
![]() |

You generally shouldn't want to spend TOO much of your money. If you've spent less than two-thirds, you should be good. Prices for homes can vary rather wildly by district, and as mentioned, I'm expecting you to have those instead of being murderhobos. XD To soften that cost, you'll be able to buy homes at 'half price', as it were, representing some of the other money you probably made during your first few levels of adventuring. Naturally, anyone living the high life will be paying more, while those living a lower-class life will be spending less.
Go ahead and write up a general idea of the gear you want to have, though.
As for EDV, that's your "Estimated Damage Value" - basically, the average damage you'd do when using that ability. You'd want to avoid stacking too many of those at once, though, both for the sake of fairness and because you might need 'em later in the day.
Ahh, thanks for the insight there. He'll be mostly living in his Wanderer caravan, I'd imagine. It's a right messy wee room.
Will do!

![]() |

OKAY! I'm equipped, which pushes my AC up to Orange without my pre-buffing which pushes it up to Green. It also places my Reflex Save in the Green, and makes my Attack Rolls more consistently decent. Spell DCs are still not great, but again I'm using non-save evocations, buffs and utility.
So far I've spent 9000, which I hope will be ok since I'm living in Tent City. I shouldn't need much more unless I've massively misjudged something. If that's not ok, I completely understand and will drop my Bodywrap of Mighty Strikes to get down to 6000.
Also my Psionic Tattoos are now just the four pre-set elemental adaption tattoos. I under-estimated the cost.

Iron Chef Sparky |

Sparky is updated. I've avoided buying gear until finding out if I'm in the game or not. But, as a general rule, I don't buy gear to make myself 'Senior Killmaster Extraordinaire' or the buffest halfling on the planet. If you'd rather I speculate on gear, I'm happy to do that. But honestly I wouldn't mind saving a large chunk of my cash for the restaurant I want to open. I figure we can leave the whys, wherefores, and cost discussions until a convenient time... again, assuming Sparky makes the grade.

Djehuty Thoutson |

@Nitro: I should probably note that most of those who live in Tent City never actually go into Bard's Gate proper - to avoid the taxes, for example - and so need to have a very good explanation for why they'd be present for getting hired for missions.
Ah! Good to know, thanks. Why is that, Djehuty?
_____The explanation is, fortunately, rather simple: Tent City isn't known for its libraries. It is home and I cannot stomach living in an unchanging, sterile stone environment, yet I am in love with knowledge of a sort that just isn't kept by my people in the Wanderers. The variously raised and storied Wanderers granted me my love of culture, but they alone cannot sate that hunger.
_____
Is that good enough, or is it a proper hassle to get in and out? Bearing in mind that Djehuty can shapeshift and has decent Stealth and Disable Device...
(Oo! Also I've added some of his more mundane kit now. Magus' and Chronicler's Kit, with Masterwork Artisan's and Thieves' Tools. He's pushing his Light Load limit a little, but not by so much that he can't just drop a bedroll and be back to full speed.)

thunderbeard |

Thunderbeard wrote:Basically, I'm looking at "Wizard turned muscle-for-hire" and trying to find an appropriate thematic gestalt for the "muscle for hire" part.Pity I didn't get here sooner, I would have suggested you look at the Shifter and Armorist as your second class. And it looks like you chose Shifter :)[/url]
Noooo, I chose Bard. But I also found religion. It makes more sense than it sounds, and now I have a character who shoots actual arrows at people by holding them in his hands, standing on the ceiling and shouting loudly. I'll get all the story and mechanics finished soon, but there should be a rough build a ways back, and the lack of comment from Rednal suggests I haven't horribly broken anything.
Also, I can currently dual-wield throwing goblins (or chairs) but by level 8 I should be quadruple-wielding orcs (or tables). SoP is real weird, and avoiding a full-BAB class seemed like a good way to not break anything.

Nerdzul |

Finally got some spare time and here is the first draft of the character, Asem Sarif, an Ashurian with some supernatural ancestry, had an adventurous life since his youth, a Shifter\Armorist(Symbiotic Knight), whose symbiotic armor is some kind of feral spiritual entity. Young, enthusiastic, gregarious, albeit kinda of afraid of being left alone.
I went for a melee damage build, with some support\limited battlefield control and some stealth\support abilities. I might rework a few things later, perhaps expand the personality a bit.
I hope I figured out properly how sphere casters and gestalt characters work hehe.
Asem Sarif
Male Human Shifter 5, Armorist (Symbiotic Knight) 5 Gestalt 5
Chaotic Good Size M Humanoid Shapeshifter
Init +2; Senses Darkvision 60 ft, Perception +10
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 20 (+8 Symbiotic Medium armor +2 glamered, +2 dex)
hp 49 (5 HD; 5d10+ 10 con +5 favored class)
Fort +7Ref +7, Will +4 (+1 cloak of resistance)
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 Claws +10 (1d6+4/20) (+5 BAB, +4 Str)
Special Attacks Shapeshifter, in appropriate forms rend, trip, pounce.
--------------------
Magic
--------------------
Shifter :
Caster Level 4th/5thAlteration; MSB +4/+5 (+2 wis); MSD 17/16 ; Concentration +7/+6
Tradition none, magical signs ; CAM +3/+5
Spell Points 7
Alteration - CL 5; DC 14; Duration (concentration +4 rd); Range (touch or personal); TalentsAnimalistic Transformation, Greater Transformation, Bestial Reflexes, Elemental Transformation, Bestial spirit, Avian Transformation, Lingering Transformation, Size Change Drawbacks: Beast Soul (Animalistic Transformation)
Armorist:
Caster Level 3rd; MSB +3 (+2 wis); MSD 15 ; Concentration +6
Tradition Inherent Divinity CAM +3
Spell Points 5
Enhancement - CL 3; DC 13; Duration (concentration); Range (touch or personal); Talents Deep Enhancement, Natural Enhancement, Emphasize Belief, Bestow Intelligence.
Drawbacks: Bodily Enhancement, Obvious Enhancement, Consciousness Linked
Nature (earth) - CL 3; DC 13; Duration (concentration); Range (touch or personal); Talents Forge Earth,
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +9; CMD +11
Feats Endurance, Extra Magic Talent: Lingering Transformation, Extra Magic Talent Mimicry, Favored Form (Animalistic), Combat Relfexes.
Traits Favored Form (Animalistic), Reckless.
Skills (25): Acrobatics 8 (2 + 2 dex, +1 trait +3 class) Climb 9 (1 +4 Str +3 class), Fly 8 (2 +3 class +2Dex), Knowledge 5 (Nature;2 +3 class +0 Int), Perception 10 (5 +2 Wis +3 class), Sense Motive 7 (2 +2 Wis +3 class), Spellcraft 6 (3 +0 Int, +3 class), Stealth 8 (3 + 2 Dex +3 class), Survival 8 (3 +2 Wis +3 class), and Swim 9 (2 +4 Str +3 class)
Background Skills: Handle Animals 4, Knowledge (geography) 3, Profession (animal handler) 2, Linguistics 1
Languages: Common, Ashurian.
SQ Wild Empathy (+7), Quick Transformation, Shapeshifter, Lingering Transformation, Enhanced Attacks (magic), Bestial Trait: Claws, Steal Language, Symbiotic Armor, Summon Equipment, Symbiotic Trait (dark vision 60 ft), Equipment Trick: Arsenal Trick improved item, Equipment Trick: Hidden Armor, Armor Training (+1),
Other Gear : Thinking about a cloack of resistance +1 (1000g), a belt of giant strength +2(4000), a ring of protection +1 (2000), and keeping 3500 for housing and some utility stuff.
--------------------
Special Abilities:
--------------------
Shifter:
Wild Empathy: can alter the attitude of animals with level + charisma checks like with diplomacy.
Quick Transformation: Can use Alteration as a move action, can concentrate on alteration as a move action
Shapeshifter: Treat Class Level as Caster level for the alteration sphere.
Bestial Traits (add permanent traits that persist through shapeshifting):
Claws (2 primary attacks for 1d4 damages)
Lingering Transformation: transformations last for 2 extra rounds.
Enhanced Attacks: natural attacks are treated as magic weapons.
Steal Language: after touching a target you can speak their language.
Alteration Sphere :
Beast Soul: You don't have blank form bonus talent: Animalistic Transformation
Magical Sign: magic is always accompanied by a tell-tale sign and evident, a chorus of growling accompany his magic.
Animalistic Transformation: transform into a beast (gain bite, scent, 40ft move speed, +3 natural armor)
Size Change: reduce or increase the size of a creature, up to two sizes categories.
Greater Transformation + 1 traits to shapeshiting
Bestial Reflexes: gain lounge, leaping attack, pounce or trample as traits.
Mimicry: study a creature as a full round action to gain for an hour a talent tied to that creature nature.
Bestial Spirit: gain trip, ferocity, or rend as traits.
Avian Transformation: transform into a flying beast (poor maneuverability, speed 30 ft.)
Lingering Transformation: your transformation lasts 2 more rounds.
Most common Combat Shape: Animalistic Tranformation (tiger) (2 base trait+1from favored +1 from greater tranformation), Most common Traits: Pounce, Large size, Rend, Trip, Speed: 60 ft. Senses: Scent. Size: large 10 ft, Reach 10 ft, AC (buffed) 21 (+3 Natural Armor, +8 Symbiotic glamered Armor +2, +1 Dexterity -1 size), Hp: +5, Saves: -1 to reflex +1 to fortitude. Attacks:
2 Claws: +10 (+5 BAB, +6 str -1 large 10) (1d6+6), Rend (if both attacks hit an extra 1d6+9), Bite: +10 (1d8+6, trip).
EDV: 0,65(chance to hit)*(9+9+10) 18,2 + 0,65*0,65*13 = 23. CMB: 14(+5 BAB+6 STR+4 Size)
Special Attacks: Trip (the bite attack can add trip as a free action on hit), Pounce (can make a full attack on a charge), Rend (if both claws hit gains an extra attack +1 and ½ strength). (note with combat reflexes and a 10 ft threat range, he can try and trip people that pass nearby, acting as a moderate form of crowd control).
Str 22, Dex 12, Con 14, Int 10, Wis 14, Cha 10
Enhancement Sphere:
Drawback: Obvious Enhancement: it is always possible to identify his enhancements, they appear as shadowy beast-like spirits hovering around the target.
Drawback: Bodily Enhancement: Can’t enhance equipment.
Drawback: Conscious Enhancement: enhancements only work if conscious.
Deep Enhancement when spending SP to increase an enhancement duration you get 10 min per level instead of 1
Natural Enhancement you can enhance creatures with enhancement that normally only apply to weapons or armors
Emphasize Belief grant to a creature the alignment subtypes corresponding to its alignment and grants 1 dr bypassed by attacks of the opposite alignments.
Bestow Intelligence: make an object (can't due to bodily enhancement) or an animal intelligent and sentient, allowing it to speak a language.
Geomancing: Earth
Bury: can make targets in a 5ft radius sink in sand, works like entanglement (save dc 13)
Tremor : can trip people in a 5ft (Cmb 13) for 1 SP
Dust Storm : with concentration can create a cloud of dust and dirt with a 15 ft range, that grants concealment
Forge Earth: can roughly reshape the ground in a 5 ft of ground for 1 SP
Armorist:
Symbiotic Armor: can summon as a move action a symbiotic entity that acts as an armor, it works like a bound equipment with a +2 bonus (+1*levels/2), the type of armor can be chosen when it is created. It grants +6AC, +3Max Dex and -3 Armor check penality as medium armor and +2/+6/+0 as light (Asem lacks proficiency with heavy armor). Its bonuses can be traded with those from the bound item table and can be changed when the armor is dismissed or summoned. Also gains the “Improved Materials” arsenal trick.
Summon Equipment: for a SP can create a masterwork weapon, shield or armor +1 (+1*levels/3), it is magical only in his hands and lasts for level minutes.
Symbiote Traits: the symbiotic armor has Darkvision 60 ft, it can bestow that trait to the user when worn.
Armor Training: gets a -1 less penality to dexterity and checks when wearing armor, can move at normal speed in medium armor.
Arsenal Trick: Hide Equipment, can bestow the glamered special quality to a bound or summoned item
Arsenal Trick improved item: Gain an extra +1 to your bound armor.
Traits:
Favored Form (Animalistic): twice a day when assuming the animalistic shape you can extend the duration as if spending a SP without doing so.
Reckless Gain acrobatics as a class skill and +1trait bonus to it.
Faith: Narrah,
Connections: Affiliated with the Society of Arms and with any guild dealing with beasts handling and breeding or such, he has some contacts among the Saints of Turlin's Well, but he is not part of the organization proper.
Residence: likely in Stable Row or in the Outer Quarter.
Social Status: --2 Human Ashurian (halfblooded), I guess that Shifter\Armorist would work as a ranger? So he would be impoverished (likely uses his adventuring earnings to live as low middle class or a bit better)
Race: Asem is of Ashurian origins, however he has some mixed blood in his veins.
Appearance
Asem is a young man barely in his twenties, with a youthful look that can even make people think he would be in his late teens, roughly 5’ 9’’ tall, with dark eyes ruffled black hair the a tanned complexion common of the Ashurian, while something in his features reveals a mixed ancestry, Foerdewaith perhps. He has a strong athletic build and shows the confidence of youth both in his mannerism and way of speaking. On his flesh the sign of a life spent outdoor and the scent of someone accustomed in working with pack animals and dogs. He speaks like some foreigner who had picked up the language later in life, his accent though isn't recognizable as Ashurian only as it he has been around people from many different cultures and that has contaminated his pattern of speech.
He dresses comfortably in the modest clothes of Bard's gate working class when not out adventuring at least. He often carries a sword at his belt, albeit mostly for show.
His symbiotic armor, a spiritual being, when not active (and glamered) appear as a complex pattern of dark tattoos with a tribal motif covering most of his left arm, shoulder and dominant hand, extending even partially on the left side of his chest, when not glamered (if he has changed traits from some reason or for someone with ture seeing), it appears it shifts his left arm and part of his chest to look like the one of some sort of bestial creature, covered in dark fur, with clawed hands. When active and unglamered it appears almost as a second skin from some monstrous feline
Quick background:
Asem is the bastard son of a powerful noble and some kind of shapeshifting outsider (he doesn't know exactly himself and his upbringing might provide some adventure hooks). As his inheritance manifested in some ferine and monstrous traits in his early teens he was forced out of his family, despite having been sort of accepted until that time. Most of his adolescence Asem has spent living with a group of Ashruran traveling merchants, hopping from place to place and being mentored by their leader, a roguish type and a friend of his father. Once in bard gate, though his mentor was assassinated and the group dissolved, leaving him pretty much stranded. At first he started taking odd jobs and working in the stable districts to earn a living, then got recruited in the Society of Arms.
Background:
Bastard son of a powerful Ashurian nobleman Asem had kinda of an easy youth, as while he had no illusion of inheriting the family fortune and position and was frequently employed in humble tasks for the household, like tending the horses, camels and family hunting beasts, he was still treated fairly and received the kind of affection deserved by a son. At least until the unnatural time of his other parent emerged, it turned out in fact that his father had been seduced not by a common woman, but by a shapeshifting creature of unknown nature, whose supernatural inheritance had been passed on her child.
Now one thing was to give shelter to a bastard boy of his own blood, but another was to have the scion of a monster in his household. After the discovery, when Asem was barely in his early teens and with a clear 'mark' on his flesh as his left arm has been somewhat corrupted by his 'awakening' to look like the one of some feral creature, his old man was forced to kick him out.
Still unwilling to have his son end up on the streets, the man introduced him to a fellow merchant and spice trader, an adventurous type, half rogue half trader, with very few prejudices about Asem’s upbringing, who took the kid with him as a sort of stable-boy. For a few years Asem traveled with the man, getting to know the world, honing his inherited gifts learning a few tricks from the many and often weird traveling companions that joined his patron during the years. Thanks to one of them, he even learned how to conceal the telltale sign of his tainted blood.
Even that part of his life however was not going to last, as his new mentor got involved in a dispute with some element of the criminal underworld while visiting Bard Gate and ended up bleeding to death in an isolated alley, Asem too, just barely escaped with his life. With the main patron of the caravan dead, the group quickly dissolved, leaving Asem stranded in Bard’s gate.
At first, he attempted to get revenge for the murderer of his mentor, but with little money to his name and few connections among the city there was little he could do about it.
To stay afloat he started taking some odd jobs at the stable district, barely making a living out of it. Quickly, however he learned that he could earned much more relying on his supernatural talents while taking far more risky jobs for the society of arms.
Becoming sometime a guard, a spy, joining dangerous expeditions financed by wealthy patron and guilds, doing whatever would pay well enough and picking up a moderate fame as an explorer, hunter or even tamer of supernatural beasts, enough to make a decent, albeit far from wealthy existence in the city.
Personality
Friendly, playful and open minded, Asem has lived an adventurous life since his early teens, making him into a enthusiastic, curious and reckless perhaps, young man. Hungry for life, be it for its simple pleasures or for its most adrenaline inducing marvels, Asem looks like a guy who is easily satisfied with his lot in life. He is quick to make new acquaintances and always curious to learn about someone else story or culture, still, having being kicked out by his family and having lost his sort of adoptive one has made him a bit cynical when dealing with people and it's hard for him to form strong bonds of trust or romance. Part of his gregarious nature in fact, is born from a rooted fear of being left alone, one that however, clashes with his ability to forge strong connections.
He is a bit overconfident at times, mostly a product of the arrogance of youth, he is prone to brash decisions, taken by instinct and learning from his mistakes might not be his stronger quality.
He is not really religious, paying some respect to the ancestral moon divinity, but hardly paying attention to her dogmas or the one of the Ashurian gods. He is not book learned, but despite his young age he has seen a bit of the world, has a fascination for fantastic legends and storytelling and an avid listener of campfire tales. He is tends to be somewhat trusting and unprejudiced which sometime make him appear or act naively.

Joseph Bonkers |

SoP can be real weird :/
*Transformation lets you become a psudo-something straight from lvl 1. Things like a Construct, medium-sized squirrel, angel, or a bodyless, floating head :P
+Imp transformation lets you turn into things like a 4-armed creep or have 2 heads :P (there is even an entire line of feats dedicated to it!)
*Divination Sphere, if focused on, can grant you freakishly powerful eyes. Like touchsense and blindsense, and for really long periods of time :P
*at 10th lvl you can have 10 hour, 1000ft Truesight!
*Whitesmiths can have constructs crawling over their body >:)
*Blasters have a freaking cannon for an arm XD Or you could graft a battleaxe/rifle into one hand and never be disarmed >_>
*Personal favorite, Affixing a target permanently in space XD
Anyways, those are a couple of the weird things you can do with SoP, but it really is a fun system to use :)

Zayne Iwatani |

Mostly Completed Applicants:
stormraven - Iron Chef Sparky - halfling monk (monk of the empty hand) 5/elementalist (flame warrior) 5/gestalt 5
ElfKing - Cozette "Cosmo" MacMahon - Human (Arkaji Riverfolk) Hegdewitch/Bard lvl. 5
thunderbeard - Blessed Brother Barion - Half-Elf Incanter 5 // Bard (Rubato) 5 // Gestalt 5
The Chess - Chakam - fetchling soulknife (soulbolt) 5/summoner (synthesist) 5/gestalt 5
Philo Pharynx - Miriani - Catfolk sphere bard (dervish dancer) 5/warpmaster 5
Zayne Iwatani - Will Erland - Male Mystic 5/Investigator 5/Gestalt 5
JonGarrett - Reckt - Dwarf Evoker Minstrel Bard 5/Doomblade Mageknight 5/Gestalt 5
Nitro~Nina - Djehuty Thoutson - Human (Wanderer) Esoteric Magus 5//Cryptic 5 I think this is finished. Can't view the link in the profile.
Nerdzul - Asem Sarif - Human Shifter 5, Armorist (Symbiotic Knight) 5 Gestalt 5
Incomplete:
Sapiens - Lord Francois Philippe Victor de Nerval-Saineau, Vicomte Remanges - No crunch
Raisse - No Name - human gunslinger (bolt ace) 5/soul weaver 5/gestalt 5 No background or name
Interest:
Storyteller Shadow
JoshB
avr
TheSilverDreamer
Madcaster
miteke
Joseph Bonkers ???
§parky ???
Math! NOT MATH!
That's more completed than I thought but still not a lot. I think the length of the thread is detrimental for more interest. I am partially at fault for that and I apologize. So get crafting guys. I think the work put into the background for this game deserves at least 15 submissions.
Recruitment is still open.

Grumbaki |

I'll throw this in...
Warlord (http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/to s-warlord/) Gestalted with Dual Cursed Lore Oracle (5)
A member of the Order of Protectors: A society of battle-clerics that worship Vanitthu, God of the Steadfast Guard and general protector of those who need it.
The two classes gestalt together to make someone who is a team buffer and a hard hitting frontline fighter.
However...he is pretty much the opposite of sneaky, and can't lie to save his life (quite literally it will make him sick). He is also as lawful good as you can get without actually being a paladin.
That said...giving the party free re-rolls, extra initiative, better saves, 3d6 temporary hit points, healing, and tanking abilities should make up for that.
Alternate Spell Like Ability: 1d100 ⇒ 20
Great...one of the best possible rolls (+2 Dex!), and it does absolutely nothing for my build. All well...that's how the dice gods go. But that's how it goes, and I won't change my planned build just to cheese this out even more.
Race Angel Blooded Aasimar
Class Warlord / Dual Cursed Lore Oracle of Vanitthu (5)
Stats
Str (18) Dex (9) Con (16) Int (10) Wis (12) Cha (18)
Racial
* Darkvision
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Skilled: +2 heal and knowledge planes
* Spell Like Ability: +2 Dexterity
Traits
* Scion of War (+2 knowledge noble, class skill, uses Cha for initiative)
* Fate's Favored (+1 all luck saves)
BaB, HP and Saves
* BaB: +5 (warlord)
* Fort: +4 (warlord) + 3 (con) + 3 (cha) = +10
* Ref: +1 (warlord/oracle) + 4 (cha) = +5
* Will : +4 (warlord/oracle) + 1 (wis) = +5
- +1 morale bonus on saves against fear spells and effects.
* HP: 34 (warlord) + 15 (con) + 5 (FC) = 54
* Initiative: +4 (Cha) +1 (ioun stone) + 2 (warlord) = +7
AC
* AC: 10 + 4 (Cha) + 7 (M-Breastplate) + 1 (Ring) + 1 (Dodge) +1 (Natural Armor) = 23
* Touch: 10 + 7 (M-Breastplate) + 1 (Ring) +1 (Natural Armor) = 19
* Flat Footed: 10 + 4 (Cha) = 14
Warlord
* Combat Leader (At 1st level, the warlord begins to demonstrate the brilliance of their battlefield leadership. The warlord and all allies within 10 ft per point of his Charisma bonus + half his class level gain a +2 bonus to initiative. This bonus increases to +3 at 6th level and +4 at 14th level)
* Commanding Presence (The mere appearance of a warlord upon the field of battle has a positive impact among his allies. All allies that can see the warlord gain a +1 bonus to attack and weapons damage rolls. This bonus increases to +2 at 8th level, and +3 at 18th level.)
* Inspiration 3d6 (During battle, the warlord exhorts his comrades with words of courage and determination. This inspiration affects all allies within a 30-foot radius centered on the warlord, and bestows 1d6 temporary hit points, plus 1d6 additional points for every two warlord levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on) These temporary hit points last until the battle ends, or until they are removed through damage. A warlord may inspire a number of times per day equal to 3+ his Charisma modifier. This is a standard action and does not provoke an attack of opportunity. The warlord can choose whether or not to include himself in this effect.)
* Hold the Line (At 3rd level, the warlord gains the ability to bolster a defensive line. When forming a defensive line (fighting defensively and standing adjacent to one another), the warlord and all allies gain a +2 competence bonus to AC.)
* Rallying Presence (At 5th level the warlord gains the ability to rally others, identical to the knight’s ability of the same name. The warlord and all allies within 10 ft per point of her Charisma bonus (minimum 10ft) gain a +1 morale bonus on saves against fear spells and effects. This bonus increases to +2 at 11th level and +3 at 15th level.)
Dual Cursed Oracle Curses
* DOES NOT ADVANCE
Legalistic
- Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
* ADVANCES
Branded (Holy Symbol of Vanitthu)
- Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM's choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).
- At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus.
Lore Oracle Revelations
* Lvl 1: Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
* Lvl 3: Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class, CMD and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity
* Lvl 5: Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.
Lvl 0 Spells
* Create Water
* Detect Magic
* Detect Poison
* Mending
* Stabilize
* Purify Food and Drink
Lvl 1 Spells 7x per day
* Cure Light Wounds
* Bless
* Divine Favor
* Touch of Truthtelling
Lvl 2 Spells 5x per day
* Cure Moderate Wounds
* Bull's Strength
Skills
* Diplomacy: 5 skill points (+12)
* Intimidate: 5 skill points (+12)
* Perception: 5 skill points (+9)
* Sense Motive: 5 skill points (+9)
Background Skills
* Knowledge Nobility: 5 skill points (+10)
* Knowledge Planes: 5 skill points (+10)
Feats
* Lvl 1: Angelic Blood (You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.)
* Lvl 2 warlord: Power Attack
* Lvl 3: Furious Focus
* Lvl 4 warlord: Weapon Focus Falchion
* Lvl 5: Angelic Flesh-Steel (-2 disguise, -2 stealth, Steel +1 natural armor bonus to AC, and your unarmed strikes or natural weapons count as cold iron for the purpose of overcoming damage reduction.)
Equipment
* +1 Mithril Breastplate
* +1 Falchion
* +1 Ring of Protection
* Holy Symbol Tattoo
* Fighter's Kit
* Embedded Cracked Dusty Rose Prism Ioun Stone
* 316 gold
Naturally tall, fit, and possessed of angelic features, his parents believed him to be destined for greatness. However, life is rarely perfect. One of the most important skills that a nobleman can have is the ability to lie, cheat, steal, and above all else, appear without flaw while doing so. For Lothar, he was completely and utterly unable to 'play the game.' The very act of lying caused him to sicken. That, and he was possessed with a kind heart, making him want to actually be the paragon that the other nobles merely played at.
His complete unsuitability for taking on his responsibilities as a noble was heartbreaking to his parents, and their acceptance of it only came late in life. Finally, despairing of the constant social embarrassments suffered by their son, and seeing how miserable he was trying to be something he was not, they acquiesced to his wishes. Along with a sizable donation to the church of Vanitthu, he was sent to the Order of Protectors.
It was there that Lothar finally began to grow into what he was destined to be. As he worked the will of his god, his powers began to shine emerge. What started initially as the ability to 'see' magic and poison soon grew as he found that he could heal the injured and could 'will' misfortune upon his foes and blessings upon his allies. Furthermore, his mere presence often served as a rallying point for his comrades, for it was clear for all to see that he was marked by the divine.
As the years went on, these changes continued, and were also marked by physical ones as well. His skin began to harden, slowly turning into burnished steel. His blood, when shed, would disrupt the power that bound the undead...he was becoming less and less human.
It was said by some, that even his mind was experiencing changes as well. His thoughts towards home and his parents became ever more distant, his mind now nearly always focused on the will of his god and the cause of good that must be done. It is an easy question to ask, when one is born 'good' and marked by a god, how much choice is there in the matter? Where does fate overtake the man? While Lothar himself has always claimed that he is his own man and the master of his own fate, the truth is likely much less clear.

![]() |

Rednal, have you delved much into the Spheres of Might playtest? I'm thinking one of those classes might make a better pairing with Soul Weaver for my ex-soldier who's seen too much than Bolt Ace.
Conscript looks like a fun build-a-class, I'll just need to dive into the gritty details of the spheres. Sentinel might work too, if they're not too shield focused, I'll have to read up on it a bit more.

Joseph Bonkers |

Well I don't have much time left but I do have 2 ideas that I need to choose between.
The first one is reviving an old character I have, an Elan Psion Nomad. (3 links)
He has the Fast Step feat so that he can teleport as a move action, and he generally always teleports instead of walking normally. Aside from that, he is a full fledged wizard :P
He will be gestalted with rogue most likely as that will grant him a very wide group of skills as well as social rogue talents. And sneak attack :P
What I envision of him is that of a merchant. He will have lots of craft and profession skills (with a high Int) geared around selling goods as well as a high appraise skill (and Skill Focus: Appraise) with a deeper specialization on gems and jewlery. He would be a part of a few Trades Guilds and the Wizards Guild.
He is a hyperactive youth full of wanderlust and always looking out for the next adventure, blinking in and out of existence and making his way through the world through his trade profession.
Just 2 points about him that I have to mull over. I could build him up as an Incanter instead of a Psion for a very similar effect however the Incanter has to pay a SP to teleport as a move action :( Would you allow me to use the Fast Step feat for an Incanter if I also take the Quick Teleport talent?
The second part is that I can easily combine sneak attack and a spell cast (such as Hammer) into a single, devastating attack with a single feat. Now normally sneak attacks are harder to set up and so a bit more rare but I could quite easily teleport into a flanking position and pull it off more reliably then expected.
It does have tradeoffs tho. Here are most of them
+Large damage. Something like 1d4 (weapon) + 3d6 (Sneak Attack) + 3d8 (Hammer)/Or 5d6 (SoP Destructive Blast)
-Low accuracy (mid BAB, low strength no/few modifiers) with the entire thing fizzling on a miss. Costs resources (5 PP or 1 SP). I have to teleport into melee range to do so, and usually on the "wrong" side of the fight. To get a flanking bonus I have to often teleport into very dangerous positions. Casting the spell provokes an AoO which can cause the whole thing to fizzle too.
Basically its a High damage, Low accuracy and very risky attack I could do that, if successful, would deal way over the benchmark (about 35~ damage?) and I could technically use often buuuuuttt I probably wont :P too risky.
Anyways...
My second idea is to make use of the Transformation feat to take on an unusual appearance :)
I would use the Orb Transformation to take on the appearance of a floating helmet with no body or arms. His class would be the Hekatonkheires which grants him a few immaterial tentacles made of force and Telekinesis that he uses to interact with the world.
Since he has no body and no limbs he has to rely extensively on the Telekinesis sphere to interact with the world. He is also pretty much a being of pure reliance on magic instead of mundane means and, not surprisingly, an avid member of the Wizards Guild :)
I would also give him the Acetic Control advanced talent to further play up the fact that he is simply a floating head, with no need to eat, drink or breathe (no lungs) >:D
However, he wouldn't have most of the equipment slots for magic items, and that might be a limiting factor. I think I will just have to deal with that as it comes.
Its an unusual idea, but I kinda like it :)

thunderbeard |

@Joseph Bonkers, have you looked at the math on the Dimensional Savant route? It's a long path if you need to get up to high bab as a rogue (I feel like there's a feat somewhere that lets you skip BAB requirements, but I can't remember where) but it would let you flank with yourself while teleporting at higher levels.

miteke |

Zander comes from a family of heros, descended, if rumor be true, from Mithras, though far more likely from some minor deity of glory and warfare. Unlike his bretheren, he is much more interested in studying magic which is his passion. He has a longstanding relationship with the Wizard's Guild, but blood runs true, and like those with the wunderlust after a while the 'itch' strikes and he HAS to seek out glory and adventure. This has earned him a solid relationship with the Society of Arms as well, as he turns to this guild when the itch strikes. This irritates him and thrills him at the same time.
Note: Some sections are incomplete such as his spellbook ans spell selections. If selected, I will promptly flush those details out.
Name Zander Grey N/G Male Human(Hyperboran) Arcanist(Blade Adept)/5 Mighty Godling/5
Deity: TBD
Str 18, +4 (12[race] +5[7 points spent] +1[level 4])
Dex 12, +1 (10[race] +2[2 points spent])
Con 12, +1 (10[race] +2[2 points spent])
Int 17, +3 (12[race] +5[7 points spent])
Wis 10, +0 (10[race] +0[0 points spent])
Cha 15, +2 (10[race] +5[7 points spent])
HP 45 (+40[5d12] +1[con]x5)
- Current HP
Init +1 (+1[dex])
Senses Normal
Perception +7
Speed 30 ft.
Base Attack +5
Languages Common, Hyperboran, TBD, TBD, TBD
Defense
CMD 20 (10 +5[BAB] +4[str] +1[dex])
AC 18 (10 +5[Mithril Chain, +1] +1[dex] +1{Amulet] +1[ring of protection])
Fort +4 (+0[con] +4[MGod])
Ref +5 (+1[dex] +4[MGod])
Will +4 (+0[wis] +4[Arcanist])
Fire Resistance[/b 5
[b]Special Saving Throw Bonuses:
CMB +9 (+5[BAB] +4[str])
- Current CMB
Normal Attacks
Ranged
Specials
Loot Held:
Level 1 Spell uses:
Level 2 Spell uses:
Specials
Spells Available per day:
Cantrips 4 known, DC xx
Level 1 2 known, DC xx
Skill Ranks 25 = 5[2+3[int]] * 5[arcanist level]
Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str)
Acrobatics +5 (+1[ranks], +1[dex], +3[class], -0[ACP])
Appraise +5 (+0[ranks], +3[int], +3[class])
Bluff +2 (+0[ranks], +2[cha], +3[class])
Climb +8 (+1[ranks], +4[str], +3[class], -0[ACP])
Craft Maps +9 (+3[ranks], +3[int], +3[class])
Diplomacy +6 (+1[ranks], +2[cha], +3[class])
Disable Device N/A (+0[ranks], +1[dex], -0[ACP])
Disguise +2 (+0[ranks], +2[cha])
Escape Artist +1 (+0[ranks], +1[dex], +3[class], -0[ACP])
Fly +1 (+0[ranks], +1[dex], +3[class], -0[ACP])
Handle Animal N/A (+0[ranks], +2[cha])
Heal +0 (+0[ranks], +0[wis])
Intimidate +2 (+0[ranks], +2[cha], +3[class])
Knowledge
- arcana +7 (+1[ranks], +3[int], +3[class])
- dungeoneering N/A (+0[ranks], +3[int], +3[class])
- engineering N/A (+0[ranks], +3[int], +3[class])
- geography +8 (+2[ranks], +3[int], +3[class])
- history N/A (+0[ranks], +3[int], +3[class])
- local N/A (+0[ranks], +3[int], +3[class])
- nature N/A (+0[ranks], +3[int], +3[class])
- nobility N/A (+0[ranks], +3[int], +3[class])
- planes N/A (+0[ranks], +3[int], +3[class])
- religion N/A (+0[ranks], +3[int], +3[class])
Linguistics N/A (+0[ranks], +3[int], +3[class] - lng)
Perception +7 (+2[ranks], +0[wis], +3[class] +2[keen senses])
Profession
- XX N/A (+0[ranks], +0[wis], +3[class])
Ride +8 (+5[ranks], +1[dex], +3[class], -0[ACP])
Sense Motive +0 (+0[ranks], +0[wis], +3[class])
Sleight of Hand +5 (+1[ranks], +1[dex], +3[class], -0[ACP])
Spellcraft +11 (+5[ranks], +3[int], +3[class])
Stealth +1 (+0[ranks], +1[dex], -0[ACP])
Survival +0 (+0[ranks], +0[wis])
Swim +8 (+1[ranks], +4[str], +3[class], -0[ACP])
Use Magic Device +7 (+2[ranks], +2[cha], +3[class])
Notes:
Scimitar
Composit Longbow
Mithril Chain, +1
Ring of protection, +1
Amulet of Natural Armor, +1
Travel gear including horse
10,500 gp
Elf Specials
Starting Traits
Arcanist Abilities
Blade Adept Abilities
Mighty Godling Abilities
Feats
1) Arcane Exploit (Arcane Accuracy)
3) Weapon Focus (Scimitar)
5) Weapon Specialization (Scimitar)

![]() |

An ailing child. Prayer to heal.
A home ablaze. Strength to provide rescue.
A vile attack. A flashing blade to turn back evil.
Anders Keseth's life was simple once. He didn't know what each day would bring, but he knew that no matter what challenge he faced, that he and his brothers and sisters of the Order of Protectors would be ready to handle it. Unfortunately, that illusion was shattered, just before the end of the Huun siege.
It was a day like so many before it, the massive siege engines launching their projectiles at the city. Anders and a squad of other paladins were on patrol through the Outer Quarter, when Wexler, another paladin of their order, came running up to them, shouting for help; a group of children had gone exploring and were trapped beneath a collapsed building!
They rushed to follow and began digging through the rubble when suddenly there was a sharp cry from behind. Anders turned to find ten robed figures wielding long, crescent knives. In the center was Wexler, standing over Vitania with a similar, but more elaborate looking bloody knife in hand, smiling. "One. Only four more to go. Any volunteers?" Wexler asked as he looked towards the group of six remaining paladins.
The battle was short and bloody. The disguised figures used some kind of magic to slow and paralyze the paladins, but they still sustained some losses, exploding in a brilliant flash of light as they were run through. Right as the battle seemed that it was about to turn in favor of Anders and his companions, the shelling resumed, there was a crash, and then darkness.
Anders awoke barely able to breathe. His vision was a dim, but slowly brightening pinhole of light. After a moment that seemed to stretch on as far as that point of light, the world snapped into focus, the crackle of fire, the smell of burning pitch and boiling blood. An armored boot clanked down next to Anders's head. He couldn't look up, but he knew who it was from the voice. "Five. All done. Looks like you get to live. Well, if you manage to survive being crushed by a two story building. I'll make sure to check in on you when I get back, though you may not recognize me then," the chuckling man said. As he turned and walked away, Anders swore he saw the ruby pommel of the now sheathed crescent dagger glow just barely.
As he lay in pain, hardly able to breathe due to the stone and lumber crushing down on him, Anders fell back on his training and tried to survey the damage. Several of his friends lied still with obviously gaping wounds. One had been ignited and was now burning, though by the look of his throat, he never felt the lick of flame. Five... then there must be another alive? Frantically, Anders strained against the rubble pinning him to the ground and just barely managed to turn his head. "Kovin!" Anders shouted with about as much force as a panting dog. The man didn't respond, but his chest still heaved laboriously. And there was the blood. Too much blood.
NO! Not Kovin! Anders struggled desperately, trying to span the last six inches to reach his closest companion. One inch. Two. The debris shifted and he felt a lancing pain through his leg but he ignored it. If he could just reach Kovin, Vanitthu protective light would heal him. Anders prayed. He prayed more earnestly and openly than ever in his entire life. He prayed to trade his own life for Kovins. He prayed to give his own life for just four more inches.
Hours passed. Kovin had stopped breathing long ago, but Anders continued struggling to reach him until he finally collapsed in exhaustion. He was found at the brink of death the next day by another patrol. After a scant few days to recover, Anders found himself volunteering for as many of the most dangerous patrols as possible. Despite this, Anders managed to live to see the end of the siege.
It wasn't until weeks after the siege that Anders came to realize that he hadn't prayed since that day, lying on the ground. Prayer had done nothing for him at the time that he needed it the most. Officially, Anders left the Order because he could not bear to constantly be reminded of what he had lost. It was supposed to be a temporary leave of absence, but Anders knew at some level that he wouldn't be coming back. The faith had nothing left for him.
Lately, Anders had been drifting from job to job, performing various simple labor as needed, and mostly living off of the savings he had inherited from Kovin. He still helped people when he can, but he no longer searched out those in need. At least that's how it had gone until the voices came.
At first he dismissed the voices as just idle thoughts. When they started forming whispered words, and he started catching glimpses of lights at the corners of his eyes, he grew suspicious that he had finally lost what little remained of his tattered mind. It wasn't until later that he fully understood.
Anders was walking along the road that led to the market like he did most days. There were children playing Siege the City in the street and Anders smiled sadly. A sudden crash up ahead, snapped him out of his sullen reflection only in time to shout a clipped warning as a horse charged wildly down the street. One of the children, the siege commander Anders thought, lie still and crumpled at the side of the road like a discarded doll. Anders feet were in motion before he even had time to register what had happened.
Hunched over the poor boy's ruined face he reached out to heal before realizing what he was doing. No healing would come. Where once was a spring of light and life, was now emptiness. And yet... something... urged him to at least try. Anders reached out and...
There was a familiar scent. Not the horse dung that pervaded the streets, or the spilled blood that had become all too familiar during the siege, but something simpler and warm. Anders opened his eyes and was shocked to see another pair of hands touching the boy's face accompanied with a golden light. Anders's eyes followed the arms up to a familiar face that smiled briefly before fading away, leaving an uninjured boy, a stunned crowd and a teary-eyed Anders, unable to move.
Now Anders is unsure what to do. He's always wanted to help people, and now it seems he has support in doing so, but he no longer fits among the devout. Instead, he spent most of his remaining funds on new equipment and splits his time between looking for worthy causes and training with his newfound connection to his lost companions.
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
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 49 (5d10+15)
Fort +6, Ref +7, Will +7
Defensive Abilities nimble +1
Weaknesses magical signs, necromantic limit
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+1/19-20) or
. . longsword +5 (1d8+2/19-20)
Ranged mwk repeating heavy crossbow +9 (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
--------------------
Statistics
--------------------
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, soul-searcher's strength (cult of the rivethun)
Skills Acrobatics +9, Climb +6, Craft (stonemasonry) +2, 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) +6, Profession (soldier) +10, Profession (stable master) +7, Sleight of Hand +7, Survival +8, Swim +6; Racial Modifiers curious spirit, summon spirit i
Languages Abyssal, Celestial, Common, Dwarven, Elven, Infernal
SQ aid the dead, blessing, bound nexus, casting, crossbow maven, cryptic strike, cure, divine force (consecration), exhausting strike (ghost strike), hallow (word), invigorate, lovelorn soul, magic skill bonus, magic skill defense, restore, restore health, restore mind, serendipity (consecration), sickening (ghost strike)
Other Gear dagger, longsword, mwk repeating heavy crossbow, 10,500 gp
--------------------
Special Abilities
--------------------
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.
Fate: Divine Force (Good) Nearby creatures of opposed alignment suffer random effects
Fate: Hallow +1 Grant target bonuses vs. opposed alignment and immunity to mind control
Fate: Serendipity Nearby allies gain luck bonuses
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: 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
Magical Signs Your use of magic is obvious to all observers
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
The major changes from last time are the addition of the magical signs drawback (manifestation of spirits who heal/fight/explode in light, etc.) and trading some of the extra life talents for the fate sphere.

Ash.. |

Rednal what do you think about ertw's work converting the beguiler?
heres his thread
Here's his 3rd anniversary PDF
Or the kobold press savant?
The Theurge?

Sapiens' Placeholder |

Here are all the needed informations for Francois, switched from Swashbuckler to Investigator. He'll be a caster and a skillmonkey, built for scouting, information gathering and buff/debuff. I haven't checked him against the table but I believe him not to be overpowered or narrow (although he mostly depends on Dexterity and Intelligence, I've done my best to make him versatile and eclectic)

Rednal |

@Ash: Uh, honestly? For the Beguiler, my first reaction is that they're probably in pretty severe violation of the OGL. o wo; Lacking a copy of that and using a near-identical trade dress to Paizo's are actually bad things, even if it is a fan work. You may want to advise them to look into that.
Aside from that, the Theurge is probably better than the Savant for this game.

Joseph Bonkers |

"Races: Core or Featured, but with a preference for non-monstrous."
-DM
The first character can easily be changed to be a regular human and still work as intended so I will be doing that.
The second character is a human with the Transformation feat which grants it the ability to transform into a second form and back at will (and the shapechanger subtype). It is not really any different then a druid being able to change into an animal form for 12 hours a day at 6th level and choosing to stay in that form for most of the time. Hes still a human :)about the second one, I am realizing that it is an almost purely defensive class. It gives Monk bonus AC, Evasion, Bonus move speed, Trapsense, Uncanny Dodge, Will Save rerolls, and 2 1d4 secondary natural attacks (so -5 1d4/1d4 :P).
Seems pretty good to pair up with a casting class :)

Blessed Brother Barion |

Thunderbeard again, done with the thing. Let me know if I've done anything horrendously wrong. As a half-elf bard, Barion seems to have a much higher social class than I was expecting (+3), so I tried to work that in a bit.
Abandoned as a child in the shadows of the Stoneheart Forest, Barion was born one of the other half-elves—his parents, presumably, Drow hunters of the dark places among and below the trees. But the riverfolk took him in, somewhat begrudgingly, and his quick wit and strong voice saw him apprenticed to a keeper of records.
In a different place, perhaps, Barion would have been a war drummer, beating out arcane rhythms with his excellent sense of timing and magical blood. Instead, he spent decades working among the river boatsmen, poling rafts and guiding gondolas, keeping perfect time with his oar strokes as he learned the many traditional river-songs of his people. In a city as musical as Bard's Gate, however, even the simple songs of the river attracted occasional attention; young Barion gained enough attention and heard enough stories from bards and adventures traveling the river to eventually make his way to the city.
Still, Bard's Gate was a strange and bewildering place for a young and restless half-elf. In the Stoneheart Forest, his pointy ears and elven features had marked him as Drow-blooded, a sign of fear and shame, while his connection to the people who had raised him bought some form of acceptance. In the city, where the Arkaji gathered shifty looks and the occasional epithet, it was his elven side that gained praise and acceptance, while he was forced to hide what had been the prestigious side of his identity. And the college was equally bewildering, once he found entry; for a school that trained its students in songs of war, Bard's College had a strict focus on anything but fighting.
But magic was in Barion's blood, and the songs he knew were rhythms of war and ballads of loss and longing; and, for a child with the wrong sort of upbringing, this got him into a bit of trouble. Reprimanded for a few magical brawls, he quickly found himself in violation of the terms of his scholarship, and out on the streets long before finishing his studies.
Barion was quick, and knew how to look quickly respectable; and perhaps most importantly, he had learned a very martial sort of music, the kind that allowed him to win fights without ever quite fighting. And while he found some work as a pickpocket or a boatsman, the real money came in mercenary work. Often this was a bit... unsavory, as a man who could trash a tavern or threaten a food vendor with his mind found easy employment as a thieves' enforcer. And a lack of weapons or complicated spells made it a bit easier to avoid direct accusations from the city guards, so Barion kept out of trouble for some time.
And of course, he read quite a bit. Since the Bard's College, he had spent most of his spare coin on books, learning the laws of magic and physics. And this brought him to questions on the nature of reality, and Barion learned of other planes, and other religions.
For an often-confused, never-quite-in-place youngster in the city, the Church of Yidhra held a certain slightly edgy appeal. And so Brother Barion became self-ordained in the faith of paradoxes, and found that by meditating on the rules of reality, he could more easily bend or break them. Perhaps more importantly, though, he could also make easier money as a priest. Instead of threatening shopkeepers, they would pay him to bless their babies and oversee their marriages. A previous history of finding odd jobs, and a Bard's College education in flattery and song, made him one of the more popular of his church's High Priests, as Brother Barion could serve as both priest and choir for only a bit of extra coin.
And with the newfound respectability of his priestly robes, Barion found his way to a higher sort of mercenary work. No longer a drop-out and bagman, he could advertise his services as a holy warrior, righteous avenger, or paladin-for-hire. Through new membership in the Society of Arms, he worked mostly as a bodyguard, keeping the city's wealthy secure at parties or trips outside the city without ever needing a license to carry a weapon; and while not the most imposing sight, the string of arguably-occult jewelry he carried, combined with the holy symbol of an unpredictable god, blazoned large upon his back, have been mostly enough to keep would-be criminals from trying too much.
Still, the Society is... mostly a rowdy, uncultured group, quicker to use swords than words. And Brother Barion, able to wheedle his way into Bard's Gate high society on occasion, has found that he prefers the fancier life, and the paradoxes present in how the wealthy and powerful avoid violence despite an unparalleled talent for it. And so he has sought membership in the Wizard's Guild, in order to better understand and unravel the laws of reality—and while he has been so far unsuccessful, he has been offered a few odd jobs for the city's wizards, which he hopes is a good sign.
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.

miteke |

I was looking for a relatively minor god of heroism/glory/swordsmanship. Do you have anything that fits the bill or is it possible to invent one? The ones listed seem to be pretty major ones and it would be nice to have one that is minor ant that would actually produce offspring/descendants to base my character off of.

Rednal |

Actually, the Lost Lands have deities great and small, and some of those listed are in definite decline. XD Outright descendants of divine entities are pretty rare, though. Not unheard of, but they generally don't result in long lineages. Their lives tend to be too, uh, interesting for that.
A better option might be descent from a hero who followed that deity (which is much easier to explain). Aside from that, the closest deity of heroes that I can think of is from all the way up in the Northlands - Baldr/Balder is Neutral Good and has the domains of Charm, Glory, Good, Strength, and War.
"Son of Wotan and Frigg, Baldr is seen as the bravest, most gracious, and most attractive of all men. Baldr is a patron of heroes and those who strive to do good in a world beset by wickedness. His devotees are all men and all heroes (a devotee of Baldr must be a male of good alignment, be he a focused devotee, cleric, oracle, or other divine class). Baldr is said to sail the seas of Asgard in his longship, Hringhorni, the greatest ship ever built, before returning to feast at his magnificent mead-hall of Breidablik."
You could probably explain that as your character, or an ancestor, having traveled to the north and bringing back worship of Balder as a kind of family deity.

thunderbeard |

@JonGarrett/Rekt: I didn't realize there was another Tribal Rhythming sphere bard! Probably too late for now (unless we're selected) but it would be easy enough to swap momentum talents, and it's worth noting that you can trade out Totem of War via a drawback since it doesn't stack with Inspire Courage, if that's your plan.

thunderbeard |

That's the idea I went with! Rubato Bard means that I recharge a round or two of performance every time I enter a fight, and Tribal Rhythm means never need to spend spell points to keep positive totem bonuses on the party, which in turn powers up Barion's magic through resonance—as long as I can take enough to set up, I don't burn through many resources. (Rekt's alternate tactic of using favored class to get a bunch of extra performance rounds probably works similarly.

JonGarrett |

Well, you still have to spend a spell point if that particular Totem calls for one, but no, you don't need to spend one to keep it running. Which is why that feat is awesome.
And I need to get rid of those rounds, actually. Dwarf FCB isn't extra Bardness. It's a holdover I forgot to change when the character was still a Goblin, so I'll need to edit that later.

GM Rednal |
Picking through these characters was actually pretty hard, because there were a lot of good submissions. XD The following characters can dot the gameplay thread and report to the discussion thread:
Anders Keseth
Asem Sarif
Blessed Brother Barion
Zayne Iwatani
Everyone else, thanks for your interest - and don't throw away your characters. If a space opens up, the mission-based nature of this game means it'll be easy for someone new to hop in. ^^