
Gavmania |

VMC allowed? OK, I'm in. What to pick? Bolt Ace with VMC Sorceror (Bedrock) Bloodline? How about VMC Magus? Arcane pool, Spellstrike and arcana. Nice.
So, VMC Magus gets spellstrike, well I've always wanted a Magus with 9th level spells; How about an Eldritch Knight with Spellstrike. Cool.
I've always wanted to do Eldritch Knight with an Arcanist, so that would work nicely. And I've always wanted to do a Sohei EK build, but that would require Empyreal bloodline; thankfully there is the Blood Arcanist.
Looks like the basis of a character. Just got to figure out race.

bigrig107 |

I would hesitate to read Rapid Shot as working like that.
The only comparable ability, the Zen Archer monk's Flurry of Bows, doesn't allow Rapid Shot.
Yes, the -4 is going to hurt, but the two terms ("full-round action" and "when making a full-attack") seem different enough to me for Ranged Spell Combat not to work with Rapid Shot.
But, since this isn't the Rules forum and I'm not the GM, I don't really have any power in the situation.

Umineko |

"As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty)."
"When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot."
I agree with BC4Realz, it seems he would just get the extra attack, for a total of -4 to hit. UNLESS you read full-round action as different from making a full-attack action. In which case you wouldn't. I'm gonna suggest to let the GM make a decision here.
Maybe I'm missing something here, but with the way spell combat specifically calls out a melee weapon and rapid shot calls out a ranged weapon, by design, it's impossible to use both.

BC4Realz |

TheOrcnextdoor wrote:Maybe I'm missing something here, but with the way spell combat specifically calls out a melee weapon and rapid shot calls out a ranged weapon, by design, it's impossible to use both."As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty)."
"When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot."
I agree with BC4Realz, it seems he would just get the extra attack, for a total of -4 to hit. UNLESS you read full-round action as different from making a full-attack action. In which case you wouldn't. I'm gonna suggest to let the GM make a decision here.
I am working on a build that uses the eldritch archer archetype...it gets ranged spell combat...Ranged weapon instead of light or 1 handed weapon.

The Faceless GM |

A couple of things:
Crafting: Yes, crafting is alright. You will have a fairly light timeline, so I allow it. Pre-crafting a few scrolls before the campaign starts it perfectly fine, as would brewing a few potions.
Spell Combat and Rapid Shot: Yes, these abilities can be used together. I'm having trouble finding the details, but one of the developers once explained that two-weapon fighting and rapid shot do in fact stack when using throwing weapons (both penalties and benefits). I see now reason why this shouldn't work.

TheOrcnextdoor |
A couple of things:
Crafting: Yes, crafting is alright. You will have a fairly light timeline, so I allow it. Pre-crafting a few scrolls before the campaign starts it perfectly fine, as would brewing a few potions.
Spell Combat and Rapid Shot: Yes, these abilities can be used together. I'm having trouble finding the details, but one of the developers once explained that two-weapon fighting and rapid shot do in fact stack when using throwing weapons (both penalties and benefits). I see now reason why this shouldn't work.
how would you feel about crafting your weapon? (I had planned to take Arrak into Craft Magical Arms and Armors as the game progressed (if selected) for RP purposes as part of his battle/perfection thing. Figured I'd ask, I'd only use for weapons.

RubyRose3141 |

Alright, I think my submission is complete. :)
As the years passed and the the young girl grew, the people grew no kinder towards her. Melaina had little use in their eyes, and they trusted her with even less, seeing her as an outlier, and as her strange powers grew, even a threat. Her tribes’ exclusion and in many cases contempt for her drove her towards independence over time. Melaina was no fool; she heard the whispers and rumors as well. It wasn’t hard to tell that she wasn’t wanted here. She took to sneaking away often, occasionally observing or speaking with the slave traders that passed through, or more often slipping into secluded sections of the caverns to practice with her magic, weaving the very shadows around her into her spells.
Eventually new rumors began to pass amongst the tribe, mutterings that their owb overlords were far from pleased. Melaina’s escapades were beginning to draw a new sort of attention. This only solidified the idea that Melaina was some sort of dangerous outsider, seemingly considered a threat by even the owbs due to her growing strength and independent spirit. Her father, who had never been loving to begin with, grew increasingly more distant, making sure harsher and harsher restrictions were put on her to keep her from trying anything. While the thought had crossed her mind before, Melaina had never made any actual attempts at fleeing Sverspume and her tribe. Now, it was clear that she needed to escape, and quickly.
She took the every little opportunity she could to slip away, going off to make deals and gather any useful supplies she could get her hands on for her escape into the tunnels of the Darklands. Eventually, as prepared as she ever expected to be, she slipped away one last time, turning herself invisible and planning to simply slip into the tunnels and never look back. But plans never do go the way they’re intended to, and Melaina was recaptured only just before making it to freedom. She was drug back, kept bound and gagged as her tribe debated what to do with the treacherous young woman. Eventually she was sold off in Sverspume’s massive slave trade, as quickly and quietly as possible, to the duergar. She was still alive, but whether it was really an act of mercy has yet to be seen.
Based upon first impression alone, Melaina comes across as relatively friendly and cooperative, albeit rather cynical. However, this is simply a mask. Melaina generally cares little for others, if only because she’s had no one in her life who’s been close to her, though she’s willing to work with them for her own benefit or simply out of necessity. She’s clever, willing and able to manipulate a situation to her own ends. Overall, she’s more selfish than she is malicious, as she’s only ever had herself to rely on.
Female Caligni Sorcerer (Wildblooded) 6
CN Humanoid (Dark Folk)
Init: +6 Senses: Darkvision 150 ft
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AC: 12 (12 Touch, 10 Flat-footed)
HP: 38
Fort: +5 Reflex: +5 Will: +7
Weaknesses: Light Sensitivity
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Speed: 30 feet
Melee: Dagger +3 (1d4/19-20)
Spells: (CL 6 [+1 in dim light], Concentration +11)
Cantrips: Detect Magic, Read Magic, Ghost Sound, Message, Mage Hand, Ray of Frost, Penumbra
1st (DC 16): Color Spray (DC 18), Silent Image (DC 18), Ray of Enfeeblement*, Mage Armor, Charm Person
2nd (DC 17): Invisibility, Darkvision*, Mirror Image
3rd (DC 18): Displacement
Bloodline: Umbral (Shadow)
--------------------------------------------------------------------
Str: 10 +0
Dex: 14 +2
Con: 14 +2
Int: 14 +2
Wis: 12 +1
Cha: 21 +5
BAB: +3 CMB: +0 CMD: 15
--------------------------------------------------------------------
Feats: Eschew Materials*, Spell Focus (Illusion), Tenebrous Spell, Greater Spell Focus (Illusion), Improved Initiative
Skills: Bluff +12, Diplomacy +12, Knowledge (Arcana) +13, Perception +7, Sense Motive +11, Spellcraft +13, Stealth +11
Traits: Trustworthy, Outcast’s Intuition (+1 CL vs Dispel)
Languages: Dark Folk, Undercommon, (one more)
Special:
Racial Features: Bonus Feat, Caller Kin (+2 Knowledge (Arcana) and Spellcraft), Death Throes (DC 15), Darkvision 120 ft, Light Sensitivity
Class Features: Bloodline Arcana: Umbral; Bloodline Powers: Cloak of Shadows, +30ft Darkvision
Combat Gear: Potion of Cure Moderate Wounds x2, Scroll of Darkness, Scroll of Invisibility
Other Gear: Dagger, Bag of Holding (Type I), Headband of Alluring Charisma +2, Cloak of Resistance +1, Ring of Spell Knowledge (Type I - Magic Missile), bedroll, rope (50 feet), rations x8, waterskin, mess kit, pot, flint & steel, soap, blanket, 92 gp

Tracinoa T’unavor |

Right, I forgot about that. Caligni can take human favored class bonuses for a number of classes, but they don't access to most other classes. If you want the nagaji bonus, you'll have to go human or be a nagaji.
Alright, I made it work. Whiskey's submission, for your viewing pleasure: Comments and criticism very much appreciated.
A few quick notes: I re-fluffed Racial Heritage as House Tracinoa teachings and I deliberately left the goals a bit vague so I don't run roughshod over the campaign. Hope you enjoy!
Edit: Oh, and I didn't include his armor in his statblock. Also, fun fact, T'unavor is Armenian for 'poisonous'.

The Faceless GM |

Right. I was just reminded of something important.
Important Clarification
I am not allowing the more powerful version of some races, drow noble, duergar tyrant, the base munavri (I'm dubbing them enlightened munavri), etc. I haven't been going over everyone's crunch in-depth yet, so if anyone was using something along those lines, change it now.

Kejak |

Jereru here.
I was writing some things for fluff and realised 10 minute background was what I needed to help me flesh out some details, so that's what I finally posted. I hope you don't mind and, if you do, just tell me and I'll try to format it narrative-wise.
:)
Edit: Yeah, some traits and gear to pick. I'll finish with it in a while.

Peet |

Okay, if small Caligni aren't allowed, maybe a Svirfneblin might work - I want a small race and Kobold won't work very well. Could I assume that there are underground rivers that work as trade routes with boats going up and down them? I am thinking that the character's background will be as a river boat sailor.

Javell DeLeon |

I'm gonna throw this guy in there: Moresh
Should be ready to go but I tend to miss things.

Taecuss dyn Bru |
Here's the submission for markofbane. The crunch, background and description for him are all in the profile.
Taecuss is a male drow elf wizard, specializing in conjuration with the infernal binder archetype. In addition to contributing wizardry to the group, he could also serve as the group face (or back up face) with a +15 diplomacy and more than a dozen languages know. He is a good primary or secondary source of lore with at least a +12 in all knowledge skills. And he can be a back up healer with his wand of infernal healing. Despite being neutral evil, he would be a good team player since, being without a city or family, he knows he needs allies to survive.

The Faceless GM |

Here is a list of everyone who has a completed submission. There's a little over a week left and I know there are some people who expressed interest that don't have submissions in yet. I hope everyone's doing alright and having fun putting their characters together. If you have a completed submission and I missed it, please remind me so I don't overlook it.
TheOrcnextdoor - Arrak (Half-orc Cleric of Gorum 6)
derpdidruid - Thallak (Duergar Cavalier 6)
chuffster - Brianus (Human Investigator 6)
DBH - Liana Cray (Oni-spawn Tiefling Brawler 5/Rouge 1)
drbuzzard - Terius the Rebel (Caligni Fighter 6)
william Nightmoon - Vex Snakemouth (Serpentfolk Summoner 6)
psionichamster - Skarut (Tiefling Monk 6)
Azten - Juco Aki (Devil-spawn Tiefling Ranger 6)
Viviana Masters - Alyrene Taress (Drow Summoner 6)
JAF0 - Cezir (Drow Nightblade 6)
OmniChaos - Tlugos Ilmeefein (Oni-spawn Tiefling Monk 6)
Saiman - Balgos Daevion'lyr (Drow Ninja 5/Assassin 1)
Umineko - Urg Rotnose (Goblin Cavalier 6)
RubyRose3141 - Melaina Tyrrell (Caligni Sorcerer 6)
Whiskey and a Bonesaw - Traciona T'unavor (Half-Drow Alchemist 6)
Jereru - Kejak (Tiefling Fighter 6/VMC Magus)
Jovich - Jovich Devir (Drow Rogue 5/Dark Delver 1)
Javell DeLeon - Moresh Ma'anam (Drow Ranger 4/Fighter 2)
markofbane - Taecuss dyn Bru (Drow Wizard 6)

Herkymr the Silly |

After consideration, I'm only going to allow races that don't have racial hit dice.
bummer. I was going to ask about a morlock with this being darklands.
morlockthey are cr 2 have 3d10 hd racial. :( I was thinking if you would consider it...trading the hd straight across for levels ... Ie I would have a morlock and 3 levels --- using base morlock from the monster manual
would you consider this?
thinking of fighter or maybe inquisitor type.

Herkymr the Silly |

bigrig107 |

It's actually listed under "Uncommon Races". But, for what it's worth, herolabs also list all the Bestiary creatures under "NPC Races". Go figure that one. I guess so one can finally build that "Animated Object Gunslinger" they've always wanted. :P
Well, animate a gun and give it gunslinger levels...and what do you get?

The Faceless GM |

Derro oracle of the dark tapestry coming online next week.
Excellent. I'm looking forward to everyone finishing their submissions up.
Hi Faceless GM! A quick question...you say you don't like psionics in reference to DSP's psionics systems, but are Paizo's occult classes ok? I have some fun visions of a ratfolk occultist....
*puppy eyes*
All of the Paizo occult classes are fine. My issue is primarily a dislike for the power point system used in 3.5 and Dreamscarred Press material, not with the concept of psychic powers. Built your occultist and have a blast.