
Gobo Horde |

@Gobo Horde How important is it for you to have access to the Whitesmith class? If you were able to have the transforming prosthetic arm without using Spheres of Power, would you be alright with that, or is SoP crucial to your build?
SoP has 3 things going for it, in my mind. 1: It is a direct and easy way to achieve the effect. 2: The Whitesmith has become a "New Favorite" or more accurately "Flavor of the Month" class for me. 3: The SoP system is a really neat system that I would enjoy using if I can.
But all of that aside, I can easily create something different, or create him with a different method as well.
Tell you what, if you are still undecided on the SoP then lets scrap that idea and build him differently :)
A Clockwork Prosthetic only costs 500 gold so I can afford that easily, why don't we try and do something with that?
One idea is to make him a monk who fights almost exclusively with that hand (a Steel Fist, so to speak XD) and maybe give him things like Dragon Style (Powerful Fists), Imp Sunder (Steel Fists) and Stunning Fists.
Then go from there.
If you are still willing to work with me to create/combine a prosthetic with a firearm then I could also create him to be a Gunslinger :)

Old Snowbeard |

This geezer is (surprise, surprise) quite old.
So RAW he would fall into one of the older age categories. Some GMs like that systems others don't and simply wave it.
How do you want to handle it?
It's no game breaker with this char as he needs physical and mental attribute to work out (while mental powers my offense, he needs quite a lot of dex and con to stay alive with a low HD and beeing a front liner ...)
What it will mean mechanical-wise: some free points for the mental attributes and substantial mali on physical ones. I would slightly adjust my point buy to accommodate most of the changes (especially those to Dex and Con to keep him alive).

TheWaskally |

So far we have
- Old Snowbeard, Dwarf witch (white-haired witch)
- Zeelex, Nagaji druid (naga aspirant)
- Krayn La'Jal, Tiefling figher (dragonheir scion)
- Jolis Cailean, Human godling
- Miya Setsuko Fuyaki, Kitsune ninja (nokizaru)
- Gruingar de'Morcaine, Shoanti oracle (dual-cursed)
That is only counting the people who have finalized (or at least mostly finished) a submission. If I've missed anyone, please let me know.
Wow! So far, a good-looking group! Two frontline fighters, one stealth character, and three divine casters!!

Valeriya |

This is my Witch character. She's a basic witch so she can fit into a party with Old Snowbeard pretty easily.
Out of the kindness of their hearts, the couple took Valeriya in and raised her as their own alongside their own child. They were herbalists who owned their own shop in town. Valeriya grew up learning their trade so that she may one day take over. She knew was different than other kids. Her nails were hard as stone and sharp as a dagger. Her eyes were fully heterochromatic which is rare in humans. She could see in darkness as though it were daylight. But she never knew exactly what she was. Despite her uncertain heritage, life passed by uneventfully until she was 15.
It was then her adoptive parents died under mysterious circumstances. Valeriya blamed the Thieves’ Guild that operated a protection racket in the city. In truth, it was her biological mother who killed them in order to remove the positive influence in her life.
Valeriya took over the shop and ran it as best she could. She had a hard time keeping the shop afloat with the Thieves’ Guild demanding increasing protection fees and ingredients at or below cost. The man who collected the fees and placed the orders was a thug named Rhys. Despite being well into his 40s, he took an interest in Valeriya. At first, he was nice. He gave her compliments, sometimes even gifts, and always remembered her birthday. Over the next three years, he became increasingly impatient and mean. Things came to a head when he tried to do something…untoward. She tried to back away but he cornered her. In fear, she used her secret weapon: her nails. She drove them deep into his neck until he died.
Valeriya knew that the Thieves’ Guild would not take kindly to a dead enforcer so she thought up a plan in desperation. She wrote a note explaining everything and left it on his corpse. She knew they wouldn’t just accept that so she packed only what gold and ingredients she could carry and left them the rest along with the deed to the shop. She then ran out of the city as fast as she could. The Thieves’ Guild decided to accept her self-imposed exile as long as she doesn’t ever set foot in the city again.
It was only after she had gotten 5 miles out of the city and in the middle of a thick forest that she realized that she had no idea where she was or what she was doing. After hearing a roar in the distance, she became scared. It then she heard a rustling from the undergrowth. Figuring that it might attack, she readied her nails and held her breath. And then, the mysterious rustling bust forth from the undergrowth and revealed the form of a red fox. She breathed a sigh of relief and lowered her hands. The fox stared up at her and she relaxed.
And then, a cascade of visions flooded her mind. She saw herself placed on her parents’ doorstep. She saw the time when she was bullied for being adopted. She saw the night of her adoptive parents’ death. And then, she saw something she couldn’t recognize: the face of a woman she had never met. This woman was unnaturally ugly with pasty green skin, motley hair, and ratty clothes. Valeriya had seen many races while in the city but not the one that this woman belonged to.
The visions then stopped as soon as they had appeared. She realized that the visions were not visions at all but memories, memories of the fox. She knew something was wrong with the fox, something unnatural. But, strangely, she felt a sense of calm when around it. She tried to ask it questions but it couldn’t understand her completely. She gave up and decided to give it a name so she could refer to him as something other than “fox.” She cycled through names: Damir, Ilik, Viktor, and finally Viska. It perked up and yipped at Viska.
Viska then motioned with his head for Valeriya to follow. He led her to a small cave with enough water and plants to sustain her before she fell into a restful sleep. When she awoke, Viska stared into her eyes and she fell into a trance.
A voice, vague and distant, called out to her by name. Valeriya asked for its name but it refused to answer. It identified itself as her protector and the master of Viska. Valeriya asked why it came to her, why it had watched all her life. The voice told Valeriya that she was special and could host great power if she accepted the power within her. It gave her a choice: either Viska would lead her to the nearest city and she would lead a plain, ordinary life or she could accept the gift of magic and possibly become extraordinary. She didn’t even have to think about it for one second; she took the chance to be someone great without hesitation or reservation. The deal was sealed and Valeriya became a witch.
After that fateful morning, Valeriya and Viska have been inseparable. They travel the world experiencing everything that they possibly can. They never stay in one place for too long but they never leave on bad terms.
Deception vs. The Hag
Since she has no knowledge of her race and her past, she doesn’t know about the “call,” a mysterious force that manifests at puberty and pulls changelings towards their past and their heritage. The “call” is the changeling’s mother using magic to draw them into the swamps of their birth. Valeriya occasionally felt the call especially when she was lonely or when she was bullied for her race but she never felt it as strongly as other changelings. This is because her patron, Deception, protected her by diverting her mother’s attempts to scry on and communicate with her. Deception will continue to protect Valeriya until she is ready to face her mother and prove her mastery over her power.
Alignment: CN
Though Deception can divert the hag somewhat, it is not all-powerful and cannot stop her completely. As such, Valeriya has always felt dark impulses. She is not evil but she has short temper, holds grudges well past the point of reason, and is obsessed with revenge. Her natural affinity for tricks and practical jokes can be fun and harmless to those she likes but cruel to those on her bad side.
Religion: Calistria
She worships Calistria not as a goddess of lust or elves but as a deity of revenge and deception.
Profession: Herbalist
She can create various herbal remedies with local plants but it is no substitute for magic. She mainly deals with pain relief, night tea, virility drugs, and cold remedies.
Dramatis Personae
Hendri - Valeriya’s biological father
Evelina - Valeriya’s biological mother, hag
Leskov Ilyinishna - Valeriya’s adoptive father, herbalist, potion brewer
Yuliya Ilyinishna - Valeriya’s adoptive mother, herbalist, salesman
Viktor Ilyinishna - Valeriya’s adoptive brother, reluctant herbalist
Valeriya Ilyinishna - Our heroine
Anya Dernova - Viktor’s girlfriend, weaver
Rhys David - Enforcer for the Thieves’ Guild
Llewelyn Pritchard - Boss of the Thieves’ Guild
This should be finalized but let me know if there's something I missed. Her backstory is also in the alias.

Alias ad Tempus |

I present Viridios of Fangwood Forest - Human Wood Wizard 3.
Keep me posted if there are any modifications that you think would improve the character for your campaign!
Viridios of Fangwood Forest is a country boy who ventured into the world, dreaming of great adventures. But the world proved a cruel place, and years later, dejected and weary, he began his voyage back home.
The middle-aged man is profoundly torn between curiosity and cynicism; between his need to reach out and help people, and the fact that people have always deemed him out outsider; between his desire to explore the world, and the fact that his voyages have proven a cruel odyssey.
Viridios was born of peasants, woodcutters who laboured in the Fangwood Forest. As a child, he would explore the woods, imagining all sorts of extraordinary adventures. This is how he came upon a simple wooden ring, which called to him, and revealed to him the wonders of magic. Ever curious, he ran away at a young age, eager to discover the world. He would never again see his parents, much to his chagrin.
He travelled and eventually found his way to Caliphas, where his keen intellect and almost preternatural aptitude for magic was discovered by a wizard who took him in, and became his mentor. He studied at the academy, and proved himself an apt and dedicated pupil. However, being a peasant from a remote village, he was always considered an outsider, and outcasted, which proved to be troubling for the young man.
When came the opportunity to gain the favour and acceptance of the academic society to which he longed to belong, he took it. But the price was high — too high, he would later regret. He betrayed the only person who had shown him any affection: his mentor. He spied on him for his enemies, revealing his secrets, and eventually testifying against him. His kind mentor was cast out of the academy, never to be seen again.
When he finished his studies, Viridios immediately left Caliphas. Truth be told, he was miserable, and everything in the city exacerbated his guilt. He travelled the world. But wherever he went, he felt like an outsider. Ultimately, he realized that the only place he had ever been happy was the Fangwood Forest; and so he decided to returned.
But going home would have to wait…
dex 13
con 11
int 20
wis 15
cha 10
Initiative: +5
Base attack: +1
Fortitude: +1
Reflex: +2
Will: +5
Amor Class: 11 (Flat footed: 10)
Hit points: 6
Hit points: 14
LANGUAGES: Common, Elven, Dwarven, Draconic, Gnome, Halfling, Undercommon, Draconic, Druidic (subject to approval)
SKILLS
craft (woodworking) 11
Knowledge (arcana) 11
Sense motive 9
Linguistics 11
Spellcraft 11
Survival 9
Perception 9
Heal 9
Diplomacy 7
bckd Knowledge (nature) 11
bckd Knowledge (local) 11
FEATS
Nature Magic: You gain know direction as a constant spell-like ability + create water once per day
Extra traits
Improved Initiative
Scribe scroll
SCHOOL POWERS
Flexible Enhancement (Su): A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
Splintered Spear (Su): 8/day - standard action - ranged attack against one target within 100 feet (range penalties apply) - attack +5 - damage 1d8+5 (splinters = 1 point bleed damage per round)
SPELLS
opposite schools: necromancy, enchantment
bonded ring allows for 1 additional spell per day
Cantrips (4/day)
1st (5/day)—alter winds, animate rope, charm person, alarm, shield, mage armor, summon monster I, disguise self
2nd (3/day)—entangle
3rd—tree shape
4th—plant growth
5th—command plants
6th—tree stride
7th—liveoak
8th—transmute metal to wood
9th—control plants

GM Mimi |

@Alias ad Tempus You've got too many traits there. Max 3 traits, with one drawback. And isn't World-weary a campaign trait from Ironfang Invasion? You won't be able to choose that one.
If you are still willing to work with me to create/combine a prosthetic with a firearm then I could also create him to be a Gunslinger :)
Go ahead and build the Gunslinger. Pay the cost for the clockwork arm. I'll think about how I want to handle the built in weapon, but I think a bit of time and money should be enough. That said, you would only be able to start with one weapon built into the arm. Does that work for you?
This geezer is (surprise, surprise) quite old.
So RAW he would fall into one of the older age categories. Some GMs like that systems others don't and simply wave it.
How do you want to handle it?
Technically, going by the table, you'd actually be Middle-Aged Snowbeard. :p
I'm fine with handwaving away the aging modifiers though.
@Everyone else, I'm still going through the character sheets, but I like most of what I see so far. Some fun looking characters here! It's gonna be a tough choice to narrow down.

Old Snowbeard |

@GM: Tempus tool the additional trait talent which trades one talent for two traits. Btw how dare he ... Could have given that talent to me if he got too many ... ;-)
Is it okay to keep spells vague at this moment? I like fine tuning according to group composition. But mist of my with spells will be "nice to have" rather than combat spells since I still get spell failure for those ...

Alias ad Tempus |

@Alias ad Tempus You've got too many traits there. Max 3 traits, with one drawback. And isn't World-weary a campaign trait from Ironfang Invasion? You won't be able to choose that one.
Indeed, I chose a feat, which allows for two additional traits. Is that ok?
I'll cut World-Weary, as well as Dependent, for good measure...

JonGarrett |

Thank you for the input! I still haven't totally made up my mind, but that is helpful.
You're welcome. If I'm honest, I'm a little biased - I absolutely adore Spheres of Power as it lets you build the caster you want (Fire blasting and healing, whoo!), and prefer Words to Vancian (it's fun giving each word its own phrase, and stringing them together into Spells, Sword Art Online style).
In fact, I pretty much prefer everything to Vancian. Although my little Pyro Sorcerer has been built using Vancian, I'll merrily swap if either of those systems becomes available. Just need to finish up the details and write the backstory instead of having the note version and she'll be done.

Richard Groves |

...Breakthroughs in gravitational theory had created opportunities to create new technologies. Technologies that could take us to the stars or through time. Unfortunately, the amount of power needed for my experiments is unrealistic in the private sector. I'll need to accept the offer from DARPA. It looks like I will me moving to Los Alamos. The only possible conclusion is that they have a secret nuclear reactor powering the underground lab.
...The portal works! But I was wrong, it's not a wormhole to the past. It's a wormhole to another quantum reality, At least that's my best guess for now. The drone that we sent didn't survive. Telescopic observations from the portal's event horizon show a city. It's populated by people, but not all are human. I swear to God, I think I saw a centaur.
...I don't remember much from the accident. All I know is, shortly after, I was wondering alone in a city called Absalom. With no government safety net, I was forced to trade whatever items I had on me for food and places to sleep. I never would have thought it would be so hard to get a job in such a backward place. I was getting desperate, then fortune smiled on me.
I saw a child fall into the water. The well dressed mother screamed for help. Several men jumped in the water to go after the boy. They brought back a limp tiny body. The mother begged for help, but the crowd didn't know what to do. I decided to try and help. I gave the boy CPR. I got six hours training at the 'Y' several years ago. I barely knew what I was doing, but it worked.
...From my understanding, Sylvania Frost is a big wig in what passes for the Mob in this city. Her husband is one of the most successful alchemists in the city. What started as charity for saving the Frosts' child, has now morphed into an alliance. Once they learned of the information and ideas that I brought with me, they traded their knowledge and home with me. Sylvania was most interested in theories and practice of mass production.
...Hard to believe that three years have passed since the accident. The Frosts are one of the wealthiest families in the city now. Their generous stipend has allowed me to amass one of the largest libraries in the city. Based on all available evidence, I am confident that I will find a reference for a portal powered by magic instead of machinery. I will find a way home.
Richard is unremarkable. He could easily blend into the background of any crowd. He wears and Indiana Jones hat. The most notable feature is the pistol holstered in the front of his belt

Tarial |

Tarial, Gnomish Fire Sorceress
Tarial
Female Crossblooded Sorcerer of Elemental Fire and Draconic Bloodlines 3
Neutral Good Small Humanoid (Gnome)
Initiative; +3 Perception +9
--------------------
Defense
--------------------
AC 20 touch 14 flat-footed 16 - Base (10) - Dexterity (3) - Small (1) - Armour (4) - Natural Armour (1) - Shield (1)
hp 17
Fort +3, Ref +4, Will +2
--------------------
Offence
--------------------
Speed 20 ft.
Attack Ray of Cold (Fire) - +5 to Hit - 1d3+2 damage - x20 crit.
--------------------
Spells
--------------------
Level 0 - at will - DC 14
Light - Cause an object touched to shed light as a tourch.
Read Magic - Read all magical scripts.
Detect Magic - Sense magic, and divine its nature.
Ray of Frost - Inflict 1d3 points of cold damage to a target.
Prestidigitation - Create a number of small magical effects.
Level 1 Spells - 4 per day - DC 15
Burning Hands - Inflict 1d4 points of damage per caster level in a 15ft cone.
Snowball - Fires a small ball of snow that causes other issues, inflicting 1d6 per caster level.
Bloodline Spell - Mage Armor - Magically reinforce a caster’s armour by +4 AC for 1 hour per caster level.
Spell-Like Abilities - Once each per day
Dancing Lights - Create up to four small balls of light.
Flare - Dazzle a target on a failed Fortitude save.
Prestidigitation - Create a number of small magical effects.
Produce Flame - Create a flame for illumination or offence.
--------------------
Statistics
--------------------
Str 8 Dex 16, Con 12, Int 14 Wis 10, Cha 18
Base Atk +1; CMB 0; CMD 14
Feats
1st - Spell Focus (Conjuration) - Increase the DC of all Conjuration spells by 1.
3rd - Varisian Tattoo (Conjuration) - Increase the Caster Level of all Conjuration Spells by 1.
Traits
Blood of Dragons - Gain +1 to Perception.
Havok of the Society - Increase damage from all spells by 1. Illuminator - Increase Diplomacy by +2, and it becomes a Class Skill
Drawbacks Occult Bargain - Take a -1 penalty on concentration checks, if a secret name can’t be spoken can’t replenish spells.
Racial Traits
Small - Increase AC and to hit by +1, increase Stealth by +4, decrease CMB and CMD by -1.
Pyromaniac - Increase all fire spells and abilities using the Elemental Fire Bloodline by +1. Gain Dancing Lights, Produce Flame, Flare and Predestination as Spell Like Abilities.
Gift of Tongues - Gain +1 on Bluff and Diplomacy, learn 2 languages for each point in Linguistics.
Keen Senses - +2 to Perception.
Obsessive - +2 to one Craft or Profession skill.
Fey Thoughts - Climb and Swim become Class Skills.
Skills - Bluff +8, Climb +3, Diplomacy +13, Perception +9, Stealth +11, Swim +3, Use Magic Device +8
Background Skills - Craft (Food) +10, Linguistics +
Languages Gnome, Common, Abyssal, Infernal, Ignan
Combat Gear Mithral Buckler.
Other Gear Traveler’s Outfits x 3
Money 75gp (+1500 gp)
--------------------
Special Abilities
--------------------
Crossblooded - Gain powers and abilities from two bloodlines, but at the cost of a -2 to Will and one less spell known each level.
Draconic Bloodline - The blood of Dragons flows within the character, granting Perception as a bonus class skill.
- Arcana - Each time a spell with the fire descriptor that inflicts damage is cast, add +1 for each dice used.
- Draconic Resistance - Gain +1 Natural Armour and resist fire 5.
Elemental Fire Bloodline - A connection to the Planes of Fire grants various benefits
- Arcana - Whenever a spell is cast with an energy type it can be changed to Fire..
- Elemental Ray - Usable 3 plus the charisma modifier each day, inflict 1d6 +1 per two caster levels in fire damage.
Tarial’s hair is a light red with blonde highligts when the sunlight hits it, usually tied back in a long and impressive braid wound around the back of her haid. Three feet is hair looks even more impressive when you’re only three feet tall, but awkward when adventuring. Her eyes are the colour of burnished gold, not an unusual colour for a Gnome.
Running down from her right hand, along her arm and up to her shoulder and upper back are a series of tattoos that take the form of bright golden scales that form Varissian runes and symbols. The even run along her fingers and the palm of her hand.
As a spellcaster, Tarial doesn’t wear armour and favours simple, light dresses in dark reds, burgundies and dark yellow and leather sandals. She does wear a mithral buckler on one arm as an additional protection, but most of the time relies on both her magic and draconic blood for protection.
She prefers to wear jasmine perfume and usually smells of that and soap. Tarial’s voice is a mezzo-soprano, perhaps a little deeper than one would expect for someone her size.
Tarial struggles somewhat with the dual nature of the fire in herself - the necessity, the warmth that gives life, and the destructive force that destroys. She enjoys using her powers, enjoys fighting and enjoys the power of fire, and finds it a little disturbing that she does. She relies on the teachings of Sarenrae to guide her actions, not entirely trusting her own judgement.
Excitable, Tarial likes to take risks, but doesn’t enjoy forcing them on others. She’s aware that this does include getting killed herself. If she isn’t there to support people, it increases the risks to her allies, which somewhat negates her risk taking tendencies.
Being born dead is rarely the start one wishes for their child.
But that was the horrifying situation Tarial’s mother found herself in as her new daughter entered the world cold, limp and unbreathing. Weeping and tearful, she begged for anyone - anything - with the power to save her child to do so, to come to this place and save her baby. She didn’t care about the cost, and would gladly pay whatever price was needed.
Something took her up on her offer.
Appearing in a cloud of flame so intense it melted the varnish of the wooden beams above and seared the soft rugs below to ashes, the hooded figure stood cloaked in smoke and the haze of pure heat. It asked a simple question: Any price at all?
Tarial’s mother wept the only response a true mother could: ”Yes.”
Moving like living flame itself, the figure moved across the room in the space between a blink, and leaned down to the limp, blue child so small she could fit on a small plate, and whispered a word into the baby's ear.
And she drew in a shuddering breath.
Holding the baby close as warm pink flowed to the child’s skin, her mother’s tears continued to flow in pure joy and relief. But a bargain was a bargain, and she looked up to see what the fire wanted. It is hard, however, to ask questions of a creature no longer present. Only the smell of fire and char remained.
And so the baby - Tarial, as she was named - lived, and grew. Perhaps not by as much as her mother might wish, as she was a small child, but lived and grew she did. Although her mother never told her what had happened of the bargain made to save the child, she knew. She grew up completely aware of what had happened, and that the single word that floated in her mind was never to be spoken to another soul.
Time passed, as it tends to do regardless of our personal hopes, and the child grew older until she could barely be called a child at all, but a young woman. Her family was rich in terms of history, with many wild stories. One such held that a gold dragon was an ancestor of theres, and when Tarial began to manifest sorcerous abilities it seemed to have been confirmed. But...something was odd about these gifts.
It was certainly a surprise when Tarial managed to set fire to a small barn while casing an ice spell.
Somehow she had re-worked the spell to change it at its fundamental level, to change its very elemental nature. This was not unheard of...but she also clearly possessed Draconic abilities, and it was all slightly confusing. The term ‘crossblooded’ was bandied about, and seemed to stick. Such things were in the various books her tutors consulted, after all. It took longer to recognize the connection to Elemental Fire, although no one was really sure where such power had come from. Tarial’s mother, however, remembered the birthing chamber...
The call of two different sets of blood, both of which seemed to prefer solving problems with large doses of fire, was a struggle for the young girl to work against. Her mother contacted the local temple of Sarenrae, and the priests and clerics there began to teach Tarial about the gifts of fire. That it brought warmth, life and love the world. Without the sun's fire the world would be cold, lifeless, more barren than any rock.
But fire uncontrolled was destructive, dangerous. One of the elements that made a difference between the sentient and non-sentient races, even those such as Goblins and Orcs, was the power to master fire, to use it safely and skillfully without danger. But fire also demanded respect and care - failure to give it such could result in truly horrible effects.
Tarial learned about fire, and in the process learned about the Goddess Sarenrae, her calling and her teachings. The Gnome adopted the Goddess as her own, and when she was finally of an age to journey into the world, it was with the symbol of Sarenrae around her neck and her teachings ringing in her mind.
And that one, single name.
From the small town of her birth Tarial decided that bigger was better, and headed to the city of Magnimar. There, she decided that the simplest way to find adventure was to join the Pathfinder Society. However, after several missions from the group ended poorly or at least in a fashion that Tarial found uncomfortable she left the group, looking for work on her own terms
Since then she’s had a number of small adventures. She helped a Varisian caravan, gaining the secrets of there tattoos as a result. She defeated a Kobold champion, unlocking more of her Draconic heritage and turning her tattoos to golden scales. And now, she journeys further afield, looking for more challenges.

Brainiac |

Presenting Grelda Bonehammer, a half-orc war drummer who uses the bones of her former master as drumsticks and weapons, for your consideration:
CN Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 27
Fort +7, Ref +6, Will +5; +4 vs. bardic performance, sonic, and language-dependent effects
OFFENSE
Speed 20 ft.
Melee mwk club +4 (1d6+3), mwk club +4 (1d6+3) or mwk club +6 (1d6+3) or greatclub +4 (1d10+4)
Ranged sling +4 (1d4+3) or mwk club +6 (1d6+3)
Skald Spells Known (CL 3rd; concentration +5)
1st (4/day)--expeditious retreat, grease (DC 13), saving finale, vanish
0 (at will)--detect magic, ghost sound, prestidigitation, read magic, spark, unwitting ally (DC 12)
STATISTICS
Str 14, Dex 16, Con 14, Int 12, Wis 11, Cha 15
Base Atk +2; CMB +4; CMD 16
Feats Endurance (B), Two-Weapon Fighting, Weapon Focus (club)
Skills Bluff +9, Intimidate +9, Perception +6, Perform (oratory) +8, Perform (percussion) +10, Spellcraft +7, Use Magic Device +8
Traits fate's favored, reactionary
Languages Common, Giant, Orc
SQ deadly rhythm +1, fearsome mien +1, rage power (intimidating glare), raging song (9 rounds/day; inspired rage [+2 Str/Con], song of marching), sacred tattoo, shaman's apprentice, versatile performance (oratory)
Combat Gear wand of cure light wounds (40 charges); Other Gear +1 agile breastplate, masterwork clubs (2), greatclub, sling with 10 bullets, masterwork drums, bard's kit, 9 gp
The music of the tribe's war drums called to her, seeming to beat to the rhythm of her soul. Though forbidden from leaving the shaman's side, she often snuck out at night to watch the other orcs dancing and carousing in their drum circles. She even stole a small drum to quietly practice when she thought nobody was looking.
Unfortunately, the shaman caught wise to Grelda's transgressions and intended to murder her disobedient apprentice. She beat Grelda to within inches of her life, but that's when Grelda felt a new kind of drumming in her head--the pounding rhythm of orcish rage. With a furious roar, she smashed the shaman's leg, snapping the bone. Then she ripped the shattered femur right out and bludgeoned the shaman to death with her own bone. Grelda took the shaman's other femur for good measure before taking her drum and fleeing across the plains, never looking back.
Now, she wanders the world, looking for purpose. Her love of music wars with the rage inside of her for dominance of her personality. She's fashioned the shaman's femurs into grisly drumsticks that also double as clubs when the time comes to crack some skulls.

GM Mimi |

I've decided we won't be going with Spheres or Words for this campaign. While I understand the appeal (they both seem pretty fun and dynamic), I'd just rather not have two or three different spellcasting systems in one campaign, especially if I'm not that familiar with them. Maybe in a future game, just not this one.

GM Mimi |

If it seems like interest starts to peter off at any point, I may end recruitment early. I already have more than enough submissions to make a fun and interesting party, and it's going to be tough narrowing down to just six. For now though, still feel free to submit, especially if you've already expressed interest.

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Slyness here:
A man enters. He is a tall, lean fellow with golden hair and sapphire blue eyes. He has a jovial smile and a friendly demeanor. He is well-kept and clean. He has an intricately braided beard that he strokes absentmindedly before he bows and speaks in a musical voice that is exaggerated by the fact that he speaks entirely in rhyme.
"Greeting and salutations, my friends,
Good fortune is what this meeting portends.
Away from the world on this ship,
Ever ready with a smile and a quip,
I offer each of you my gift for song
To prove in your fellowship I belong.
For those who have not known me before,
My friends and comrades call me Sohar."

Miya Setsuko Fuyaki |

Zim Dogcutter |

I'll update with background and a story.
General idea is:
Goblin gunslinger. Zim found everything he has off a dead body. Typical goblin nature he did eat the horse that came with the person.(Gold deducted to reflect it)
He's just as likely to chase a small critter to eat or fire his gun at it. This could happen in combat, provided things aren't too heated or he isn't targeted.

Old Snowbeard |

I don't mind a not-so-crowded game for once.
Increases the chances to get to play after all ;-)
Also this recruitment has already seen a number of very nice character concept's - thumbs up guys. There are quite some snowflakes around here!
So we'll start aboard a ship? Must have missed that into somehow. Will add a small paragraph to my story fitting that situation.
As images go ... The alias picture is quite fitting. There's also a quite long description of this old guy in the alias.
So long, can't wait for your choices GM!

Zim Dogcutter |

*BANG*
He heard it…or….did he hear it? Of course he heard it. He had to have it? Yes! He had to have it!
Zim ducked low watching the weird human toy go off.
He feared his prey heard him…. Or maybe seen him? No, he’s very sneaky. Very sneaky indeed. Never gets caught…well except that one time…but that wasn’t his fault. Stupid bug made too much noise and his dumb friends were too slow…stupid bug.
*BANG* Small object goes whistling past Zim.
Zim panics and jolts to the next set of bushes. Breathing heavily, Zim tried to regain his focus. His prey didn’t see him….He’s too sneaky…yes too sneaky.
Regaining his focus, Zim stalked to the next bush.
*BANG* *BANG* Shots were far off this time…
Zim crouched ready to pounce. His target knew nothing of his whereabouts.
*BANG* Another shot rang out, closer this time…
This was his chance, probably his only chance….he has to take it. NOW!! He thought.
Zim pounced, grasping for his target. Know it was his only chance. Zim viciously reached out, narrowly catching his target.
*BANG* A resounding shot rang out.
Zim felt it bite into his flesh. It hurt, but he knew what he must do. He savagely bite into his target with all his might. There was that sickening sweet crunch Zim loved to hear. Loved to taste….It was so good!!!
The giant beetle fell limp in Zim’s hands. Dead.
After his dinner, Zim found the weird human or at least what remained of him… Lizards are pretty wasteful, he thought. At least, they have no interest in toys and other such brambles. Zim just had to be sneaky when recovering such items.
Zim has learned to make his "toy" work. He thinks it's a great and powerful bug catcher.
His goal is to become an adventure. That way he can save up enough shinnies to make the bugs come to him. He knows good from bad, from adventuring with his previous parties. Although they tend to leave him in weird spots. Zim isn't sure why, but they seem to get lost.

He'sDeadJim |

I offer Stormspeaker Vitranna of the Tamir-Quah Shoanti (Wind Clan)!
Stormspeaker Vitranna of the Tamir-Quah
Level 3 Bard (Thundercaller) - VMC Sorcerer (Stormborn)
LN Medium Female Human (Shoanti)
Init +4; Perception +5
Religion: Gozreh
STATISTICS:
Str 12, Dex 16, Con 13, Int 12, Wis 11, Cha 17
Base Atk +2; CMB +3; CMD 15
Size: 6"
Weight 175 lbs
Speed 30ft.
DEFENSE:
AC 17, touch 13, flat-footed 14
HP 22 (d8 +1 +6 + 6 + 1 Favored Class Bonus)
Fort +3; Ref +6; Will +4;
Immunities/resistance/etc.
Hero/Action Points: ##?
OFFENSE:
Melee:
+3 Dagger (1d4+1)+1 dam w/Arcane Strike
+4 MW Shoanti Totem Spear (1d10+2) +1 dam w/Arcane Strike
Ranged:
+5 Dagger (1d4+1) +1 dam w/Arcane Strike
+6 MW Shoanti Totem Spear (1d10+1) +1 dam w/Arcane Strike
Special Attacks/Abilities:
*Spells, Bardic Performance, VMC (Varient Multiclass - Sorcerer)
*VMC Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
FEATS
1st Level Feat: Arcane Strike
3rd Level Feat: VMC Sorcerer (Stormborn Bloodline)
-Drawbacks- (+1 Trait)
*Provincial: You have only one way of looking at things: the right way. Effect(s) You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
-Traits-
*Auspicious Tattoo (Racial): You bear a Shoanti tattoo depicting one of the totems listed for your clan that favors you with good fortune. You gain a +1 trait bonus on Will saving throws.
*Resilient (Combat): You gain a +1 trait bonus on Fortitude saves.
*Arcane Temper (Magic): You gain a +1 trait bonus on concentration and initiative checks.
-Alternate Racial Traits (Human)-
*Military Tradition (Human Trait): Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. (Choices: Shoanti Totem Spear and Shoanti Bolas)
*Practiced Hunter: (Human Trait):Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.
Skills: 22 pts (7/lvl +1 Favored Class)
*Adventuring Skills (x)=Class Skill
(x)Acrobatics +8 (possible +2 item bonus)
(x)Diplomacy+ 8 (-2 Drawback)
(x)Use Magic Device + 8
(x)Knowledge(Arcana) +6
(x)Knowledge(Nature) +6 (+1/2 Bard level bonus)
(x)Spellcraft +6
(x)Perception +5
(x)Stealth +8 (+2 trait bonus)
(x)Survival +5 (+2 trait bonus; +1/2 Bard level bonus)
(x)Sense Motive +5 (-2 Drawback)
Ride +5
Background Skills: 6 pts (2/lvl)
(x)Perform (Wind) +2
(x)Perform (Dance) +2
(x)Linguistics +5 (+Giant)
Handle Animal +1 (+1/2 Bard level bonus)
Languages: Common, Shoanti, Giant
SQ
Bardic Performance: (11/day)
~A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
~Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Available Performances:
*Countersong (Su)
*Distraction (Su)
*Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level.
This performance replaces inspire competence.
Bound to the Land (Ex)
A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This ability replaces bardic knowledge.
Spellcasting (Concentration: 1d20+ CL + Cha + 1 trait bonus = 1d20 +7)
Bard Spells Usable/Day:
0 lvl: Infinite -Detect Magic, Mage Hand, Dancing Lights, Ghost Sound, Prestidigitation, Message, ~Summon Instrument.
1st lvl: 5/day - Shadow Trap, Liberating Command, Cure Light Wounds, Vanish
Favored Class Bonus (Human Bard): Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast. (+1/0 level spells!)
Combat Gear:
*Feather Token (Tree) (400gp)
*2 Potions of Protection from Evil (100gp)
*Wand of Cure Light Wounds [50ch] (750gp)
*MW Shoanti Totem Spear (425gp)(Exotic Weapon)
~Description: If the user is trained in the spear’s use, a totem spear can be used by bards to create bardic music effects using Perform (wind instrument). The spear itself has a strong, flexible shaft, and in the hands of one trained in its use, grants a +2 circumstance bonus on Acrobatics checks. The spear’s relatively wide head allows it to be used as a slashing weapon, swung side to side, or as a piercing weapon in a more traditional spear-fighting technique.
*+1 Shoanti Hide shirt (1170gp)
*Dagger (2gp)
*2 Shoanti Bolas (30gp)
*Bard's Kit (41gp): Backpack, a bedroll, a belt pouch, a common musical instrument (Pan Pipes), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Starting Money: 3000gp (3rd level)
After: 82gp
With raven-black hair and the obvious Shoanti exotic look, Vitranna is a graceful beauty who does not understand her own allure sometimes. She can't help denigrating non-shoanti, often to her own detriment, and is obviously more comfortable around raw nature than in any urban setting. She dresses in traditional shoanti armor and always carries her clan's traditional weapon (and preferred musical instrument!): a Shoanti Totem Spear. This special item has been handed down, generation upon generation for centuries.

Richard Groves |

Slyness here:
A man enters. He is a tall, lean fellow with golden hair and sapphire blue eyes. He has a jovial smile and a friendly demeanor. He is well-kept and clean. He has an intricately braided beard that he strokes absentmindedly before he bows and speaks in a musical voice that is exaggerated by the fact that he speaks entirely in rhyme.
"Greeting and salutations, my friends,
Good fortune is what this meeting portends.
Away from the world on this ship,
Ever ready with a smile and a quip,
I offer each of you my gift for song
To prove in your fellowship I belong.
For those who have not known me before,
My friends and comrades call me Sohar."
I'm not sure what to do. said the dark haired scientist. am I supposed to clap? Join in? The look of confusion gets worse as his social anxiety sets in. He points to the other side of room. I think, I see someone, Please excuse me.

Old Snowbeard |

A low, deep and ... rusty voice echoes from one of the cabin's nearby.
"Teh ... Once upon my travels ...
I met a Tengu Shaman who only communicate through painting.
Body paintings.
She was so flexible that she could make those paintings ...
Alive.
And everyone watching her dance, understood.
That was impressive.
And now ...
Quit that babbling.
An old dwarf needs his sleep or his beard will get mad.
And you won't like it, when his beard gets mad..."