
Arcane Reservoir:
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to 3 plus the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.
Arcanist Exploit By bending and sometimes even breaking the rules of magic, the arcanist learns to channel the power she harnesses to create a wide variety of magical effects. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every two levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the save DC for any arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
A white mage is an arcanist touched by a divine
power and gifted with the ability to heal others.
Spontaneous Healing (Su): At 1st level, a white mage can
expend 1 point from her arcane reservoir to use one of her
spell slots to cast a cure spell (any spell with “cure” in its
name) from the cleric spell list as if it were on her spell
list and prepared. The spell must be of a level the arcanist
can cast. At 10th level, the white mage can expend 5 points
from her arcane reservoir and a spell slot of at least 5th
level to cast breath of life. This ability replaces the arcanist
exploits gained at 1st and 9th levels.
Greater Exploit: At 11th level, a white mage can select
the following greater exploit.
Fast Healing (Su): A white mage can spend 1 point from
her arcane reservoir and expend a spell slot of at least
2nd level to grant her allies the fast healing ability. Allies
within 30 feet gain fast healing (Bestiary 300) equal to 1/2
the level of the spell slot sacrificed. This effect lasts for
a number of rounds equal to the arcanist’s Charisma
modifier (minimum 1).
Consume Spells The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
-------------------
Traits
--------------------
Magical Lineage(Firesnake): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level
Calistrian Courtesan (Calistria): You worked in one of Calistria's temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (Diplomacy) is always a class skill for you.
Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Powerhungry: -2 to will saves if promised power and wealth.
-------------------
Feats
-------------------
Point Blank Shot, +1 to damage and attack rolls within 30 feat.
-----------------
Skills
------------------
Diplomacy +8
Sense Motive +5
Spell Craft +9
Knowledge Arcana +9
Knowledge Planes +9
Knowledge Religion +9
Knowledge Local +9
------------------
Gear
------------------
Dagger x3 (3gp)
Wizard's Kit (21gp)
Grooming Kit (1gp)
Scroll Box (5gp)
Light Crossbow 35gp
50 crossbow bolts 5 gp
Spells Known
Color Spray, Magic Missile, Charm Person, Burning Hands, Mage Armor, Snowball, Reduce Person, Silent Image.
Morgana was originally named Meelah. She was born into the Lightbringers, a noble family well known for producing clerics and paladins devoted to Iomedae. She had a happy childhood. She and her sister Kayle got along well as children but this would change overtime.
prepared spells
cantrips
Ghost Sound, Daze, Detect Magic Dancing Lights
1st level
Snowball, Silent Image
Her parents gave her sistr Kayle, all their attention. Meelah, grew jealous at all the attention her sister was receiving. It seemed to her no matter what she did was not good enough it was all about Kayle. This jealousy turned to resentment. At this point Meelah stopped caring what her family thought of her began seeking instead to satisfy her own needs and wants. She began worshiping Calistria instead and sought carnal pleasure to numb the pain. When the Lightbringers learned that Meela turned her back on the Lightbringer way they had no choice but to disown their daughter. Meelah threw away her given name and became Morgana instead. She swore she would return someday and get her revenge.
Morgana honed her arcane talent and went to enact her revenge. This is the last thing she remembers.
Personality: Morgana is not necessarily cruel or evil, she is just vindictive. She will likely be friendly to others as long as they do not give her a reason not too.She believes those with power should use it however they see fit which went against her families belief that power should be used for the better of others.
Grey piece is a bronze holy symbol of Calistria.
Slot: Neck
Orison: Enhance Diplomacy
After praying for aid in her quest for revenge against her sister, Morgana's holy symbol began to glow. This power seems to be much as much a hindrance as a boon. It seems the the Savored sting seems to take amusement in its unpredictability.
Whenever Morgana uses her Arcane Reservoir to enhance a a spell or use an Arcane exploit, the pendant begin to glow and effects in it unpredictable ways.
Roll a d8 when using Arcane reservoir.
1. Caster Level -1
2. Caster Level +1
3.-1 to each damage dice
4.+1 to each damage dice
5. -1 to Save DC
6. +1 to Save DC
7. Duration halved (rounded down, min 1 round)
8. Duration doubled.
I was trying to add a wild mage feel with the grey piece.

Gurthock the Fleshmincer |

Tiefling.
Gurthock was meant to be a member of the black thorn nights which allows you to exchange a style for black seraph. If that's not okay I'll have to make adjustments. Everything else is just sheet errors pretty sure I had very little gold left. Actually intended to start with none
I'd like an extension. But if you have a solid group as is then don't worry on my account.

DM: Twilight Hatter |

I would like at least one more day if possible. I can have something up by tonight or tomorrow morning at the latest.
Deadline Extended by one day. Deadline up by Wednesday night.
Feel free to have me up it again if need be.Here's a Human Arcanist (White Mage archetype).
Nice!... I don't see an alignment though. I am guessing its TN or CN. Excellent work though.
Tiefling.
Gurthock was meant to be a member of the black thorn nights which allows you to exchange a style for black seraph. If that's not okay I'll have to make adjustments. Everything else is just sheet errors pretty sure I had very little gold left. Actually intended to start with none
I'd like an extension. But if you have a solid group as is then don't worry on my account.
Ah, I forgot to view some earlier posts before I posted and see that you did mention your race; my sincerest apologies about my remarks XD. Though, with being a member of the Blackthorn Nights (which, yes, it is allowed: I'm trying not to hamper you too much on your past), you may replace a single discipline trading it for the black seraph. Somehow you have thrashing dragon as a part of your discipline list as well which just doesn't work. And on the extension, Yes, you have another day (detailed above in this post). Just fix the errors and everything will be wonderful. If you do need one more day, just ask. I can lengthen recruitment by another if need be.

TarkXT |

Dunno why I thought warders get thrashing dragon. I guess it's because it makes too much sense given the shield emphasis.
In any case, making adjustments, cutting out primal fury as originally planned.
Shame though, I really like leaping dragon more than most maneuvers. Might have to advanced study it at some point.

Gurthock the Fleshmincer |

Alrighty things should be straightened out now. I may have one or two gold left. I don't mind. I'm discarding it. The intent is that Gurthock is freshly dead off a battlefield so the idea of him carrying his wallet into war is somewhat absurd (hell has great banks afterall).
Description: Gurthock's greypiece is the very arrowhead that killed him. Fired by a solar and cleaving his heart in two, or so he believed. The arrowhead itself is still buried in his chest, the shaft broken off just above the skin. Removing it, even with the aid of a skilled healer, may kill him.
Cantrip/Orison: Guidance
Other Thing: Gurthock's wound begins to bleed and cause him pain when adjacent to an angel.
Slotted Item: Chest.
Will have backstory when I wake up later but something quick for now.
Long story short Gurthock was a corporal in one of the many legions of hell serving the Black Thorn Nights specifically against the forces of the abyss. His unit runs afoul of celestial raiders and he gets picked off by a solar who didn't even look in his direction when he killed him (no illusions here that Solar could sneeze in his general direction and kill him).