
GM Kyle |
1 person marked this as a favorite. |

Welcome to Infinite Dungeon!
Infinite Dungeon is a campaign based on a dungeon crawl experience with a heavy emphasis on dungeoneering, combat, and exploration. While the game will place less of an emphasis on role playing encounters, having strong writing skills (or the ability to narrate an interesting character) is mandatory to participate in this game. Below are the guidelines for this game.
25 Point Buy
2 Traits
Max Hit Points
Average Wealth
Source Material: Core Rulebook, Advanced Player’s Guide, Ultimate Magic, Ultimate Combat (see House Rules for details)
2. Only Core Classes (no Advanced Player's Guide, Ultimate Combat or Ultimate Magic classes)
3. Only Core Races (no Bestiary races as PCs)
4. Banned Feats:
- Leadership
5. Modified Feats*:
- Agile Maneuvers: Is no longer a Feat, applies to all Finessable weapons
- Combat Expertise: Combat Maneuver instead of a Feat
- Deadly Aim: Combat Maneuver instead of a Feat
- Dervish Dance: Feat applies to all Finessable Weapons
- Power Attack: Combat Maneuver instead of a Feat
- Vital Strike: A single scaling Feat that improves at 11th and 16th levels similar to Improved Vital Strike and Greater Vital Strike
- Weapon Finesse: Is no longer a Feat, applies to all Finessable weapons
- Weapon Proficiency: Now a Trait instead of a Feat
* Modified Feats are inspired by DM Ryuko.
2. Characters should be very flexible. Min-maxing is discouraged and a well rounded character is preferred with flesh out personality.
3. Posting is expected to be daily with a minimum of five days a week, Monday-Friday. Weekends will be "off days" but you are free to post as it is not expected.
The setting for this campaign is in line with the title: Infinite Dungeon. This game is not set in Golarion or any other established setting. At the beginning of the game the characters will be introduced to the dungeon crawl and will spend the majority of their adventures within a massive, sprawling dungeon. I look forward to seeing your applications and will close recruiting when I see fit. Thank you.

Soberdwarf |

Submitting a half elven sorcerer with arcane bloodline
Uzian Ysold Half-Elven Sorcerer 1
STR 11 (1pt)
DEX 14 (5pts)
CON 14 (5pts)
INT 12 (2pts)
WIS 12 (2pts)
CHA 18 (10pts + racial mod)
HP: 8 (1d6 +2)
AC: 12 (10 +2 dex)
Fortitude +2
Reflex +2
Will + 3
Skills:
Bluff +8
Knowledge Arcana +8
Spellcraft +5
Use Magic Device +8
Feats:
Skill Focus Knowledge Arcana (Racial feat)
Spell Focus Conjuration
Eschew Materials (Class feat)
Features:
Elf Blood
Elven Immunities
Keen Senses
Multitalented
Bloodline Power: Arcane Bond Scorpion Familiar
Cantrips
Bloodline Arcana
Gear:
Robes
Dagger
Light Crossbow
2 weeks rations
Backpack
Bedroll
Spells:
0th - Detect Magic, Open Close, Arcane Mark
1st - Grease, Summon Monster I
Spells per day:
1st - 3 + 1 bonus
I'll submit the rest later

Soberdwarf |

Now for the rest
Uzian was born the son of an elven wizard and human scholar of the arcane. The boy develeped magical talents early on in life, his mother was fearful that he might have been tainted with fiendish power and his father was interested more in his developing magical ability that the child's own person. His parents split after a great argument over him, his mother went back to elven lands however left Uzian in the care of his father who shortly after became terribly ill. In the following months Uzian had no family or home to look to and had to live on the streets.
Uzian found his natural charisma and spellcasting talents made him both a natural spectacle. The young man had soon attracted the attention of a growing criminal group who hired him for conning people into believing they could get access to magic with a small transfusion of blood from him. The scheme did not work and he was caught and imprisoned. While in prison he decided to take the name of Ysold, one of his ancestors and wished he could turn his life to good.
After his release he found a number of odd jobs and even aided the town watch in convivting the members of the group who used him for profit. He now seeks to explore a greater deal of the world to make a name for himself and to set an example to people who feel as though they have been forgotten by the world.
Are there any types of common monster we will face?
What type of xp and level advancement are we using?
Are we using standard wealth by level?

Monkeygod |

No need to say, "no thanks," just don't get involved.
Gotta think about my character. I'm toying with an illusionist.
By the way, where's Dervish Dance from?
The reason I decided to post a "no thanks" comment was, unlike DaWay, I have no problems with playing in this type of game.
I won't submit a character however due to such tight restrcitions on character creation. Perhaps my comment will sway the DM to be a bit more leient next time around. After all, I doubt I'm the only one who feels that way.
Dervish Dance btw is from Inner Sea World Guide.

Hayman, The Military Bard |

Greetings everyone.
Here is my character submission. I hope it is acceptable.
Stats with Middle Aged template
Str:8(-1pt) Dex:14(7pt) Con:12(3pt) Int:16(7pt) Wis:13(2pt) Chr:18(7pt)(+2 human)
Stats without Middle Aged template
Str:9(-1pt) Dex:14(5pt) Con:13(3pt) Int:14(5pt) Wis:13(3pt) Chr:18(10pt)(+2 Human)
Bard:1
HP:9
AC:17
AL:C-G
Ht: 6'0"
Wt: 190
Hair: Black
Eyes: Blue
Languages: Common, Elven, Halfling, Gnome, Orc
Armor: Chain Shirt, Buckler Shield
Weapons: Short Sword, Short Bow, 50 Arrows
Feats:
Skill Focus: Perform, Oratory
Extra Performance
Skills: 10 (6bard+3int+1human)
1 rank - Perform: Oratory (+11)
1 rank - Perform: Act (+8)
1 rank - Disable Device (+3)
1 rank - Diplomacy (+8)
1 rank - Linguistics (+7)
1 rank - Escape Artist (+6)
1 rank - Perception (+5)
1 rank - Sense Motive (+5)
1 rank - Stealth (+6)
1 rank - Profession - Guardsman (+5)
All Knowledge Checks (+4) and can be made untrained.
Bardic Performance: 14 rounds (4+cha mod(+4)+extra performance(+6))
Spells Known:
0-level: 4
Ghost Sound
Lullaby
Mending
Prestidigitation
1st-level: 2
Cure light Wounds
Comprehend Languages
Hayman had a good life. A close knit family, two daughters and a son, a good wife and was well respected in his guard unit.
Once his wife passed away and his kids married and moved on to live their own lives, Hayman had an empty feeling build within him.
He retired from the military and after two years of doing nothing but wish he had done more with his life, he decided to go out in the world and travel and live a life he had always dreamed about.
Hayman's experience as a guard, and eventually as a squad leader for a group of guards, was constantly dealing with the lower, seedier side of the city in which he lived.
Having joined a thieves guild as a young teenager, his placement in the guard and subsequent protection of the land and homes that his guild was in control of, gave Hayman resources to find a scapegoat for one crime or another, and the ability to rise quickly in the ranks. With the diverse number of races that inhabited the region in which he patrolled, Hayman learned many languages over the years, which also became one of his most prize talents - (to be an interpreter)
Hayman is not a bad man, and his sense of honor and protection of others less capable of defending themselves is what brought the love and respect from the community in which he served. He had no illusions on who was really in charge in his community, but felt that bringing the guard and the guild in a closer working relationship was the only thing that would bring peace to both sides, and stop the occasional raids and retribution from both sides for past deeds done.
So when he left to go on his quest of discovery, the guild bought his home and sent him on his way out in style. He will be sorely missed by those that got to know him, but more importantly, the guild knew that who ever managed to befriend Hayman would have a loyal friend for life.

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I wanted to put up a post to indicate interest for this game as well before too much time passed. I am at work at the moment, but in a few hours I'll be able to get up a proper character idea as requested.
For a dungeon crawl I am strongly leaning towards a healer sort with a focus on unearthing ancient knowledge(either an oracle of lore or a cleric who likely has the knowledge domain).
Edit: Ah! I just was re-reading and noticed that while the APG is allowed it is only core classes. That makes the choice a bit easier and I'll be submitting a cleric.

Hayman, The Military Bard |

I wanted to put up a post to indicate interest for this game as well before too much time passed. I am at work at the moment, but in a few hours I'll be able to get up a proper character idea as requested.
For a dungeon crawl I am strongly leaning towards a healer sort with a focus on unearthing ancient knowledge(either an oracle of lore or a cleric who likely has the knowledge domain).
Edit: Ah! I just was re-reading and noticed that while the APG is allowed it is only core classes. That makes the choice a bit easier and I'll be submitting a cleric.
Cant wait to read it Tarlane.

SKULLCRUSHA |

i only have a moment to post right now, since i am taking a break from doing taxes, but i wanted to put forth skullcrusha, a half orc fighter. ill stat him out tomorrow at work but i see skullcrusha being the forward fighter, dual combo fighter using both polearm and one handed weapons to leathal efficiency...

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Character Sheet
Male Human Cleric 1
LN Medium Humanoid (Human)
Init +1; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16. . (+5 armor, +1 shield, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Light Shield Bash -3 (1d3+1/20/x2) and
. . Cold Iron Dagger +1 (1d4+1/19-20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Gauntlet (from Armor) +1 (1d3+1/20/x2) and
. . Morningstar +1 (1d8+1/20/x2) and
. . Quarterstaff +1 (1d6+1/20/x2) and
. . Silver Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Spell-Like Abilities Lore Keeper (At will)
Cleric Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Shield of Faith (DC 14), Comprehend Languages (DC 14), Forbid Action (DC 14)
0 (at will) Purify Food and Drink (DC 13), Read Magic (DC 13), Detect Magic
--------------------
STATISTICS
--------------------
Str 13, Dex 13, Con 12, Int 14, Wis 17, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Combat Casting, Selective Channeling
Traits Poverty-Stricken, Scholar of Ruins: Knowledge (Geography)
Skills Acrobatics -4, Climb -4, Escape Artist -4, Fly -4, Knowledge (Dungeoneering) +7, Knowledge (Geography) +7, Knowledge (History) +6, Knowledge (Religion) +6, Ride -4, Spellcraft +6, Stealth -4, Survival +8, Swim -4
Languages Common, Draconic, Goblin
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Exploration, Cleric Domain: Knowledge, Door Sight (6/day) (Su), Hot Weather Outfit, Map Maker's Kit, Spontaneous Casting
Combat Gear Cold Iron Dagger, Dagger, Morningstar, Quarterstaff, Scale Mail, Shield, Light Wooden, Silver Dagger; Other Gear Alchemist's Kindness, Backpack (empty), Bedroll, Blanket, Case, map or scroll (empty), Chalk, 1 piece, Fishhook, Flask, Flint and steel, Grappling hook, Hammer, Holy symbol, silver: Ruins, Hot Weather Outfit, Ink (1 oz. vial, black), Inkpen, Light Detector, Map Maker's Kit, Oil (1-pint flask), Parchment (sheet) (3), Piton (5), Rations, trail (per day) (2), Rope, silk (50 ft.), Sewing needle, String (50'), Sunrod, Tindertwig, Torch, Waterskin, Whetstone, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Exploration Associated Domain: Travel
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 19.
Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
--------------------
Description
--------------------
Felix is a tall thin man with a willowy frame that comes from a great deal of time spent walking. His hair is a light brown and pulled back into a ponytail to keep it out of his face. He looks to be loaded down with gear though he seems surprisingly spry beneath it all. The metal of armor shows beneath a loose tunic worn from travel and a heavy backpack is slung over his shoulders with a wooden shield strapped across it. Though a morningstar hangs from his belt and several daggers adorn his person he walks with a wooden walkingstick in hand.
Writing Style
Making his way back towards the small village he set out from, Felix walks with a small limp and looks down rather disappointedly at tears and bloodstains on his tunic. Still, if the pages he managed to recover from the tribe of filthy little goblins hold anything close to what he has heard they do it would be well worth being sore and smelly until he gets some rest and is able to clear his mind and regain his gifts to heal up and take care of the more superficial remnants of the beasts. But gods did they stink!
Looking back over his shoulder down the trail until he is sure none of the troublesome creatures have followed him, he moves over to find a comfortable looking spot in the grass off the path and lowers to sit, leaning his back against the bark of a tree, setting his pack beside him. Looking a bit anxiously at the scrollcase that holds his recovered documents he takes a deep breath and forces himself to focus. The pages are safe now and aren't going anywhere, it wouldn't do to break the habits which have served him well so far. Dipping a hand into his pack he brings out the small bound notebook, complete with quill and small jar of ink tucked in an attached compartment. Opening the journal, he flips through the pages, lingering to admire the maps of various places he has sketched into it. Felix takes the time to add details to the local map while the memories are still fresh, laying out the creed he followed to the collection of huts and symbols to represent the forested area he fled through back to the trail.
As he closes up the mapbook and twists open the scrollcase, tugging out the papers he shakes his head slightly. How near he was to losing these to those ignorant little beasts! He was still digging through the storage room for any signs of the scholar who was supposedly taken down by the tribe when the guard came in. He barely had time to hide behind a pile of junk when a guard came into the room, muttering about finding the tinder. When the smelly little brute pulled out a satchel bearing a mark of the scholar's order, Felix knew he wasn't going to get out of here quiet. Burning such papers was sacrilidge!
Springing from his hiding spot and shouting for the surprised creature to drop the pouch worked, thanks to the blessing of the gods, but it didn't stop the guard from calling out for help. Moving quickly he was able to bring the goblin down with a blow from his morning star and snatch up his prize before there was an interruption, but at that point everything turned into a blur of his escape, leaving him wounded and hiding in a copse of trees, but with his prize intact. Now, several hours later and a good deal further away he knows it was all worth it.
The text is written in a script he doesn't immediately understand, but the gods have always aided him in his linguistic failings and after a moments prayer the runic symbols form letters which make sense to him. This isn't what he expected, something different but perhaps even more. Rather than a hold of information of its own the pages talk of a place. Not a library but if even some of the hints and rumors mentioned in these texts were true the treasures, power and more importantly ancient knowledge held here could be beyond belief. Any danger would be worth facing to uncover and preserve such things.
Taking the time to carefully tuck away the parchment again, Felix slowly pushes up to his feet and moves down the trail until it forks, veering away from the village, walking swiftly and with purpose even while carrying the large pack. His new destination is more important than getting to a warm bed within a few days and even the soreness of his side is forgotten as he looks to the horizon.
DM Questions
Also, my little background there doesn't have to be accurate to how he came to seek out the dungeon if you had a different idea in mind for the intro, but hopefully it gives a bit of an idea about me and him.

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Here's Thorfinn Feigrsson, dwarven ranger. My computer started acting flaky partway through the crunch, so this will be revisited later after I get it fixed.
LG Medium humanoid (dwarf)
Init +3/+5 underground Perception +5
DEFENSE
AC x, touch y, flat-footed z (+a armor, +3 Dex)
hp 13 (1d10+3)
Current hp 13
Fort +4, Ref +5, Will +1
OFFENSE
Speed 20 ft.
Melee
Ranged
Special Attacks None
Spells Known None
STATISTICS
Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats
Skills
Climb +7/+n in armor (+1 ranks, +3 STR, +3 class skill)
Heal +5 (+1 ranks, +1 WIS, +3 class skill)
Knowledge (Dungeoneering) +5 (+1 ranks, +1 INT, +3 class skill)
Perception +5 (+1 ranks, +1 WIS, +3 class skill)
Stealth +7/+n in armor (+1 ranks, +3 DEX, +3 class skill)
Survival +5 (+1 ranks, +1 WIS, +3 class skill)
Swim +7/+n in armor (+1 ranks, +3 STR, +3 class skill)
Traits
Armor Expert -1 ACP
Tunnel Fighter +2 initiative underground, +1 damage on critical hits
Racial Modifiers none
Languages Common, Dwarven, <something else>
SQ Darkvision 60'
Combat Gear TBD 0 pp, 175 gp, 0 sp, 0 cp
SPECIAL ABILITIES
Favored Class: Ranger +1 HP at L1
Favored Enemy: TBD
Wild Empathy: Diplomacy vs. animals; 1d20 + (ranger level) - 1

jacetms87 |
Here is my right up for Jeod a half elf rouge.
HP 11
AC 18
saves
Fort +2
Reflex +6
Will +2 ( =4 vs echantment effects)
Ability scores
STR 12
CON 14
DEX 19
INT 10
WIS 14
CHA 10
Skills
Acrobatics +8
Perception +11 ( skill focus)
Stealth +8
DIsable device. +8
Knowledge dungenering +4
Sense motive +6
escape artist +8
perform (dance) +4
Feats
Skill focus perception
Two weapon fighting
Traits
Weapon proficiancy martial ( kukri)
anatomist +1 to confirm criticals
offense
TWF w/sneak attack
Kukri +2 to hit
damage 1d4+1+1d6 if sneak attack
Kukri +2 to hit
damage 1d4+1+1d6 if sneak attack
TWF no sneak attack
Kukri +2 to hit
damage 1d4+1
Kukri +2 to hit
damage 1d4+1
kukri
+4 to hit
damage 1d4+1
Gear 140
2x kukri 16gp
Chain shirt 100gp
back pack 2gp
rope (hemp) 50 ft 1gp
bedroll 1sp
Rations x8 4gp
16gp 9 sp left.
jeod
Jeod's life began like so many do he was born into a poor family in the city, but they managed. One fateful night two thieves broke into their house, Jeods father Ahjihad rose to defend his wife and child. A fierce struggle began between Ahjihad andthe robbers, as Ahjihad finally gained the upper hand using a stool as club, the thieves partner came at him from behind and ended Ahjihad, as life left him he twisted and struck the the thief with a fierce blow and knocked him unconscious. Jeod being no more than a child of 12 picked up a kitchen knife and ended the thieves life as his mother Selena cried over her now dead husband.
Life was hard after his father was gone, it fell to Jeod to be the bread winner. Being only 12 and having no marketable skills, he turned to petty thievery, street performing, and doing odd jobs what ever he could to get by. This continued until he reached the age of 17. His mother Selena remarried to a merchant named Anton. His new "father" did not care for jeod and was preparing to send him away. Jeod overhearing an argument between Anton and his mother, where Anton threatened his mother with a life of utter poverty if she protested. Left under the cover of night, with several of Antons treasures
After leaving the only home he had ever known Jeod Struck out to make it on his own, deciding that he will deal with what ever challenges life will throw at him. Along the way he has picked up the use of knives to defend himself from animals and bandits. Hearing the promise of a great treasure in a large dungeon he sets off to make his fortune.
I just would like to make sure that I under stand the house rules correctly BTW thank you so much for these I have been wanting to play a rouge for ever but When ever I tried I was so horribly ineffective.
As I read it Weapon finesse is for any light weapon so kukri is fine, as well as takeing the martial proficiancy for it as a trait.
On Dervish dance, may Jeod take the feat via combat trick, at second level?
I look forward to the game and sincerly hope I am chosen.

GM Kyle |

What type of xp and level advancement are we using? Medium level progression. XP will not only be awarded defeating monsters in combat, but by winning skill challenges, disarming traps, and solving puzzles.
Are we using standard wealth by level? I'll be determining all treasure earned in this adventure however I will try to maintain the standard.
Also, my little background there doesn't have to be accurate to how he came to seek out the dungeon if you had a different idea in mind for the intro, but hopefully it gives a bit of an idea about me and him.The cleric domain and favored weapon is acceptable given I have not and likely will not initially establish the setting outside of the dungeon. For the time being, your background is fine.
As I read it Weapon finesse is for any light weapon so kukri is fine, as well as takeing the martial proficiancy for it as a trait.
On Dervish dance, may Jeod take the feat via combat trick, at second level?
1. Weapon Finesse is applicable to the Kukri.
2. A trait will give you the proficiency for the weapon.
3. Yes, you can go ahead and do that.
Current Applicants
Uzian Ysold - Half-elf Sorcerer
Hayman - Human Bard
Felix Romilly - Human Cleric
Thorfinn Feigrsson - Dwarven Ranger
Jeod - Half-elf Rogue
I'm really looking for a Barbarian or Fighter to round out the group. I'm very content with how the party has assembled itself. I'm confident in saying the five players listed above will get a spot and offer a very well rounded group. We have an arcane spellcaster, a supporting character, a divine spellcaster, a supporting fighter and a rogue. We'll be starting soon after a primary fighter applies.

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How's this for a frontliner?
Unruly Xiong
N Human Fighter Level 1
Str 18 +4
Dex 16 +3
Con 14 +2
Int 11
Wis 13 +1
Cha 7 -2
HP 13
AC 18 (Touch 13, FF 15) (+3 Dex, +5 armor)
Init +3
BAB +1
CMB +5
CMD 18
Fort +4
Ref +3
Will +1
Languages: Common
Skills:
Climb +6 (1 rank, +3 Class, +4 Str, -2 ACP)
Acrobatics +2 (1 rank, +3 Dex, -2 ACP)
Swim +6 (1 rank, +3 Class, +4 Str, -2 ACP)
Feats:
Power Attack
Combat Reflexes
Improved Unarmed Strike
Traits:
Weapon Proficiency: Tetsubo
Armor Expert
Equipment:
Tetsubo 20gp, 10lb
Bec de Corbin 15gp, 12lb
Kikko Armor 30gp, 25lb
Longbow, 75gp, 3lb
20 Arrows, 2gp, 6lb
Backpack, 2gp, 2lb
Bedroll, 1sp, 5lb
Crowbar, 2gp, 5lb
Grappling Hook, 1gp, 4lb
100' Silk Rope, 20gp, 10lb
Peasant's Outfit, 0gp, 2lb
7 gp, 9 sp
Xiong is a burly beast of a man, standing well over 6 feet, and weighing close to 250 lbs, thanks to the combination of his large muscles and beer gut. He sports a huge, unkempt black beard and long, untamable hair that he keeps out of his face with a leather strap.
He received his "title" of Unruly through getting kicked out of taverns across his homeland--despite his cunning, he has the knack of saying the wrong thing at the wrong time. Thus he would inadvertently insult someone, they would challenge him, and he would end up causing considerable collateral damage in the ensuing fight.
He has left his homelands, no longer welcome. Surely someone will find use for him.
[/spoiler]

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Thanks for picking me, GM Kyle, and I'll get an alias together ASAP. (Mostly afk today, unfortunately, so it may take a bit to get everything on it.)
ETA: I had a few other questions. First, do you allow the APG alternate racial traits? Second, do you have any suggestions for initial favored enemy? Finally, do you have any suggestions for a useful language to know in the dungeon?

GM Kyle |

Ah, the dreaded Ranger's favored enemy... I'll allow you to make the decision at any point before you receive the opportunity for the second favored enemy, okay? The APG alternate racial features are fine. Also, Draconic is a very useful language... But so is anything that lurks underground. We're not just going to encounter basic dungeons, we'll be exploring caves and tombs. Its going to be a wild ride.
@ InVinoVeritas: I expect you to role play your character well, your writing sample isn't exactly a writing sample. Join us if you're willing to play, which rounds out the table quite well.

Shady_Motives |

Nolan Quickspark- CG Half-Elf Wizard
Despite being a wizard, Nolin is quickwitted and enjoys a little bit of surprise every day. He dresses loosely, trying to combine function with fashion and fond of flashy but cheap rings, bracelets and necklaces. The pure white willow staff he carries around is anything but cheap and despite being non magical was obviously crafted by a master. He has a forceful personality and learned from his mother to fight fire with fire.
Level 1 Wizard
CG Half-Elf
Init +2
STATS
Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
DEFENSE
AC 12, touch 12, flat-footed 10
hp 8 (1d6+1+Favored Class)
Current hp 8
Fort +1, Ref +2, Will +3
Immune to Magic Sleep, +2 v.Enchant
OFFENSE
Speed 30 ft.
Melee +0
Ranged +2
SPELLS KNOWN
0 Level- Resistance, Acid Splash, Detect Magic, Detect Posison, Read Magic, Dancing Lights, Flare, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1 Level- Grease, Shield, Mage Armor, Burning Hands, Magic Missile, Shocking Grasp, Expiditious Retreat
FEATS
Eschew Materials
TRAITS]
Classically Schooled +1 Spellcraft
Mathematical Prodigy +1 Knowledge:Arcane and Engineering
SKILLS
*=Class Skill
*Appraise(Int): 4
*Craft(Int): 4
*Fly(Dex): 2
*Knowledge(All)(Int):
Arcane- 9 = 4+1(Skill)+3(Trained)+1(Trait)
Dungeoneering- 8 = 4+1(Skill)+3(Trained)
History- 8 = 4+1(Skill)+3(Trained)
Planes- 8 = 4+1(Skill)+3(Trained)
*Linguistics(Int): 8 = 4+1(Skill)+3(Trained)
*Profession(Wis):
Perception(Wis): 3 = 1+2(Racial)
*Spellcraft(Int): 12 = 4+1(Skill)+3(Trained)+3(Feat)+1(Trait)
LANGUAGES
Common, Elven, Draconic, Celestial
SPECIAL ABILITIES
Low-light vision
Favored Class: Wizard +1 hp
Arcane bond (Staff)
Arcane school (Evocation) Prohibit (Necromancy, Enchantment)
Cantrips
Scribe Scroll
Skill Focus (Spellcraft)
Items:
Masterwork Quarterstaff (Arcane Bond)
Spellcomponent Bandolier
Traveling Robes
Dagger
Backpack
Waterskin x2
Spellbook x2
Inkpen
Ink x1
40 Gold
"Come back here you vagrant half-blood!" the thug bellowed, sprinting down the alley full tilt and ignoring the lights swirling around Nolan's hands.
"Come and get me you motherless ogre-spawn!" Nolan insulted back, throwing his hand forward at the ground. He knew the spell had worked when the first human set foot on the area and it skidded right out from under him, caushing him to howl in agony as he did an impromptu split, tearing his pants in the process. His freinds behind him tried to check their charge but were going to fast and ended up as a spawling and slippery pile of men.
Nolan began to laugh uproariously as the humans tried to get up, one after another falling back on their face as their hands slid out from underneath them. To add insult to injury he crooked a finger at the stacked trashbins on either side of the alley, causing the bins to tip over and spill their fetid innards all over the humans. He leaned lazily on his pure white staff, clicking an immaculate finger nail on the smooth wood.
Going on sudden flash of insight Nolan stepped back and took his staff in both hands, leveling it at the group. One of the men noticed and called out to the others, who all paused in sliding around to look at the young wizard. He began to chant in a harsh and angular lanuage, the words grinding up from his throat as multi-colored sparks danced around the staff.
Pausing, Nolan leveled the coldest stare at the thugs that he could. "My patience is tried. Run." he said. When the thugs seemed frozen he altered the cadence of his draconic, launching a bolt of blue energy that slammed into the side of a wooden bin and punched a hole straight through. At this the men broke, each one scrambling to their feet as best as they could and running away from the obviously evil and psychotic wizard.
Still chuckling to himself, Nolan picked up the small bag of gold he had just lifted from one of the thugs with a minor spell and stuck it in his pocket. With a whistle he shouldered his pack and continued out of town, feeling that maybe the legend of Nolan Quickspark had been spread enough here.