
JonGarrett |

Just so you know, Goblins are still a pretty hard sell in this city. XD You'll need a pretty darn good backstory for them.
Yeah, I know. I'm really hoping I'm not shooting myself in the foot, and I keep considering changing the race.
Thing is...I've played pretty much all the other races. I've certainly played all the Core Classes, and I have Aasimars, Tieflings, Oreads, Sylph, Catfolk and Ifrits. Everything else is either also monstrous, also been played, or a Dhampir...and I hate Dhampir (and vampires) with a passion.
Since the whole point of this is something new, I'm trying races and classes I've never played or, in the case of Bards, haven't played since the world was young and Dinosaurs hi-fived cavemen (it was totally a thing, my first boss was a velociraptor).
I know it's a big minus right off the bat, and I'm gonna smack myself when it costs me a slot, but eh. What is life without risk?

Iron Chef Sparky |

Actually, Sparky (Iron Chef) is not built as a thrower. He flurries with kitchen implements and hot kitchen implements. :) He beats people to death with ladles and such. I wasn't planning on throwing much aside from fire rays and shade, periodically.
EDIT - I've added Personality and Appearance spoilers to his sheet. Still working on his backstory.

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Started poking around with character builds last night and statted up a first draft of the Bolt Ace/Soul Weaver option. It might end up being a very slow developing build since it's so feat intensive. I may end up using just crossbow or just daggers/kukris/melee until I can afford an +1 endless ammunition hand crossbow.
Currently, he has the Life and Death spheres, with pretty solid healing and some interesting ghost strike options that can be added to a weapon attack as a standard action. I may need to diversify a bit to bring damage up a little since he is pretty lacking in any form of damage beyond weapon dice + ability score (no Deadly Aim, Power Attack, Weapon Spec, Sneak Attack, etc.).
I'll post his stat block up here once I get a bit better grasp on the build.

Nerdzul |

I have started to read through the sphere magic system and it looks pretty cool. Think I'd go with a shifter\something, I like shapeshifters and it looks like the class works a lot better than the classic pathfinder ones for the role.
I think I might rework some ideas from the character I had applied with for Garrett's campaing.

TheSilverDreamer |

Well, my confidence about building anything resembling effective is low, seeing as how I've never touched 3pp before, but I always enjoy playing with the numbers. My thinking is Mageknight/Alchemist. No Spheres archetype on the Alchemist side, so I can still give the bigger guy his Infusion of Enlarge Person at the beginning of the day. Maybe Feral Mutagen? And ooh, I could use the Alteration Sphere to stack on even more natural attacks...

Zayne Iwatani |

They finally came for me. After all these years. They finally found me. This is it. I hope they take just me. Be a shame to kill the lad and destroy the shop. Rodzin thought he'd handle his death with grace and calm but his heart sped up so fast he could hear it in his throat. His palms moistened. He began to perspire. A shiver ran up his spin. He didn't want to die yet. The only thing that prevented him from having a heart attack right then and there was the fact that an armor stand stood right in the middle of the room. And that was odd. It wasn't an empty armor stand either. It had the studded leather armor his apprentice had been working on. Wait a minute.
"Damn it Will. Have ye been sittin there all night ponderin that thing?" The figure jumped at his name and turned to face him. It was certainly his apprentice and he seemed to have fallen asleep there in the chair. It took a moment for Will to focus and then process the question. When he did, he looked away.
"Maybe," came and embarrassed reply. Rodzin slumped on the rails, breathing deeply as if he'd run the circumference of the wall around Bard's Gate.
"Blast and damnation. Ye nearly gave me a heart attack." Will said nothing. Rodzin calmed his nerves and took a few deep breaths. He went down the last few steps and stood next to the chair. The two stared at the armor for a few moments before Rodzin finally broke the silence.
"Figured it out yet?"
"Rock blood. Mixed with the dye. Light but tough. And...snake scales. Powdered. Added to the smelting process. Also light but rigid." A silence followed as Rodzin processed the answer. Will waited, the quiet weighing down on him and stifling like plate armor.
"A bird and a snake huh?" He paused for effect. "Damned close."
"Ugh," Will groaned in dismay. "What? Was it a Griffon? A Wyrm?"
"Nah. Both. Couatl. Snake with wings the Temple of Vanitthu sometimes summon. Those would probably work but if its from the same creature then it takes less as the effect is amplified. Especially if the temple gives ye a discount cause you do all their repairs. This ain't just a piece o armor. This is a business. It ain't bad yer looking far away but sometimes ye miss what's right in front o ye." Will sulks and sinks into the chair. Rodzin just laughs at him.
"Ye can sit there and sulk or ye can git workin on your quota. Git it down and ye can come see em summon one. Gotta make the greaves too." Wills eyes nearly popped out of his head. He leapt out of the chair and started working the bellows double time to get it hot enough for the first item on his list that day. He had a couple mundane swords and a replacement pauldron for the guard as well as something that required his unique talents.
Now a simple magic sword wouldn't normally be a big deal but the fact that Rodzin and Will, neither of whom were wizards, were capable of making them certainly was. Rodzin had studied and experimented with many different techniques before finally discovering a way to craft magic weapons and armor without the infusion of magic. He had found that certain ingredients from inherently magical beasts could mirror the effect of just about any spell infused into the material. It was tough and required a lot of experience but it was much cheaper as didn't have to find or purchase the spell himself.
Will, on the other hand, had found his own means of magical alteration. He'd discovered a means of controlling his rather chaotic inner power through the use of arcane runes. Originally he'd used them for combat, merely directing an explosion of power. Over time he refined the runes into something more and wholey unique. Using them, he could essentially forge the elemental magic into something similar to the spell he wanted and bind it to the metal. His weapons had much the same effect as any other Rodzin made with added aesthetic of glowing runes when drawn.
It was going to be tough getting all that done by the end of the day. Especially with Rodzin looking over his shoulder to make sure the quality didn't drop. But when Will wanted something, he could focus his attention to razors edge. That attention liked to shift haphazardly but it lead to a very interesting life. And have it no other way.
The build is going to be a Ranger(Trapper)/Mystic fluffed as a runesmith. Why those two? Well Mystic allows him to craft magic items without being a caster and ranger allows him to hunt down magical creatures. He uses ingredients from them to craft. Iam essentially going full on Witcher 3 here. I loved crafting the School gear.

Blessed Brother Barion |

Thunderbeard here! Character is very unfinished, but since I'll be away for a few days, here's what I have so far. Brother Barion is a "Katamari Mage": While his best talents are in buffing and battlefield control, his magic grows stronger as it affects more creatures, letting him become a decent offensive force as well if a battle goes on long enough for him to gain sufficient momentum. (Also, because he uses gravity magic to roll things up into balls)
Behold! By the bar, a humble broker of blessings, cast as both brute and benefactor by the believers of Bard’s Gate. His boastful voice, beyond brisk beatitudes, belies a bold set of beliefs, braving the boundaries of a branched faith, building bridges between the benighted and the beautiful. But this is no beginner, no simple bearer of broken bibles and bardic ballads; buttressed by a brilliant bag of tricks, he brags of his past battles as a bad-ass ballistic brawler, one who belongs among his betters. Not wishing to become a bother, Brother Barion briefly bows, before brightly asking for your business.
Brother Barion carries no weapons—to do so would be foolish in such a safe city—only a few ceremonial daggers, a small riding whip, and a heavy quiver of arrows, with no bow to fire them. Of course, no stranger to such contradictions, he still walks the streets of Bard’s Gate with self-assured confidence, knowing that he wears a full arsenal of deadly weapons. Clad in the lightest of mail, concealed beneath robes of heavy linen, he never leaves the house without a heavy suit of armor; frequently alone, he is never without allies. And while he practices only a small set of simple, harmless spells, he would never bet against himself in a test of magical prowess.
Barion is tall, perhaps, and thin, with strong and pleasant features. Occasionally during his daily walks, but more often during fights, he will suddenly sit and meditate, willing the world to move harmlessly around him (and giving it a gentle nudge when it forgets to do so). His many sets of lavender robes, sewn from expensive linen of the heavy-but-breathable variety, are each hand-decorated in swirling lines of quill pen ink—if asked, he will explain that these are patterns of great significance, and if asked again he will add that he does not know the details of this significance. Besides a practical backpack and impractical quiver worn over his robes, he often carries a set of small hand drums, except on Tuesdays, when he carries wind chimes instead. When casting spells, Brother Barion prefers to settle his nerves by using a holy symbol as a focus, but has never much paid attention to which holy symbol he is using.
Making up the first half of a cramped two-room apartment above a small East Docks inn, Brother Barion’s parlor has been more or less converted into a working office and shrine. Like many of Yidhra’s priesthood, he understands the value of good business sense in all matters that his god does not voice opinions on; but years at the Bard’s College have given him an extra air of theatricality, and thus the Church of Yidhra, For-Hire has become something of a novelty as far as shrines to the goddess go. While Barion might find most of his jobs through the Society of Arms, the Church provides an excellent place to meet with on-the-fence clients, as well as to perform nearly any kind of religious rite imaginable for a small fee. (Additionally, the general obfuscation of his faith gives Brother Barion a handy excuse to turn down any jobs that feel unsavory or too difficult, just as he supposes the goddess might as well want him to).
The actual room itself can be… a bit difficult to describe. Two tailor’s dummies (“Major Domo” and “Number 3”) take turns opening the door to greet visitors, with the other dummy alternately acting as an immobile coat-rack. Lumiere, an altogether sprightly fellow (and Barion’s personal candelabra), passes around the room on a circuit, briefly visiting each of the room’s sconces in a complicated pattern that is often not complicated at all. At a small writing desk in the corner, his secretary Inksworth—a jaunty quill pen—takes notes on all meetings and conversations; as the poor creature lacks any kind of recognizable intelligence, these notes usually consist of random scribbles.
Brother Barion’s actual desk and religious altar sit bolted to the room’s far wall, jutting out into the room from a plane perpendicular to the floor, in an installation that has altogether not thrilled his landlord. While he usually sits at this desk during business hours and religious holidays, occasionally the priest gets up for a stretch and walks around.

Philo Pharynx |

Okay, here's Miriani.
Ouralia's first few years were amazing. She grew up in the circus as part of a family act. Arcavato the patriarch, Selana the mother, and Vrill the son. Acrobatics, dancing, and singing, augmented by a little bardic magic. Ouralia soon joined. While she was too small to do much, the young kitten had the adorable factor as she was flipped through the air from one parent to another. Of course travelling shows often found trouble, and her family helped defend the troupe with a style of whirling combat that took advantage of their skills and speed.
But such times were short-lived. She was only a child when the circus was attacked. She does not know what happened to her father and brother, but most likely they were killed. She and her mother were taken as slaves. Her mother became a concubine, and she would be punished for any rebellion of Ouralia. Her role was different. At maturity she was to become a gift to a powerful lord. Until then she was to train to become a better entertainer.
Her mother let her know that she should hide her magic and practice it in secret. She learned the note that would free her from her shackles, but that would not be enough to escape. It was another traveler who taught her what she needed to be free. During their nightly entertainment, he put forth a show of magic, creating things from nowhere and appearing all over the room. Arvendo the Brilliant asked to use her as a volunteer in his show. He brought her into his pocket dimension and told her to follow the vibrations. She realized that she could see what he was doing, turning away from this world into the next.
While they had little time, Ouralia was a quick study. She grasped the basic concepts and practiced them hidden at night. After a few months, she learned the basics of the art and could fold herself the way that others couldn't even perceive. She was ready.
Shortly before her sixteenth birthday, she got her chance. She was dancing when she saw her mother appear backstage. "Be ready to go" was whispered as Selana spread her claws to attack their lord. The guards rushed her, but she spun, singing her battle magic to try and occupy all of them.
Ouralia wanted to help, but her mother glared at her in the middle of a spin and she left. With so many occupied, she slipped free, dropping her shackles and slipping out through the new space she had found. Still, she wasn't free yet. Further guards had not left their post and she needed to pull the blade of stretched space to make her escape. the shock of killing a man was nothing compared to the loss of the only family she knew.
She ran, looking to leave. A caravan master saw her with panic and loss on her face and pulled back the canvas on a wagon. Davros did business in salve holding lands, but he disliked the practice. He didn't risk it often, but when he could help somebody escape, he did so. He opened up a secret compartment and let her in. She travelled with him for a week, keeping secret so nobody else saw the catgirl. From there she joined another caravan as a guard under the name Miriani.
Much of what she learned was from facing the bandits and monsters facing her on her journeys. But during a stop in the town of Rednal's Rise the city faced a horde of undead coming. It took the whole town to hold back the tide of the dead until sunrise. She joined with the local priest and a few other brave souls to head back to the abandoned mansion at the edge of the graveyard. By sunset the necromancer was dead, along with his plan of taking over the region.
Arriving at Bard's Gate, she quickly found her way. Registering at Bard's college, she then left for further parts of the city. She's currently in the Outer Quarter, but she often moves from one rented room to another, not staying stable to avoid the eyes that she knows are trying to find her.
Miriani - D Dancer
Catfolk sphere bard (dervish dancer) 5/warpmaster 5
CG Medium humanoid (catfolk)
Hero Points 3
Init +3; Senses scent; Perception +8
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 43 (5d8+15)
Fort +6, Ref +7, Will +4; +4 vs. bardic performance, language-dependent, and sonic; +3 vs. charm and compulsion
Weaknesses limited protection, skilled casting, verbal casting
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Offense
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Speed 40 ft.; 55 ft. with battle dance
Melee 2 claws +7 (1d4+2)
Special Attacks battle dance: inspire courage
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Statistics
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Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 20
Feats Dimensional Agility[UC], Dimensional Assault[UC], Power Attack
Traits deep cover, irrepressable
Skills Acrobatics +13 (+17 to jump), Bluff +11, Climb +6, Diplomacy +11 (Gather Information in 1d2 hours), Disguise +9, Escape Artist +11, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +8, Perform (dance) +13, Perform (sing) +11, Sense Motive +7, Spellcraft +6, Stealth +11, Swim +6, Use Magic Device +7
Languages Catfolk, Common, Elven, Sylvan
SQ battle dance, bless (word), casting, cat's luck, cure, deflection (aegis), energy resistance (aegis, ward), fleet, freedom (word), hallow (word), hero points, invigorate, magic skill bonus, magic skill defense, restore, serendipity (consecration), sprinter
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Special Abilities
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4th Dimensional Movement (Su) Teleport at ful movement speed
Battle Dance (move action, 15 rounds/day) Battle dances can create bardic performance effects only on self.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Casting (CL 3, Charisma, DC 13) You can cast sphere effects.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Distortion: Nature Add +1 special ability to nth blade
Distortion: Protection Get +2 shield bonus when wielding nth blade
Euclidean Energy (7/7) Use energy for many uses
Fate: Bless Allow target to make a roll twice and use the better result
Fate: Freedom Free target from effects that impede movement
Fate: Hallow +1 Grant target bonuses vs. opposed alignment and immunity to mind control
Fate: Serendipity Nearby allies gain luck bonuses
Fleet (Su) Gain an enhancement bonus to speed when battle dancing.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Life: Cure 1d8+3 Heal a target for 1d8+3 hit points
Life: Invigorate (Up to 3 temp HP) Grant up to 3 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Limited Protection (Ward banned) You lose access to either ward or aegis
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Nth Blade Create a weapon of force
Pocket Universe (Su) Slip into pocket dimension for 7 rounds/day
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Protection: Deflection +1 You can put an aegis on a creature to grant it a deflection bonus to AC
Protection: Energy Resistance 13 Create a ward or aegis that resists energy damage
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Skilled Casting (Perform [sing], DC 16) You must succeed at a skill check to use magic
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
Warp Dance Increase speed by 10'

Rednal |

Mostly, it's what's described up above. Dwarves in general are pretty welcome within the city thanks to a long history of mutual trade and prosperity. Hill Dwarves are the 'middle' ground appearance wise, and also the most common within the city, so that might be the better choice if you don't want to go all the way to the rugged side.

Nerdzul |

Ok I think I got enough of a gist about sphere of power to start working on a build, pondering between a Shifter\Ranger (Geosurveyor) more of a fighty\explorer type and a more supporting Shifter\Hedgewitch(spirit tradition), more druidish\shaman type (I like the idea that he channels different spirits when he shapeshifts). I Can't decide though, anyone got a suggestion?
Human in his twenties (or even a bit less), enthusiastic curious and adventurous type. As a background I was thinking about the bastard son of some aristocrat or wealthy merchant, with the other parent being some sort of supernatural creature (hence his shapeshifting gifts). He lived with his family until he was in his eaarly teens, when the unnatural nature of his other parent emerged, leading him to be kicked out.
An outdorsy type, maybe before he started adventuring he worked in the Stable Row and perhaps he still does when he need a regular source of income. As affiliation perhaps he would work for a guild, maybe someone tied with beasts handling, perhaps has some contacts in the Society of Arms and maybe with the Saints.
A part from that everything is work in progress, but I hope I'll be able to write the character down tomorrow.

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Ok, crunch will need more time, but here's the broad strokes. Swashbuckler 4/Aristocrat 1/Incanter 5.
His life would have been perfect, if not for the fact that Nature seemed to have chosen him to show how smart does not necessarily mean wise.
In the handful days following his coming of age, he wasted so much money on parties, books, paraphernalia and trips that his family had to cut off his allowance. The day of his parents' two hundred marriage anniversary, he managed to get lost in the Market District, where he was looking for some trinket. Only the quick reaction of the family butler stopped him from barging in the salon, ruffled and dirty as he was, to proudly announce how he had met Helman the Halfling.
Luckily for his family, he was a thirdborn and had never showed any interest in the family titles, so the title inheritance would be safe in his older brother Louis Antoine, who was less brilliant but far more responsible. With time, they managed to accept Francois Philippe for who he was, and they were genuinely proud when he enrolled into an exploration mission with his old college advisor, a mission that uncovered some old, almost forgotten Elven artifacts. After all, what better way to become more responsible than having to manage yourself on adventures?

Cozette "Cosmo" MacMahon |

Officially done with fluff and crunch for Cozette "Cosmo" MacMahon, herbalist and musician of the Docks.
Here's the whole page if you want to read it all
"Get out of my shop, ya lout!" A shopkeeper's yell of aggravation resounds throughout the Docks of Bard's Gate. He was but a simple man running a simple arms shop with a simple life and a simple family; he didn't need anyone trying to sell him less than he put up front, or even try to stage a robbery. The thief in question was Barnaby Hubbagob, a sly gnome; destitute and penniless, with an eye for that which did not belong to him. As he walked along the piers, crestfallen at the lack of sympathy in the storeowner, he looked back at the last few minutes; he just wanted a little knife, that one with the intricate designs and keen blade. That's all ...
A little while later, a beautiful melody tickled his eardrum. Was that a hurdy-gurdy? Yes, indeed, the drone of the wheel rubbing up against the string, the exotic noises that ensued!
When Barnaby walked to see where it came from, he say a crowd of people, gathered around a performer outside of a shop that was dubbed, "Cosmo's Cures and Concoctions." The performer, presumably Cosmo, moved her fingers up and down the keys with great agility. She was well-built, but lithe; not too strong. Though she looked no more than 25, her hair was as gray as ash, with a pale-brown complexion, and her eyes as blue as sapphire. Her head rocked back and forth hypnotically as she played. She donned a sari.
Her music told tales of life on the river, amazing pools in the middle of a forest, of battles once fought, and of lives hardened. It was all so captivating! In front of her, a case for donations was opened, already filled with high-priced coins. Next to the case, a ferret curled up, occasionally looking up at the people.
When she finished, the sound came to an abrupt halt, the ferret got up for good and ran to her, perching on her shoulder. She bowed and the crowd clapped, whistled, hollered for more. "Come back next week, same time," she reassured the audience. "For now, why don't you come in if you're sick, or just need to de-stress. I have it all, and it all comes from the natural world in my very own garden! Cozette's is the best bet ..."
She walked away, the crowd dispersed; some went inside for her services. Barnaby walked away, mind amazed and mood brightened.
But who was this Cosmo?
Cozette MacMahon grew up in the forests on the outskirts of Bard's Gate. Her village was one located on the grand Stoneheart River, where they'd lived for centuries. The MacMahon name was a proud one, once being rulers of some great Plains tribes two centuries ago, but since humbled into the fishing community outside of the Gate. In addition to angling, her family subsided on gardening.
Her mother, Deniz MacMahon, ran the community garden. Even in the worst years, that garden always grew! Deniz seemed to have a green thumb; her family knew it was the green magic that ran through the MacMahon blood.
Her father, Afon MacMahon, was the primary fisher of the family, with the highest catch rate in the village. He was also a magnificent musician, boasting supernatural talent with the hurdy gurdy (both skills and instrument were passed down to Cozette).
Her hut growing up was glorious by Riverfolk standards, but still humble, and cramped! Cozette's grandmother Fawn, grandfather Flint, aunt Florinz, uncle Dagwood, and mother and father lived in it, as well as Cozette, her 2 brothers Ash and Bryn, 2 sisters River and Juniper, and 6 cousins (too lazy to come up with names, but 2 boys 4 girls). They lived and worked as a large family unit.
One day, while working the line fishing, Ash ran into some trouble. He fought longer than he should have; a large Stoneheart catfish had been attracted to the shiny hook and Ash really wanted to catch it. Sadly, the catfish triumphed and Ash was pulled under. Grieving, Cozette vowed to never follow her father or brothers into the fishing business.
Through her teen years, Cozette enjoyed the company of family and friends, living a hardworking adolescence with a little fun sprinkled in. She never forgot her brother's tragedy, so when she came upon a particularly curious and friendly ferret, she named him Asher in remembrance of him. Asher proved loyal to her and became somewhat of a totem of her soul.
Her mother taught her the ways of nature, while her father instructed and encouraged her musical skills. Eventually when her paternal figure died of an overworked and under-cared body, his intrument was passed down to Cozette.
Like all teens, Cozette dreamed of a life away from home, where her potentials could be realized and opportunities taken. On her 20th birthday, she did just that. With a warm Godspeed celebration from her village, Cozette took a canoe down the Stoneheart, towards Bard's Gate.
She didn't immediately reach her destination, though. Cozette lived one year of asceticism and meditation, honing her witchery and moving on from her past life, but never forgetting it. Her and Asher survived with only each other's company. Occasionally, there would be a troublemaker, a ranger, a goblin, some thieves, but other than that, that one year was tranquil. Her life would definitely start to speed up.
Deciding she'd found her path and decided how she'd live in Bard's Gate, Cozette took that canoe and made it to the border of the city. Of course she was questioned thoroughly by guards, but eventually she made it into her new home. Just a girl and her ferret.
Sure, people were wary of her magical gifts and strange music from the outside world, but eventually she talked to the right people, worked a few bumpy jobs (waitressing and mail delivery), stole some money (paying it back later when she got set up to stability, of course) and ended up with a shop down on the Docks. It was time to start living honestly in the city. Now, with a naggy landlord (Mr. Toonastentch anyone?), a natural remedy shop (Healing potions, stress relievers, and strength potions), a garden outside that shop for her dear herbs, and an adoring crowd, she lives a pretty good life for your average citizen of Bard's Gate.
Which brings us to today ...
Cozette is charming, and almost always knows what to say to almost anyone. Her sense of humor, however, is rather dry and sarcastic. Living in a small village with a large family so close to her has made Cozette realize the advantages and joy of having family and close friends; the first thing Cozette did was try to make connections, real friends, in Bard's Gate. In fact, she has a group of fellow apothecaries, ranging in age and talent, who talk about life and bond.
She isn't the most religious person, but does get when someone disrespects nature and spreads awareness of natural alternatives. She hates the city, sticking to the Docks. She also has a bit of fear of magic granted by powers other than nature and song. Other fears include spaces too small or too large (clausterphobia and agorophobia) and disease (she's a bit of a hypochondriac). Having lived in nature her whole life, she isn't afraid of much, plus doesn't complain about being uncomfortable. She's learned to go with the flow.
Cozette is extremely quiet and reserved at first, but once she starts talking, there's no stopping her. While an herbalist and musician, Cozette also prides herself in having read many books, and is a bit of a grammar Nazi.
Quirks: Snorts when laughs, head for numbers but can't count on fingers, always has musical rhythms in head. When she casts a spell, everyone around (30 ft.) knows it, for they start sneezing and the air gets a tingy, metallic taste to it.
One of her biggest drawbacks is that she isn't the best at making decisions. She acts first, but always reflects on her mistakes, adapting as she goes along. At times, she's gullible and little naive, but she knows her facts about the world around her solidly. While she's always up to try new things, Cozette knows her limits and often enjoys simply observing.
She is extremely divided pertaining to the vigor of her life. On one hand, she wants a stable life, which she has grown up in and found again in Bard's Gate. On the other, she thirsts for adventure, never forgetting why she set off from her village almost ten years ago. Cozette dreams of spelunking, finding treasures, and unlocking more of the secrets of the natural world (maybe even finding a husband ...). Lately, she's been looking around for jobs. Even though the shop still needs keeping, she hopes adventure will whisk her away!

Rednal |

I should probably note that all completed profiles should follow this formatting. (It helps me keep everything straight, given the number of games I run. XD No need to force it until and unless you're selected, though.)

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I'd like to play a bit of a symbol-master, a Wanderer descendant of both the Erskaelosi and Khemitite races who draws upon the tattoo culture of the former and the hieroglyphic (I assume) language of the latter to weave his own magical effects. This would have him be an Esoteric Magus/Mystic who uses the mystical power of his glyphs to wreak destruction on his foes, imbue his body with arcane power and increase his allies' own abilities. Of course, his symbols are not restricted to willing targets, as we'll soon find... He'll also have every version of a tattoo-based ability I can chuck on him, just for theme.
Also, it makes the whole Arcane Mark Spellstrike thing actually thematic, what with his punches inscribing his family symbol (which would be the same as his Spell Tattoo). However, if you disallow that cheesiness I totally understand since I too find it just silly in most cases.
He's a bookish sort, this fellow. Not too much stage presence, but very book-smart and surprisingly good at "reading" people. His hands are artist's hands, slender and graceful, though curiously inscribed with a variety of unusual-looking sigils. He's always been fascinated by the written words of all languages, and already knows at least 14 of the dang things. He also likes to read bodies, identifying just where the weaker points lie and how to correct subtle errors with the lightest of brushstrokes. He weaves his power through symbols, sigils, glyphs and runes, but it would be equally true to say that he draws his power from those things as well.
He is boundlessly curious about all ways that creatures express their wants and desire, whether that be through speech, art, writing or spellcasting, and wishes to travel the word-worlds within the tomes of the library he happens to be hiding in today. He first made his mark defending one such library from the invading Huun. He stayed to fight for a people that barely accepted him, simply to preserve all those fantastic words. He fought with words and for words, empowering his fellow defenders with obscure glyphs and breaking spear-heads with his own.
He finds importance in all things, all things except himself that is. He sees himself merely as a conduit for the language of the universe, same as anyone else. He is simply grateful for the knowledge he has of this, and for his chance to write in the annals of tomorrow's history. In fact, he barely even knows his own name. However, I think that the writing of tomorrow will know it quite well. His name is Djehuty Thoutson.
[Uh... Nitro. You're not supposed to have your character rambles turn into story. Stop it, me.]
EDIT: This is all just first concept, of course. I've not planned out the full five levels yet, but thankfully the scores can line up nicely.

Rednal |

Both the Magus and the Mystic are very martial characters (well, everything from Path of War is, really), and this game specifically emphasizes going for diversity in builds instead of stacking combat powers in ways that'd probably end up with you being way stronger than you should be at a given level. Got a plan for addressing that?
(Also, you can check the numbers I linked to in the first post for more information on what I'm expecting. Characters should fall somewhere between 'Green' - which is the ideal - and 'Blue' on that chart.)

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Both the Magus and the Mystic are very martial characters (well, everything from Path of War is, really), and this game specifically emphasizes going for diversity in builds instead of stacking combat powers in ways that'd probably end up with you being way stronger than you should be at a given level. Got a plan for addressing that?
(Also, you can check the numbers I linked to in the first post for more information on what I'm expecting. Characters should fall somewhere between 'Green' - which is the ideal - and 'Blue' on that chart.)
This is true, but they're martial classes whose main means of dealing damage are incompatible. Discipline Strikes are not compatible with either Spellstrike or Spell Combat, and while they will benefit from the Arcane Pool, it is more a way of adding diversity than adding power. My Move, Swift and Standard actions are being taken by both classes, for instance, and I'm also working with different "casting stats", neither of which help my actual attacking. I doubt I'll be way stronger than I would be otherwise, especially since I'm sacrificing more powerful martial feat choices for things like Inscribe Magical Tattoo or Tribal Scars for the thematic aspect (although I'll be glad for the HP at these lower levels). Don't get me wrong, I intend to be good, and I don't want to under-perform, but I really don't think that the combination prioritises power over versatility.
My other idea for the symbol-based caster was to have it be a Tattooed Sorcerer//Mystic, but there are two main problems with that:
1: I'd like the character to be Int-based because he's a bookworm, and the Sage Wildblooded bloodline doesn't stack with Tattooed Sorcerer. (It also felt cheap asking about it, because then I'd be getting the super-good Arcana for free while missing the negative effect Sage has on the 1st-level Bloodline Ability.)
2: That would require, character-wise, a very different soul to the person I've had in mind for this character.
Also thank you for the numbers reference! You've clearly put a LOT of effort into this campaign, and the worldbuilding is awesome. Just a wee bit tired (it's early morning) to work out all the numbers right now. (Would I have to account for my Arcane Pool for the to-hit and stuff? I feel like I would, to be entirely fair.)

Rednal |

Well, most of that was just copy-pasted from the Bard's Gate book. XD And most of your destinations are from various sourcebooks I've picked up over time, so it's not as much work from me as it might look like.
As far as symbols go, though... have you considered Runesmithing? It's on the Strange Magic page of the wiki, and it may actually be closer to what you're looking for.

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I do have one other possible character if this is no good, though. She's very much a versatile soul, and a schoolteacher to boot. A very, VERY violent schoolteacher. That guy who attacked her kids is very much less-than-okay right now. She's definitely a Rubato//Something, though I'm not sure what the Something is. Quite possibly a Tactician.
Welp, I just read up on the Tactician, and I can't really see her being anything else. Even though it makes her MAD like heck. Ach well, she'll survive.

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Aaah you responded while I was away, sorry. Hmm... that's actually very close... I've honestly been staying away from Spheres because it's not on the PFSRD and I didn't think it was anywhere else on the internet in this kinda form. Now I am conflicted. It does seem, however, that the Runesmith doesn't focus so much on enhancing the physical form with the runes, and instead acts more as an object-based caster. My guy is very much about using the tattoos to modify himself and others as he modifies the writings, though mechanically what he does is much more varied than that sounds (striker, buffer, debuffer etc). What would you suggest would fit the campaign better?

Will Erland |

Just so others know, this is my character so far and others seeme to be pondering something similar. He is also a Mystic/Ranger (trapper/freebooter). I haven't compared him to the table but is that okay. I actually am avoiding any spellcasting for fluff reasons. But he has craft wonderous item to make items necessary for the plane walking. If that is too physical then i could swich to investigator. I do like inspiration.

Rednal |

This campaign is fairly flexible - and there's a reason I cited the SoP Wiki in the first post. XD You could do that with symbols quite well - a few of the drawbacks in the system would allow you to focus on 'drawing' symbols for your spells, probably with some kind of skill check, and really hammer home that style. As a system, it's quite good at that that sort of thing. XD

JonGarrett |

My guy is very much about using the tattoos to modify himself and others as he modifies the writings, though mechanically what he does is much more varied than that sounds (striker, buffer, debuffer etc). What would you suggest would fit the campaign better?
You might wanna pick up the Inkantations book if tattoos of awesome power are your thing. I keep wanting to use them, but either the character doesn't get accepted or they don't fit. Still, Rednal might accept it - I've asked him if I can use it in another game, and that was OK, so he's seen it at least - and it is pretty fun. Even has a Wizard archetype where you're your own spellbook.

Will Erland |

I thought Mystic would be a little overpowered but based on what I could reasonable get with 10,500 minus whatever you require us to buy (and certain abilities being active) I'm just about blue across the board. And except for a few languages, I think I am done. Glyphs, Freebooter Bond, and Freebooter Bane provide great support. Good and extremely flexible options for attack and defense, including some bebuff. Great number of skills. Pretty happy with how he came out.
I am glad Nitro moved away from Mystic and Glyphs/Tattoos as that was almost exactly what I was going for in combat.

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Here's my current character outline, which is still very much in progress. The current idea is possibly pick up a heavy repeating crossbow as the starting weapon and crossbow training for now, since I can't get Snap Shot and Sword and Pistol until 6+ anyways. That way I could use a stronger ranged weapon for the time being, then switch to an endless ammunition hand crossbow with a sword once I could afford that sort of thing. The biggest concern is a lack of actual damage output, especially once I switch to sword and pistol style.
The most exciting aspect of the character is exploring the soul weaver class, so I'm still thinking about options for the other side, and may end up scrapping the bolt ace part if I can't get it to a place I'm happy with it. Please let me know if anyone has ideas for it. As for backstory, I'm currently leaning towards ex-city guard who was a soldier during the siege and has since retired, only to be drawn into the life of a plane-hopping adventurer once he started seeing the disembodied spirits of his old friends that were lost long ago.
Male human gunslinger (bolt ace) 5/soul weaver 5/gestalt 5 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
NG Medium humanoid (human)
Init +5; Senses Perception +10
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Defense
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AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 49 (5d10+15)
Fort +6, Ref +7, Will +6
Defensive Abilities nimble +1
Weaknesses necromantic limit
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Offense
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Speed 30 ft.
Melee longsword +7 (1d8+2/19-20)
Ranged repeating heavy crossbow +8 (1d10+3/19-20/×3)
Special Attacks channel positive energy 6/day (DC 15, 3d6), deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, vigilant loading), grit (2), siphon health
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Statistics
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Str 14, Dex 16, Con 14, Int 8, Wis 14, Cha 16
Base Atk +5; CMB +7; CMD 21
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Two-weapon Fighting
Traits guiding spirit, weapon of peace
Skills Acrobatics +9, Climb +6, Diplomacy +8, Handle Animal +11, Heal +8, Knowledge (engineering) +5, Knowledge (geography) +2, Knowledge (history) +5, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +7, Perception +10, Profession (herbalist) +8, Profession (soldier) +10, Sleight of Hand +9, Survival +8, Swim +6; Racial Modifiers curious spirit, summon spirit i
Languages Common
SQ aid the dead, blessing, bound nexus, casting, crossbow maven, cryptic strike, cure, exhausting strike (ghost strike), invigorate, lovelorn soul, magic skill bonus, magic skill defense, mass healing, ranged healing, restore, restore health, restore mind, sickening (ghost strike)
Other Gear longsword, repeating heavy crossbow, 10,500 gp
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Special Abilities
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Aid the Dead +2 (5 temp HP) (Su) Expend a soul to grant an undead creature a profane bonus to attacks, saves, and turn resistance
Blessing +1 (Su) Grant a creature a blessing that gives +1 to all saves for 24 hours
Bound Nexus (6/day) You use summoned souls to power a number of special abilities
Casting (CL 5, Charisma, DC 13) You can cast sphere effects.
Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Curious Spirit +8 (Su) Expend a soul to add a bonus to a Knowledge check or to speak with a dead body
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Death: Cryptic Strike Add a ghost strike to an attack
Death: Exhausting Strike Ghost strike causes target to be fatigued
Death: Sickening Ghost strike can sicken target
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Life: Cure 3d8+5 Heal a target for 3d8+5 hit points
Life: Invigorate (Up to 5 temp HP) Grant up to 5 temporary HP to an injured target
Life: Mass Healing Your cure can affect multiple targets
Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Restore Health Cure heals +1d8 HP, and restore can remove poison or disease
Life: Restore Mind Cure heals +1d8 HP, and restore cures confused and dazed conditions
Lovelorn Soul (10 temp HP) (Su) Expend a soul to grant temporary hit points to a dying ally
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Necromantic Limit (Reanimate banned) You lose access to either ghost strike or reanimate
Nimble +1 +1 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Siphon Health 2d6 (Su) Expend a soul to damage a living creature
Soul Weaver Channel Positive Energy 3d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Summon Spirit I (3 rounds) (Su) Expend a soul to summon a poltergeist