
Livain |

This would be the theoretical arcane archer archetype
Livain
Female Magus
CG Medium Humanoid (Silastrus)
Init +6; Senses Low-light Vision, Darkvision, Perception +7
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Defense
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AC: 14, touch 14, flat-footed 10 (+4 Dex,)
hp:
Fort: +3 | Ref: +7 | Will: +5
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Offense
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Speed 30 ft. Fly 50ft.
Melee Longsword +4 (1d8+5/19-20x2)
Ranged MW Longbow +7 (1d8+3/x3)
Special Attacks
Magus Spells Prepared (CL 3rd; concentration +6):
1st —gravity bow, color spray, magic missile, shocking grasp
0 (at will)—read magic, detect magic, ray of frost, light
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Statistics
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Str 15, Dex 18, Con 11, Int 18, Wis 15, Cha 10
Base Attack:+2; CMB:+6; CMD:17
Feats: point blank shot, precise shot, rapid shot,
Traits: magical knack, reactionary
Skills:
- Acrobatics (Dex) 2+0+4+0=6
- Fly (Dex) 3+3+4+0=10
- Knowledge (arcana) (Int) 3+3+4+0=10
- Knowledge (history) 1+0+4+0=5
- Knowledge (planes) (Int) 3+3+4+0=10
- Perception (Wis) 3+0+2+0=5
- Spellcraft (Int) 3+3+4+0=10
Languages:Common, Draconic, Giant, Elven,
SQ:arcane pool
Combat Gear: CLW Potion(4)
Other Gear:MW Composite Longbow+2 Str, Durable Cold Iron Arrows(10), Durable Silver Arrows(10) masterwork backpack, mirror, oil, silk rope 100ft, whetstoone, bedroll, Wrist Sheath, Dagger, Wire Saw, Wire, Flint/Steel, 448 gold
Dc:8
Lvl0: acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark.
Dc:9
Lvl1: burning hands, gravity bow, color spray, expeditious retreat, magic missile, shield, true strike, vanish, Ray of Enfeeblement, Corrosive Touch, Endure Elements, Infernal Healing
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Special Abilities
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Arcane Pool 8/8 (Su): roll d20 use in in place of roll
Arcane Archery (Ex): Cast spell and attack at a -2 all attacks
Imbued Shot, Improved (Su): Channel touch attack spells through projectile weapons, 1 arcane point any spell other than personal
[spoiler= PERSONALITY:]
Timid, but a good fighter. She is hopeful most of the time, but sometimes she has to convince herself that everything will be alright. She gets shy very easily and has a fondness for the rich scent of old parchment. She has a bit of a compulsion to clean her weapons repeatedly before sleep. She mainly thinks of Maiathreen. She has a kind streak in her and hate seeing others get hurt, but when push comes to shove, she is not afraid to stand her ground.
Pale skin, long curly black hair, ruby eyes with a lavender sheen framed by thick black lashes, pure ebony horns, charcoal wings, voluptuous body, beauty mark on left side of face, full lips, round hips, tattoos all over her body in elegant yet haunting patterns.

Movin |
If we wanted some good ol'villan whiplash I'd make the jump that Varg also runs the orphanariums about town and ensure the town vagrants find a god place to sleep at night.
I mean, some of them might go missing some days (and his man eating tentacle bears get fed somehow) but hes a nice guy who pays his taxes.
I think...
@DM Corerue:
Heh.
A whole team of magus(magi?) could actually be quite fun. they'd be a sentai team, and could even make enemies explode into sparks rather than blood.
All you would need then is an overpowered mary su dropping in to save their butts wearing green.
Hrmm... I now see the apparatus of the crab in a whole new light.

DM Corerue |

Lord Varg likes his beasts like he likes his women, obedient and silent. :3
You must be strong to survive in Iobaria, women who are meek are used, even the strong among them are mocked but few question those who have proven they can kill men. >:)
Magus AA Archetype, approved for testing!
Please go ahead and build it Livain. I figure if I am giving my Dragonriders a test run I can give an Arhetype one too.
Besides this is meant to be fun, for the most part this game will run more or less the same as cannon. Its not like we are using a boatload of 3pp stuff. :)

Maiathreen |

Lord Varg likes his beasts like he likes his women, obedient and silent. :3
You must be strong to survive in Iobaria, women who are meek are used, even the strong among them are mocked but few question those who have proven they can kill men. >:)
Magus AA Archetype, approved for testing!
Please go ahead and build it Livain. I figure if I am giving my Dragonriders a test run I can give an Arhetype one too.
Besides this is meant to be fun, for the most part this game will run more or less the same as cannon. Its not like we are using a boatload of 3pp stuff. :)
Nevermind I'll let Livain kill him.

DM Corerue |

Mighty delicious indeed! >:3
If only Kensai worked with bows....
Never unequips bow. Walks naked in regular clothes, survives everything. Proceeds to shoot everything in the face.
Centaurs of Iobaria
Centuars form the majority of the Dvezda Marches' inhabitants, and are divided into dozens of clans of several ethnicities. The Dvezda centaurs once ruled the Marches before being wiped out by a plague. The Rashalka centaurs, considered the most civilized, inhabit the Hoofwood and the surrounding lands. The stocky Azorva centaurs live in the western mountains, and the thick-furred Tsolniva centaurs inhabit the Eastern Ice Steppes.
So in a sense you have Centaurs of varying traits.
Centaur from More Races PFSRD site
Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.
Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.
Racial Traits
Ability Score Racial Traits: Flexible +2 Str, +2 Wis) (2 RP)
Advanced Strength (+2) (4 RP)
Advanced Dexterity (+2) (4 RP)
Advanced Constitution (+2) (4 RP)
Type: Monstrous humanoid (2 RP)
Size: Large (7 RP)
Base Speed: Normal (0 RP) (plus Fast (+10 feet)
Languages: Standard (0 RP)
Defense Racial Traits
Natural Armor: Centaurs have tough skin, granting them a +2 natural armor bonus.
Movement Racial Traits
Fast (+10 feet) (1 RP)
Senses Racial Traits
Darkvision: Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.
Other Racial Traits
Quadruped Centaurs have four legs (2 RP.)
Centaurs have a racial feat and a racial trait available to them!
Centaur Vengeance race trait
Natural Jouster Combat feat
Nevermind on changes to Centaurs, they are pretty decent as built. :3
Looking forward to how your centaur (if you still choose to be one :D) will look description wise~

DM Corerue |

+4 str +2 dex +2 con and +2 wis gives a lot of class options and a nice boost thats for sure.
I am so glad that LA is pretty much dead in pathfinder. I always hated I have a 2 hd monster but it counts for LA +5 or some nonesense in 3.5...
As stated before ruins will be larger because of the history of Iobaria. Granted you may run into some that are smaller but you can always squeeze, uncomfortable as that is, through them. :)
So looking forward to the remaining builds!

Mark Thomas 66 RPG Superstar 2009 Top 16 |

Ok think I'm going with Ranger, just a matter of which Archetype. I'm thinking either Skirmisher or Standard selecting TWF path.
Inspired by This pic
Will get working on the build today

Maiathreen |

Mai is currently...on the outs shall we say with any Aldori Sworlords we may run into. They consider him a thief and charlatan. He learned how to wield the aldori dueling sword but never joined their little swordpact and for "heretical" beliefs by mixing magic with steel. So he is constantly being challenged by them.

Movin |
@Corerue.
Heh. I had a kensai/wizard gestalt once. his favored weapon was unarmed strike. His wizard side was necromancy with a specialization for Magic jar.
Insta-gibbing bad guys by taking over their minions was great.
I basically ran him as Harbinger from Mass effect for his abilities.
Assuming direct control
And after much file shuffling I have discovered that my kingmaker file appears to have gone AWOL. Sorry about that.
From my reckoning of it I think the biggest issue I had with the whole kingdom building thing was that you could easily attain world domination by creating and selling magic items.
Think they found that problem and fixed it in rulership though, the complaints about the system being opaque and easy to break were ceaseless.
I think the other issue people had was that due to the random nature of exploring and the sheer size of the kingmaker area the 15 minute work day was in full effect for the PC's in the game.
@Mark
For ranger I'd say the Divine tracker could be really cool. Warpriest domains are interesting toys to play with. Luck,liberation, strength and destruction are all really fun.
Could make for all sorts of interesting combos, specially because Ranger has so few abilities that require a swift action to use letting you play with the blessing more often.
Animal companions are still awesome but with the kind of stats Corerue tends to run with I wouldn't be surprised if the AC falls behind in usefulness quickly.
@Maiathreen
Far as I understand it this game already has its seats reserved, I was invited to comment on it as I had offered such.
So I'm not going to craft something except in theory until I hear otherwise.
Now far as I can see it were I to be granted a slot I'd likely consider a skill monkey/social master concept.
You guys have a tank in the form of the centaur ranger and high output damage in both melee and ranged variants from dual Magi.
Healer and skill monkey are the two missing pieces, and a devoted arcane full caster I suppose, but I figure between two Magi cross coverage and magic items can fill in the gaps.
Unless your centaur desires to fill the gap I don't believe any of you fill the trap finder role either.
I could try to cover both by making my rebuilding the speaker of self-enlightenment i had entertained for another game.
(Cleric with the archetypes that lets him steal the bards lunch, knowledge domain so he can touch things and make pretty good knowledge checks, full cleric spell spell list and eventually a semi-decent attack if he can pick up a guided weapon.)
He'd really just need excellent intelligence and wisdom, let everything else fall as it will. Decent charisma for social skills I guess. Though I could grab a single level dip into inquisitor (infiltrator) and get wisdomx2 on the important social skills.
Or pick up skill foc/Orator feat to use Linguistics for effectively every form of social encounter.
Irori as a god could let him grab disable device as a Wisdom powered skill, but following Yog-Sothoth could make for such fun social encounters. Also would make the group even bigger pariahs when the best speaker in the group worships an apocalypse beast.

DM Corerue |

Whether it was the open road, the idea of fighting all manner of men and beasts or a lot of both. Throwing in with sellswords, fighting alongside men and woman who do not call any kingdom their home and sell their deadly skills to the highest bidder. To say it hasnt been easy is an understatment and knowing that a mercenaries life is short keeps your wits sharp.
Benefit: You begin with an additional 100 GP. You also a gain a +1 trait bonus on one of the skills: Bluff, Diplomacy, Intimidate, sense motive or Perception checks that skill becomes a class skill.
While you were a child you were exposed to a sickness that should have killed you but somehow you survived where many others didn't. The sikcness left a toll on your body but ever since then you have proven more resistent to illnesses.
Benefit: Gain +2 to rolls to resist disease effects.
Whether it was being branded unjustly for speaking out or refusing to bow to unjust and corrupt leadership or because of the fear of plague in densely populated areas. Whatever your path may have been you surivie but scraping out a living on the edge of society.
Benefit: Begin play with a Light Horse with full gear (Saddlebags, Riding Saddle, Bit and Bridle. Along with ten days of feed. You also gain a +1 trait bonus on on of the following skills: Survival, Healing, Perception or Stealth.
One of the few whose family retains a title and holdings of its own near one of the few cities that remain in Iobaria. Nobility is a daunting thing though, as mercurial leaders are known to strip others of their titles on nothing but a whim. The old adage [i]You have what you hold from the River Kingdoms applies even in this broken land.[/i]
Benefit: Begin play with the Ulfen Title of Graf (equivalent of a Landed Knight), select one of the three main cities of Iobaria Kirdorn, Mirnbay or Orlov and gain a +1 to Diplomacy, Intimidate, Sense Motive, Appraise and K: Local checks while in the cities controlling area. You gain a -1 in the other cities unless they are under the control of your home city.
Career Options Depending on Majority of party setup.
Peasant Rabble
Begin play with a large Ulfen style longhouse and active farm consisting of 1 acre of arable land. Farm is self-sufficient but produces no noticable income. Each 100 gp adds an additional acre to the farm and grants a +1 profession bonus (Farmer) to a maximum bonus of +10. After 1,000 gp a low wall surrounds your farm, decreasing danger by -10 Selection of the farms location is a discussion needed to be performed between the players and the DM. Locations outside a cities sphere of influence are especially dangerous.
Mercenaries
Begin play with housing and lodging provided by the client. Whether this is a burned out ruin or a guild house in the city is up to the client. No matter the setup a mercenary encampment can be improved and made more defensible. For every 200 gp spent to improve the encampment everyone residing there will gain a +1 bonus on perception while in or guarding their encampment. Every 100 gp will add an additional guardsmen to the camp. Every 500 gp will add an additional officer with class levels instead of NPC levels. After 2,000 gp a strong wall is erected around your encampment and reduce danger ratings by -10. If located in a city instead you gain a +3 Crafting bonus (All Crafts) (One craft per day) so long as the applicable building is built in the encampment or located in the setting as you gain exclusive rights to a clients favored craftsmen.
Nobility
Begin play with a self sufficient and defensible hold in the hinterlands of Iobaria. For every 200 gp spent on improvements gain an additional +1 to diplomacy checks in the city of your choice up to +5 maximum bonus. Every 250 gp adds a UlfenGuard to your hold and after 1,000 gp all doors in the hold are upgraded to become extra durable. Reducing possible danger ratings by -10.
Rebel/Brigand
Gain a secret hideout, located in a city, ruin or in a remote area. For every 100 gp spent to improve the hideout characters will recieve a +1 stealth bonus while in or around their hideout. Up to a maximum of +5. For every 250 gp gain a +1 craft bonus on One selected craft or stack bonuses upto a +5 on a single craft. After 1,000 gp reduce danger rating of surrounding area outside a city by -10, if located inside a city gain a preemptive alarm spell around the hideout that alerts all members when the hideout is breached by a non-member.

Rhavenna |

Here you go, more details to come.
Max HP: (3d10+9) 1 Current HP:1 Non Lethal:
STR 18(+4) DEX 16(+3) CON 16(+3) INT 10(+0) WIS 14(+2) CHA 13(+1)
Defense
AC: 17 (18 vs Human) +3 MW studded leather+2 natural +3 Dex -1 Large
Touch: 14 (15)
Flat footed: 14 (15)
Armor
Masterwork studded leather Armor/barding
CMD: 23 (24 vs human) [incl +1( Large) +4 (4 legs)]
Saves:
Fort: + 6 (+10) Reflex: + 6 Will: +3
Offense
Speed: 40
BAB:+ 3 CMB:+8 Initiative +3
Combat:
Melee: Masterwork Fireforged steel Longsword +8 1d8+4 19-20
Melee: Masterwork Cold Iron Shortsword +8 1d6+4 19-20
Melee: TWF +6/+6 1d8+4/ 1d6+6
Melee: 2 Hooves +2/+2 1d6+2
Melee: Longspear +7 1d8+6 X3 Brace, Reach
Ranged: Masterwork Darkwood Composite Longbow (+4) +6 1d8+4 x3
Special Abilities
1st favored enemy (Human: +2)
track
wild empathy
Combat style feat (TWF -2,-2)
Endurance
1st favored terrain (Forest)
Languages: Common, Sylvan
Skills: (6+Int):6/Level
Acrobatics+6
Climb +4
Craft +4
Heal +5
Knowledge Dungeoneering + 2
Knowledge Nature + 3
Knowledge Geography +3
Perception + 6
Profession+
Sense motive +4
Stealth + 4
Swim + 5
Survival +6 (+9 tracking)
Feats:
Run*(Racial), Favored Defense (+1 to AC and CMD vs Human), Double slice
Traits:
Centaur Vengeance (Centaur)
Your nomadic tribe wanders in constant fear of a great white wyrm and feel helpless to stop the dragon's aggression. Your tribe is filled with wise sages and great warriors, and they resent being cowed by any foe. You vowed that one day you would not have to be afraid any longer.
Benefit: You gain a +2 bonus on saving throws against any dragon's frightful presence.
Hunter's Knack
When you watch and wait before attacking, your strike is true.
Benefit: You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action.
Racial
Type: Monstrous humanoid
Size: Large
Languages: Standard
Defense Racial Traits
Natural Armor: Centaurs have tough skin, granting them a +2 natural armor bonus.
Movement Racial Traits
Fast (+10 feet)
Senses Racial Traits
Darkvision: Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.
.
.
Equipment
Capacity:
Light: 66 lbs. or les
Medium: 67–133 lbs.
Heavy: 134–200 lbs.
Appearance
Background
[/spoiler]
Wealth
pp gp sp cp
gems
xp
Next level:

DM Corerue |

I blame chronicles of Narnia for part of my love for Centaurs. That charge in the first movie was friggen epic. PLatemail clad knights/barded horses all in one. Their lances with pennons flying before they lowered them for the intial hit.
Just awesome. :)
Looks neat so far Rhavenna/Mark. You fall under some different rules for being a quadreped but I am sure you have that handled. :)

DM Corerue |

Yeah thats fine to swap them, I can picture her being more Deerlike (Which is a description of one centaur tribe hehe) in a sense but so long as you are prepared for the 4x armor cost >.<: and other rules I am looking forward to the finished product.
I have been having some fun over the last few months making NPC's such as Varg (Non-Cannon NPC btw.), Centaur's and fleshing out the leaders.
I will admit I hope to see a cavalier centaur some day. xD Their is an archetype with Abandoned arts that works only for centaurs just makes them a mountless type and gives them the benefits and extra feats to choose from.
But guys on the boards made jokes about a Centaur who uses the mount as a pack mule! xD Flanking buddy Noor love interest.No >.<;;;
I have seen one Centuar gunslinger or more like stand alone chaingunner, carryting six ammo boxes on his back and unleashing hell.
Seen another that was a mix fo Antelope with similar horns on their head.
A lot of fun~ :)
On my phone atm will update game stats and map on other posts in a few hours. Babysitting six kids today. >.<;

Rhavenna |

Ooooh I totally like the deer variant. Elk would be close to the size of a lighter horse, so run as an option would totally make sense. I might have to look for a different visual. I'd definitely go with having come from that tribe.
On a side note, large quadruped carrying capacity is insane!

Maiathreen |

No kidding...I know what one of my first arcana will be...Flamboyant Arcana. Not normally a great choice for a magus but since I want Mai to be a duelist it makes since and its cool :)
Really Spell Shield is a better choice but I don't care :)
Ring of Arcane Mastery why must I wait till I can afford 20k worth of shinyness?

Rhavenna |

So I realize I could theoretically go with Divine Hunter as well as Skirmisher as long as none of the blessing are ones that increase or enhance spellcasting. If I did I'd go with not so much worshiping a deity as Nature and probably pick 2 from Plant/Sun/ Animal/Weather for the Blessing domains.

Movin |
Fun combo.
Hrmm...
Though that does bring a question. does the air blessing work on siege weapons? because with even a small amount of investment (mule back cords/ ant haul spell from a buddy) Rhavenna could very easily carry a light ballista possibly something bigger and snipe foes from 1200ft distance at no penalty.
could also use it on more obscure weapons. Nets, Lassos, Bolas.

Movin |
You can leverage some interesting tricks depending on how flexible you choose to be for the god you follow. Some of the more obscure ones have pretty interesting weapons.
Though with the blessings I'd say most of the ones with interesting weapons also don;t have what you need. Easier to just stick with what ya got.
IMHO i'd say wild empathy ranks around trapfinding for how often I'd trade it away.
I've not seen it used to any great effect in most games, for anyone focused on diplomacy Speak with animals is simply better.
For anyone who isn't the ability doesn't really help much where you would like it to unless you have significant bribes or the animal in question wanted to help you in the first place.

Rhavenna |

The gain for the blessings outweighs the cost anyway. Unlimited range is good, no AoO is priceless, and eventually someone's gonna fail the save against the entanglement so it's all good.
I'll get verbal description up tonight and waiting on more info on the centaur tribes before writing background. Need to figure out why she became an outcast and a mercenary.