
GM_DBH |

Sadly several players have had real life land on them and have had to drop out of the game.
We currently have:
A Rogue 4/Swashbuckler 2.
A Cleric of Adabar 6.
A Witch 3/ druid 3.
So we are looking for 2-3 players to fill out the missing roles. Arcane casters & martial types would work best.
The build rules are on the first page, you don't have to take a campaign trait as you are starting a 6th level.

Jovich |

Here is my character concept.
Still needs a little work on it.
Chaotic Good Medium Human
Level Cavalier 6 (Daring Champion)
Favored Class: Cavalier
Init +5 Perception +8
Attributes
STR 11 (+0)
DEX 16 (+3) +2 Belt
CON 12 (+1)
INT 13 (+1)
WIS 12 (+1)
CHA 18 (+4) +2 Race +1 4th
[spoiler=Stats]
Offense
BAB: +6/1
Range: +9/4
Melee: +6/1
Finesse Weapons +9/1 (+6 BAB +3 Dex)
Bastard Sword
Attack: 1d20 +9 (+6 BAB +0 Str +3 Dex +0 Magic +1 Focus +1 Mstwk)
Damage: 1d10 +3 (+3 Dex +0 Str) Crit: 19-20x2
Defense
HP: 52 (6d10 +1 Con +1 Favored Class)
AC: 19 (10 Base +3 Dex +4 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge +1 Shield)
Touch: 14 (10 Base +3 Dex +0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge +0 Shield)
Flat-Footed: 14 (10 Base +0 Dex +4 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge +0 Shield)
Mithril Chain Shirt (+4 Armor, +0 Magical, +6 Max Dex, 0 Armor Check, 10% Spell Fail, 30 feet move, 10 lbs.)
Darkwood Buckler (+1 Shield, +0 Magical, -- Max Dex, 0 Armor Check, 5% Spell Fail, 2.5 lbs.)
CMB: +9 (+6 BAB +0 Str +3 Dex)
CMD: 19 (10 Base +6 BAB +0 Str +3 Dex)
Saves
Fort: +6 (+5 Base +1 Con)
Refl: +5 (+2 Base +3 Dex)
Will: +4 (+2 Base +1 Wis) +1 Trait
Feats:
Class Bonus: Weapon Finesse Piercing Weapons
Weapon Focus: Bastard Sword
Exotic Weapon Proficiency: Bastard Sword
Natural Ruler: Charisma
Slashing Grace
Cavalier 6th
Wanted Feats
Chain Challenge 7th
Osyluth Guile 8th
Cavalier
Weapon and Armor Proficiency:
Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers.
Challenge: 2/day +6 damage
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Champion’s Finesse (Ex)
At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
This ability replaces mount.
Order of the Dragon:
Edicts:
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: +2 attack for allies
Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills:
An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Aid Allies:
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Strategy (Ex):
At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
Act as One (Ex):
At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.
Tactician: (Precise Strike 2/Day for 6 rounds)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Nimble: +1
At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Panache and Deeds: Panache Points: 4
At 4th level, a daring champion gains the swashbuckler’s panache class feature, along with the following swashbuckler deeds: dodging panache, precise strike, and swashbuckler initiative.
---Dodging Panache (Ex):
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
---Precise Strike (Ex): +6 Damage
At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
---Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Advanced Deeds:
At 11th level, a daring champion gains the following swashbuckler deeds: superior feint, targeted strike, subtle blade, and dizzying defense.
Champion’s Weapon Mastery:
Banner:
At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
At 20th level, when a daring champion threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifier of those weapons increases by 1 (×2 becomes ×3, for example).
Skills: 48 Cavalier:4 +1 Int +1 Human +2 Background:8
The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha),Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis),Survival (Wis), and Swim (Str).
Acrobatics: +3 (+0 Ranks +0 Class Skill +3 Dex)
Appraise: +1 (+0 Ranks +0 Class Skill +1 Int)
Bluff: +13 (+6 Ranks +3 Class Skill +4 Cha)
Climb: +0 (+0 Ranks +0 Class Skill +0 Str)
Craft: +1 (+0 Ranks +0 Class Skill +1 Int)
Craft: +1 (+0 Ranks +0 Class Skill +1 Int)
Diplomacy: +14 (+6 Ranks +3 Class Skill +4 Cha +1 Trait)
Disable Device: +3 (+0 Ranks +0 Class Skill +3 Dex)
Disguise: +4 (+0 Ranks +0 Class Skill +4 Cha)
Escape Artist: +3 (+0 Ranks +0 Class Skill +3 Dex)
Fly: +3 (+0 Ranks +0 Class Skill +3 Dex)
Handle Animal: +8 (+1 Ranks +3 Class Skill +4 Cha)
Heal: +1 (+0 Ranks +0 Class Skill +1 Wis)
Intimidate: +13 (+6 Ranks +3 Class Skill +4 Cha)
Knowledge (arcana): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (dungeoneering): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (engineering): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (geography): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (history): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (local): +7 (+6 Ranks +0 Class Skill +1 Int)
Knowledge (nature): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (nobility): +10 (+6 Ranks +3 Class Skill +1 Int) BG:4
Knowledge (planes): +1 (+0 Ranks +0 Class Skill +1 Int)
Knowledge (religion): +1 (+0 Ranks +0 Class Skill +1 Int)
Linguistics: +1 (+0 Ranks +0 Class Skill +1 Int)
Perception: +10 (+6 Ranks +3 Class Skill +1 Wis)
Perform: Oratory +8 (+3 Rank +0 Class Skill +4 Cha +1 Trait)
Profession: Soldier +7 (+3 Rank +3 Class Skill +1 Wis) BG:4
Ride: +9 (+1 Ranks +3 Class Skill +3 Dex +2 Saddle)
Sense Motive: +1 (+0 Ranks +0 Class Skill +1 Wis)
Sleight of Hand: +3 (+0 Ranks + 0 Class Skill +3 Dex)
Spell craft: +1 (+0 Ranks +0 Class Skill +1 Int)
Stealth: +3 (+0 Ranks +0 Class Skill +3 Dex)
Survival: +8 (+4 Ranks +3 Class Skill +1 Wis)
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +4 (+0 Rank +0 Class Skill +4 Cha)
Languages:
Common, Elven
Racial:
Human characters gain a +2 racial bonus to one ability score (CHA) of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapons/Armor Proficiency
all simple weapons and martial weapons.
handaxe, short sword, and weapons from the close fighter weapon group.
All types of armor (heavy, light, and medium) and with shields (except tower shields).
Traits:
Voice of Velvet:
You gain a +1 trait bonus on Diplomacy and Perform (oratory) checks.
Bastard:
You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
Equipment:
Strength: 11+1 for Masterwork Backpack
Light: 43 lbs. or less
Medium: 44-86 lbs. (Max Dex +3, Skill Checks –3, Speed: 15 ft., Run ×4)
Heavy: 87-130 lbs. (Max Dex +1, Skill Checks –6, Speed: 15 ft., Run ×3)
Lift: 130
Drag: 650
Masterwork Bastard Sword (6) 335g
Darkwood Buckler (2.5) 203g
Mithril Chain Shirt (10) 1100g
Belt of Incredible Dexterity +2 (-) 4000g
Signet Ring, Rogarvia (-) 5g
Signet Ring, Courtenay (-) 5g
Masterwork Back Pack (4) 50g
Compass (.5) 10g
Canteen (.5) 2g
Survival Kit (4) 5g
Carrying: 27.5
Total Cost 5715g
**Horse and Wagon**
Bedroll (5) 1s
Blanket (3) 5s
Gear Maintenance Kit (2) 5g
Grooming Kit (2) 5g
Shaving Kit (.5) 15g
Signal Horn (1) 1g
Chair Folding (10) 2g
Cot (30) 1g
Tent Small (20) 10g
Cooking Kit (16) 3g
Explorers Outfit (8) 10g
Feed 9/Days (90) 35c
Rations 14/Days (14) 7g
Riding Kit, Military Saddle (59) 26g
Riding Horse 75g
Wagon 50g
Carrying: 260.5
Cost 210gp, 9sp, 5cp
MONEY
PP:0
GP:74
SP:0
CP:5
Magical Items:
Potion of Cure Moderate Wounds.
Alchemist's Fire flask

pad300 |
Questions:
1)Given starting at 6th level, Equipment - a)how much money b) Limits on how it is spent c) impact of crafting feats?
2) Given this is a campaign with a lot of downtime, are we using rules from Ultimate Campaign for it (businesses and teams)?
3) Are you using any house/alternate rules? (background skills? Automatic Bonus Progression?)
4) How quick do you want things (deadline)?

GM_DBH |

Starting gold is standard for 6th level. No crafting equip in creation thanks.
The situation is that a new land has been founded in the stolen lands, but it is still young. So many opportunities for those with ambition.
You can look through the current players in the game thread.
Lisl, Freya and Joanna are still active.

Jereru |

I have to give it a second read, but since I'm not going to be available for the rest of the day, here we go:
Li Zhi Godjensen
Zhi has always been a cheerful guy. Being of mixed ascendance in the far away lands of Minata was never a problem for him, and he swallowed all books and soaked all the stories his parents told him as a boy about their respective cultures - his father from the distant Avistan and his mother from their home, Tian Xia. He was born with a knack for magic, like some others in his family, and was to follow a career as an Arcanist. His mind could stay lost for hours inside the mesmerising pages of his books, and he dreamt of reading many more of them and one day write an important work himself.
When he was 15, though, his family was granted an astonishing proposal. The emporium his father worked for was looking for extended commercial routes, and they thought he was the right person - a good merchant and explorer, and native to the place - so they asked him to go back to Avistan and be their person there - and he accepted. The family moved to and settled in Riddleport, while Zhi’s older brother would stay in Minata and take care of the business there. The plan was that Zhi would inherit the business in Varisia, and both brothers would, in the future, lead the commerce operations, each of them from one end of the route. Zhi, however, had other ideas in mind.
Once in Avistan, Zhi got caught by the charm of the place, which to his eyes seemed rather exotic. He wanted nothing to do with commerce, and instead dedicated himself to wander all over Varisia and the nearby countries. His father, knowing exactly how the youngling felt, didn’t have the heart to stop him, and allowed him to pursue his dreams in the hopes that time would settle his roving spirit and he would come back home.
During his travels, Zhi was enriched by many different people and places, and also had some time to study the wonders of bookkeeping and develop his own magic talents. He also found his share of adventure, for the wilds out there are not only beautiful but also dangerous, and discovered that was also a quick way of knowing people and amassing some riches. His ease with Force magic was surely a good tool for ensuring his survival, probably as much as his deep understanding of languages and some other useful knowledge.
While he tried several times to write about his travels, he was never truly happy about his work, for he felt it was not going to be a story which would last in the memory of its readers. He was around Lake Encarthan, though, when he heard word that there was a new, potential nation rising in the River Kingdoms territory, near Brevoy - one successful enough to defy the bandits and other perils in the area. He quickly thought that could be the work of his life - being the chronist of a meaningful event, the narrator of the rising of a new power, the artificer of history. He steadily directed his steps towards the Green Belt area, in the hopes of pursuing and finally catching his dream.
Zhi
Zhi is a cheerful guy, not too good with words but usually kind and helpful. He comes from mixed blood, and has Ulfen and Tian features, something that makes him quite exotic. His father was an Ulfen sailor, explorer and merchant, who decided to stay in Tian for marriage after his longship companions returned to their homeland.
Some things about Zhi:
-He loves books, both reading and writing. He would love to have a collection, but for now he’s not settled enough to keep it. He’s happier experiencing the world so he can write about it in the future.
-Zhi’s dream is to write a book, but truth be told, his writing sucks. Even though he reads a lot, he never bothered taking the time to properly learn how to write, he seldom corrects mistakes or errata and, worst of all, he’s not aware of how bad he is. Time will open his eyes, but for now, his lack of knowledge won’t let him understand what’s wrong.
-Zhi trusts in his ability to understand a great variety of languages to the point he will only resort to using spells if strictly necessary. To him, it’s a matter of pride, and Comprehend Languages and other spells are for greens.
Edit: Almost forgot! Thumbs up for 'Canes! :D

Vrog Skyreaver |

Here's my submission:
TN Aasimar (Emberkin) Occultist 6
str 10
dex 14
con 12
int 20/22
wis 8
cha 12
HP 45
AC: 19; T: 14; FF: 16 (10 base +5 armor +2 dex +1 deflection +1 dodge)
BAB 4; CMB: +4; CMD: 18
Init +3
Fort +7
Ref +5
Will +7
Speed 30'
Weapons:
1) Ranged Touch: +6 to hit
Skills:
Diplomacy r6 +10
Disable Device r6 +11
Intimidation r6 +12
Knowledge (Arcana) r6 +15
Knowledge (History) r6 +15
Knowledge (Planes) r6 +15
Perception r6 +8
Sense Motive r6 +8
Spellcraft r6 +15
Escape Artist r6 +11
Languages: Abyssal, Aklo, Common, Infernal, Sylvan
Alternate Racial Features:
*Crusading Magic (+2 to Knowledge: Planes checks and +2 to caster level checks to overcome SR; replaces Skilled and Spell-Like Ability)
Class Features:
*Archetype: Battle Host
- gain a single weapon or suit of armor which acts as implement for all implements
- Panoply Bond (gain a masterwork weapon, armor, or shield; acts as implement needed for all implements; immune to broken condition while wielded/worn; only works as masterwork item for anyone else)
- Battle Skill (Magic Item Skill only applies to weapons, armor, and shields)
- Battle Reading (Object reading only applies to weapons, armor, and shields)
- Spirit Warrior (1/day; standard action that does NOT provoke; summon the spirit of a dead wielder of item that acts like Spiritual Ally using int instead of wis)
*Mental Focus (12)
Implements:Evocation x2
- Resonance Power (Intense Focus: add 1 point of damage to any instantaneous duration spell or power that deals damage per 2 mental focus invested, to a max of 1 +1 per two class levels)
- Base Focus Power (Energy Ray: 1 mental focus; standard action that provokes; ranged touch; range 30'; deals 3d6 energy: choice of acid, cold, electricity, fire)
- Focus Power (Energy Blast: 2 mental focus; standard action that provokes; 20' radius burst; range 100'; deals 5d6 energy: choice of acid, cold, electricity, fire)
- Focus Power (Light Matrix; 1 mental focus; lasts 1 hour per class level; summons orb of light that follows or can be moved up to 30' away; can be used as a melee touch to blind a target for 1d4 rounds (fort negates); max 1 at a time)
- Focus Power (Shape Mastery; up to 1 mental focus per int mod; exclude squares equal to points spent when casting AoE Evocation spells)
Traits:
*Reactionary (+2 trait bonus to Initiative; combat)
*Clever Wordplay (use int instead of cha for intimidate checks)
Feats:
*Dodge
*Iron Will
*Spell Focus (Evocation)
*Varisian Tattoo (Evocation; increase caster level by 1 for Evocation spells and can cast Dancing Lights 3/day)
Spells:
*Spells/Day: -/6/5
*Cantrips:
- Evocation (DC 17): Spark, Telekinetic Projectile
*First:
- Evocation (DC 18): Burning Hands, Shocking Grasp
*Second:
- Evocation (DC 19): Shatter, Sound Burst
Equipment:
Headband of Int (Escape Artist) +2 4000 gp
Armor of Apocalyptic Devastation (Chain Shirt +1; focus item) 1000 gp
Ring of Protection +1 2000 gp
Cloak of Resistance +1 1000 gp
Quarterstaff of Entwined Serpents 5050 gp
Pirate's Eye Patch 2600 gp
Masterwork Thieve's Tools 100 gp
250 gp
There are a clan of magic users well known in the River Kingdoms: the "Death Clan". These eccentric casters are all Aasimar who rail against their divine heritage by claiming they are cursed by the gods for some ancient betrayal (whatever this betrayal is, they will "speak no further on it").
Fiara is very typical of those of her clan: she is obsessed with Evocation magic, to the point that she excludes learning any other type of magic. She calls out invocations to Nethys when she summons her blasts of magic, channelled from the ancient suit of battle armor she wears.
Occasionally, she can summon the spirit of one of her ancestors who wore the armor before her to "make amends for past misdeeds" (again unspecified).
Despite all of this, she is a capable adventurer. She brings alot of damage to the table, and is skilled in a few different areas.
She has heard that there is a new kingdom led by adventurers, and so she goes to see if they'll let her in their party (unlike the last 7 groups she asked).

Simeon |

Presenting Arendin Markvos, former paladin, soldier of fortune, and vindictive bastard!
Arendin Markvos
Male Human Ex-Paladin (Vindictive Bastard) 6
Neutral Medium Humanoid (Human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 10 (+12 armor, +1 Dex, +1 natural, +1 dodge)
hp 58 (6d10+18)
Fort +8, Ref +6, Will +6
Resist
--------------------
Offense
--------------------
Speed 20 ft.
Melee+1 Greatsword +13/+8 (2d6+9/x2)
RangedLongbow +7 (1d8/x3)
Spell-Like Abilities Locate Ally 1/day
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +6/+1; CMB +11; CMD 21
Feats Armor Focus (full plate), Dodge, Lightning Reflexes, Power Attack (-2/+4), Swarm Scatter, Weapon Focus (greatsword)
Traits fast talker, to the last (full plate)
Skills
Bluff +8 (2 ranks, +3 class, +2 trait, +1 class)
Diplomacy +12 (6 ranks, +3 class, +2 trait, +1 class)
Knowledge (religion) +7 (4 ranks, +3 class)
Perception +6 (6 ranks)
Background Skills
Handle Animal +8 (3 ranks, +3 class, +2 cha)
Knowledge (nobility) +6 (3 ranks, +3 class)
Perform (sing) +8 (6 ranks, +2 charisma)
Languages Common
Other Gear +2 full plate, +1 greatsword, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, longbow, arrows (20) 1424 GP
--------------------
Paladin Abilities
--------------------
Vindictive Smite (2/day): As swift, add Cha to attack and level to damage vs. foe who has dealt damage to self or an ally. damage bonus on first attack increases by 12 if enemy has rendered an ally dead or unconscious
Faded Grace: Lightning Reflexes as bonus feat
Solo Tactics (5 rounds): Gain solo tactics, useable as a swift action
Spiteful Tenacity: Gain benefits of Diehard while using Vindictive Spite
Teamwork Feats:
Gang Up (2 rounds): Spend a move action to grant half of Vindictive Smite
Arendin was a champion of Iomedae, a crusader against the demonic hordes of the Worldwound. The Inheritor’s light inspired him, and just as he fought her enemies, she protected him from their foul designs. Life in the crusader state of Mendev was hard, but filled with purpose.
Where once Arendin had been the layabout son of a Taldan noble family, he had seen the light of the Lady of Valor and headed north for Nerosyan. Though far from the righteous fury of earlier crusades, the Fourth Mendevian Crusade was still ultimately to further Iomedae’s aims. He joined a knightly order and found among them a family, a true family. Long forgotten was his sprawling and distant family back in Taldor. He fought side by side with brothers and sisters-in-arms. He was happy. His life was one filled with danger. Each day might’ve been his last. And yet, he felt more alive than ever.
As time stretched on, he began to notice quirks in his companion’s behavior. Odd, hushed conversations that, according to them, never occurred. Esoteric symbols inscribed on the insides of armor plates that were ferociously denied as existing. Most concerningly, the master of the order, a seemingly righteous and pious woman named Ilandia once spared a demonic foe.
The odd behavior came to a head on a stormy, moonless night. A small force of demons was advancing on the order’s outpost in the hinterlands beyond the Warstones. Arendin was ready to fight them, to enact his lady’s will through righteous vengeance. He stood, longsword in one hand, shield in the other, clad in shining armor. Just as the demons came to the gates, he prepared himself to charge. In a moment of total confusion, the gates swung open. He looked to the walls, expecting to see a demonic saboteur opening the gates. Instead he saw Ilandia. His order had been corrupted, selling themselves to the demons in exchange for petty and fleeting power. Only four crusaders remained loyal, Arendin among them. They fought a brutal and grueling battle, pressed back to back so that their compatriots could not stab them in the back again.
Eventually the day was one, but at great cost. Arendin was the only survivor. He stood surrounded by the bodies of those who had once been trusted friends, bloodied, exhausted, and alone. He had been abandoned by all he had once called an ally, whether through death or hated treachery. He tried to channel Iomedae’s grace, to heal his wounds and ease his mind. He found he was unable to. His Lady had stripped him of his powers, for he consorted with the followers of dark and blasphemous powers, even without knowing it.
He screamed to the heavens, renouncing the goddess he once loved. With that, he left the cursed place that had ruined all that he once had. He threw down his longsword and shield, letting the dust of the forsaken lands of the Worldwound bury the arms of his faith.
He left Mendev behind, crossing the Lake of Mists and Veils to start anew in Port Ice. He found some work as a mercenary, taking up a greatsword for whoever paid the most coin. No longer would he use his longsword and shield to protect the innocent. Now, he simply fought for the sheer sake of fighting.
He was discontent with this. Though he did not want to return to the fold of Iomedae, he still desired a higher cause to fight for.
He found that with the fledgeling kingdom of Silverhold. He would venture south, into what were once the Stolen Lands. He would start again, well and truly, in a land that was not yet defined by the past.
Arendin is a Taldan man of fairly average height. His brown hair is untidy, and his jaw is covered in a rough stubble. His face is fairly scarred, and more scarring is visible when he’s unarmored. He wears heavy plate armor, a large marred area on the chest where a holy symbol of Iomedae was once proudly emblazoned. He carries a well crafted greatsword with the words ”By my acts alone” engraved on the base of the blade.
Arendin stands at a moral crossroads. He has fallen from grace, renounced his faith and his goddess. He has not, however, fallen into the violence and depravity of the antipaladins. Indeed, he despises malice and cruelty, and still strongly believes it should be fought when it appears. However, he no longer sees a use for righteousness and valor. The world is a cruel place, and high-minded ideals have ultimately brought him nothing but tragedy. The scars of his betrayal are fresh and deep, after all. Despite that, he is gregarious and fairly charming. He makes friends easily, and will visit all of his fury onto those who harm those he cares for. He enjoys singing, and while his baritone voice once sang Iomedaean war hymns, he now devotes his songs to rowdy drinking songs, many of which he learned in Port Ice.

pad300 |
You want martial and arcane casters? Here's a martial (with something approximating arcane casting in his bag...)
Gurog (the bastard) N’doye
Killian taught him much lore over the next 17 years, as they wandered the lands on the northern edge of Lake Encarthan, always searching for objects of occult interest. Their relationship grew from master-apprentice, to partners, to something closer to foster father and son (Gurog has taken on Killian’s surname in homage to this). Killian got old for the wandering life and decided to retire to New Stetven. He sent Gurog south, with the advice “Make something of yourself my boy. For a man with your skills, there’s opportunity in the forging of a new kingdom.
Gurog’s worship is given to an odd combination of Nethys and Gorum. Nethys he got from Killian, who was a spell focused occultist. The temple of Gorum is where Gurog learned most of his combat skills – they are all over the northlands, and will train anyone to combat, even on a drop-in basis…
A youthful (32 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.
In a single word: quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand. Thankfully, he has calmed over the years with Killian. (When he first apprenticed, he was closer to NE – he really didn’t like the world much…).
Gurog the bastard N’doye
N Male ½ Elf (Blended View)
Occultist 6 (Haunt Collector)
Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Defense
AC : 21 = 10+6 (armor) +3 (shield)+2 (dex)
HP 45 = 8 (d8 maxed at first) + 12 (con) + 25 (5d8)
Fort +9 = +5 Occultist +2 Con +2 Resistance
Ref +6 = +2 Occultist +2 Dex+2 Resistance
Will +8 = +5 Occultist +1 Wis+2 Resistance
CMD 21 = +6 Bab+5 Str
Offense
Melee: Nodachi + 12/+7 1d10+10 or Cestus +11/+6 1d4+7
Ranged: Composite Long Bow +8/+3 1d8+7 or Chakram +8/+3 1d8+7
BAB : +6 (+4 w/o trappings)
CMB : +11 = +6 Bab +5 Str
Spells Prepared
L0 (DC 13, *) : Grave Words, Mending, Message, Resistance
L1 (DC 14, 5): Cause Fear, Enlarge Person, Shield, Lead Blades
L2 (DC 15, 4): False Life, Spider Climb, Resist Energy, Node of Blasting
Stats (20 pts)
Str 20 = 15 (7 pts) +1 Lvl 4 +4 Enhancement
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 16 = 12 (2 pts) +2 racial + 2 enhancement
Wis 12 = 12 (2 pts)
Cha 9 = 9 (-1 pt)
Feats : Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed), Shield Brace (5th), Power Attack (7th), Combat Reflexes (9th)
Traits : Pragmatic Activator (Magic), Armor Expert (Combat)
Special Abilities :
Mental Focus : 14 = 6 lvl + 3 int + 2 feat +3 (0.5*6 FCB),
Necromancy Implement – Gorumite Funeral Coin (4 Invested) – Necromantic Focus Haunted Implement (Champion Spirit), Mind Fear, Necromantic Servant (lvl 1), Soulbound Puppet (lvl 3)
Transmutation Implement – Weapon (cestus) (6 invested) - Physical Enhancement (Str), Legacy Weapons, Quickness (lvl 5)
Abjuration Implement – Shield (4 invested) – Warding Talisman, Mind Barrier
Trappings of the Warrior – (10 invested via trans and abj implements) – Martial Skill, Combat Trick
Possessed Possessions
Hauntist
Magic Item Skill
Object Reading
Shift Focus
Occult Skill Unlocks
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (6,+16), Spellcraft(6,+12), Sense Motive(6,+10), Use Magic Device(6,+11), , K Arcana (6, + 12), Ride (3, +5), Acrobatics (3, +5)
K Planes (6, +12) from Headband
Languages : Common, Elven, Hallit, Necril
Handy Haversack 2000 gp
Wand of Cure Light Wounds, 33 charges 495 gp
Wand of Longarm 17 charges,255 gp
Snapleaf 750 gp
Scroll See Invisibility , Silence, 300 gp
Potion of Remove Fear X3 150 gp
Feather Token – Tree 400 gp
Potion of Touch of the Sea (potion sponge) 52 gp
+1 Nodachi – 2360 gp +
Headband of Vast Intelligence +2 (K Planes) 4000 gp
Apprentice’s Cheating Gloves 2200 gp
Weapons (620 gp): Cestus (5gp), 4 Chakrams (4gp), Composite Long Bow (+5 str) (600 gp), 40 Arrows (2gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp)
Armor (657 gp): Darkwood Heavy Wooden Shield (257 gp), Agile Breastplate (400 gp)
Gear (42 gp): Explorer’s outfit, tent (small) 10 gp, bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), 1119 gp
Skeleton Gear (602 gp) : Chain Shirt (100 gp), 2 x Bandolier (1 gp), 2 Alchemist Fire (40 gp), 2 Alkali Flask (30 gp), 2 Holy Water ( 50 gp), 6 tanglefoot bag (300 gp), 2 Liquid Ice (80 gp), All the alchemical weapons are trapped with Node of Blasting

Cuàn |

I'd very much like to join.
I'm thinking of a Wizard. The idea is that my character was the apprentice to a court mage and advisor of King Irovetti of Pitax. But when his master was killed by the king in a fit of rage my character fled Pitax as quickly as humanly possible.
A question before I start building though: How do you feel about crafting during the game? Constructs in particular.

Syretia |

Hello! I'd like to submit Syretia, a Changeling Sage Sorcerer! I think it's pretty neat how much of the party is from Issia, don't usually see that very often in Kingmaker parties.
Female changeling sorcerer 6
CG Medium humanoid (changeling)
Init +3; Senses Darkvision 60ft, Perception +8
Defenses
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 Deflection, +1 Natural Armor)
hp 26 (6d6)
SR 12
Saves Fort +4, Ref +6, Will +8 (+2 racial bonus on all saving throws vs gaze attacks)
Offense
Speed 30 ft.
Melee dagger +4 (1d4) 19-20x2
Special Attacks +5 arcane bolt (1d4+3) (8/day)
Innate Spell-Like Abilities: dancing lights, detect magic, disguise self (DC 11), pass without trace (1/day each)
Known Sorcerer Spells (CL 6th, concentration +11):
3rd (4/day)—haste
2nd (6/day)—burning arc, hideous laughter (DC 18), invisibility
1st (8/day)—burning disarm (DC 16), heightened awareness, identify, mage armor, snowball
0 (at will)—acid splash, detect magic, mage hand, message, prestidigitation, read magic, spark
Statistics
Core Stats: Str 10, Dex 14, Con 10, Int 21, Wis 14, Cha 11
Base Atk +3; CMB +3; CMD 16
Feats Intensified Spell, Eschew Materials, Mother's Gift (Uncanny Resistance), Spell Focus (Evocation)
Skills Knowledge (Arcana) +16 , Knowledge (Dungeoneering) +11 , Knowledge (History, Background) +12 , Knowledge (Local) +11 , Knowledge (Planes) +15 , Knowledge (Religion) +11 , Perception +8, Perform (Dance, Background) +6 , Spellcraft +16
Languages Common, Skald, Elven, Draconic, Giant, Aklo, Dwarven
SQ arcane (sage) bloodline, bloodline arcana, cantrips, darkvision, hag magic, mute-born, spells, weapon and armor proficiency
Combat Gear masterwork dagger
Other Gear +1 ring of protection, +2 cloak of resistance, +1 amulet of natural armor, +1 headband of vast intelligence, Bouncing Metamagic Rod (Lesser), outfit (explorer's), scroll of fireball, scroll of protection from evil, scroll of spider climb
Currency 121 gp
Feats
Intensified Spell An intensified spell increases the maximum number of damage dice by 5 levels. Level increase +1
Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Mother's Gift (Uncanny Resistance (Su)) You gain spell resistance equal to 6 + your character level.
Special Abilities
Arcane (Sage) Bloodline Scholars of the arcane are always creating new means to use magic. Knowledge (Dungeoneering) is a class skill.
Arcane Bloodline ~ Bonus Spells Identify
Arcane Bolt (Sp) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Int modifier.
Arcane Temper (Trait) You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Bloodline Arcana Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Hag Magic (Racial Trait) Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.
Metamagic Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Mute-born (Sorrow May) Unique among their kind, sorrow mays manifest spontaneously without the need for hag mothers, and likewise hold the potential to corrupt themselves, transforming into hags should their hearts grow cold.
Ancestry Mute hag
Ability Modifiers +2 Int, +2 Wis, -2 Con
Hag Racial Trait Mute-born changelings gain a +2 racial bonus on saving throws against gaze attacks.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Scholar of the Great Beyond (Trait) Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Planes) is always a class skill for you.
First was the Vanishing, when Syretia was only 9 years of age. While her middle-class upbringing made possible by House Surtova's patronage certainly insulated Syretia more than most, the upheaval and panic caused by the sudden disappearance of House Rogarvia found its way into everyone's lives. Many of her friends vanished, either because of some distant ancestor or simply fleeing the turmoil Brevoy found itself plunged into. With bigger and more immediate concerns than entertainment, her father's (and therefore, Syretia's own) place of favor in the eyes of Surtova came into question. Lepio could hardly spare the time or resources to ensure his daughter had new books to read if they might lose their very home.
Potentially as a result of cosmic coincidence, or perhaps brought on by these new stresses, the second event was the awakening of Syretia's innate magical abilities. As a child, Syretia didn't understand the full weight of what was happening around her. What she knew is that her father no longer doted on her as he once had, she couldn't play with her friends anymore, and everyone she did see seemed angry all the time and wouldn't tell her what was going on. So she acted out, as children do. Of course, most children act out by, say, throwing toys or refusing to do chores. Syretia chose to throw toys across the room...from across the room. She also developed a habit of redecorating the house with dizzying displays of colors. She didn't understand how she was doing these things, and, at the time, didn't particularly care.
Lepio had not a lick of magical skill or talent, so he had no understanding of how to deal with this new brand of childish rebellion. At his wits' end, he finally asked his patron for help. In no time at all, Syretia found herself being bundled up and sent to an academy in New Stetven, where she was expected to study the arcane arts so as to repay the generosity of her lords as a house wizard. But here, presented with a seemingly infinite array of knowledge and without the ever looming threat of winter, Syretia instead threw himself into studying history, culture, monsters, and, most of all, legends and fairy tales. She became quite skilled at understanding the nature of magic, to be sure, but Syretia had no interest in poring over spellbooks when that came so easily and there were so many other ways to challenge herself. And there were so many stories. Heroic tales of fearless knights striking down huge dragons and evil witches, all in the name of love and justice. She knew, someday, she'd get her chance to one of those heroes.
A decade passed. Syretia read more stories, and studied more history. Despite her best efforts, she became an ever more powerful spellcaster. Every day, she wondered when she'd get her call to adventure. Then, it happened. As if right out of her books, there was a literal call for heroes, asking them to slay a bandit lord and pacify the Stolen Lands for the good of all Brevoy. Leaping at the chance, Syretia put her name forward immediately...and was rejected. Returning to the academy, she fumed for months about the rejection, before coming to a realization. None of the heroes in her stories had waited for permission. They knew what needed to be done, and they just went out and did it. Over the next week, Syretia went about researching and then purchasing the equipment and supplies she would need. Word had already arrived of the new kingdom the adventurers had created, she simply needed to get there and wait for them, because they would obviously immediately welcome her into their band. And so, in the dead of night, she gathered up her belongings and set out on the road, seeking her destiny.
While up until recently she would most often wear the scholarly robes of her academy, she has traded them in for attire she hopes is more practical: leather boots, gloves, and so on, plus a lot of pouches. Her favorite article, though, is a symbol of her faith: a bright, multicolored scarf with a beautifully embroidered sigil of a songbird. Syretia may not be a priest, but she guards this above all her other possessions, not least of which because it was a gift from her father.

Jereru |

Li Zhi Godjensen is ready to go. Crunch and fluff in the alias, subject to small changes if something else crosses my mind.

Genrimul the Banished |

I'll apply with Genrimul, a classic Barbarian tank type.
Genrimul was born of the Shentu clan of Tiger Lords in the south western reaches of the River Kingdoms. His father, Salurun was a prominent warrior in his Clan of the Tiger Lords, a follower of the Stag Lord and keeper of the Old Ways. Salurun taught Genrimul the berzerker warrior ways of his tribe, but also more refined combat tactics on how to fight defensively and not just try to kill your foe. He also taught his son the arts of a woodsman, and Genrimul showed great aptitude as a trapper and hunter, bringing both food and furs into the tribe from a young age. All seemed well until a new Clan Leader arose and things started to change in the tribe.
Rather than honorable skirmishes among clans and keeping to the Old Ways, this new leader began ranging wide and raiding villages - setting the men to the sword and taking women and goods. Villages were burned and travelers were set-upon and slain for what little they had. As a follower of Erastil and keeper of the Old Ways, Salurun challenged this new Clan Leader for leadership in trial by combat. Salurun was winning the battle, tempering rage with discipline and it looked as if the day would be his. However some of the other warriors enjoyed their new bounty and bloody ways, and one grabbed Salurun as he was pushed back towards him in the ring and another slid a thin blade into Salurun's back. Most did not see, but Genrimul did and he raised a protest. Two other warriors pulled him away and beat him while his father fought on. The treacherous wound bled the strength from Salurun, however, and he grew exhausted and was forced to yield and surrender his challenge. The clan leader took his pro-offered blade, then turned and killed Salurun with it, betraying honor and the Old Ways but also letting any other challengers know the fate of those who questioned him.
Genrimul was beaten, banished, and left in the woods to die. His skills were enough, however, that he nursed himself back to health and fled east, away from the lands of the Tiger Lords. He realized the skills his father had taught him allowed him to make a good living on the outskirts of villages and small cities. He brought in furs and meat in trade and kept to Honor and the Old Ways, becoming a trusted ally of the village folk. When bandits came and threatened the lands he ranged, he would hunt them as well despising the strong that victimized the weak.
He developed a strong reputation as an honorable and capable warrior, and often was hired out to guard for merchants and to set right wrongs done by those who would victimize others. As the villages have grown, he has taken an interest in the new leaders that seem to be bringing more civilization to the lands he travels. Knowing what poor leadership did to his father and clan, he has begun inquiring about them and seeing whether he should support them to bring more peace and prosperity to the land. With his black bladed greatsword and his woodsman skills, Genrimul thinks that he might be able to put his skills to better use if he allied himself with these new leaders. At least, he could make sure that they led with Honor and made the area a better place.
Genrimul the Banished
Human (Kellid) barbarian (invulnerable rager) 5/fighter (unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 49)
NG Medium humanoid (human)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 58 (6 HD; 1d10+5d12+12)
Fort +8, Ref +3, Will +1; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine greatsword +12/+7 (2d6+8/19-20)
Ranged composite longbow +8/+3 (1d8+5/×3)
Special Attacks rage (14 rounds/day), rage powers (superstition +4, witch hunter[APG])
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 15, Int 13, Wis 10, Cha 8
Base Atk +6; CMB +11; CMD 23
Feats Combat Expertise, Diehard, Endurance, Power Attack, Raging Vitality[APG], Stalwart[UC]
Traits pioneer, threatening defender
Skills Acrobatics +3, Climb +6, Knowledge (nature) +10, Perception +10, Profession (trapper) +8, Ride +7, Survival +9, Swim +6
Languages Common, Hallit, Sylvan
SQ fast movement, heart of the fields[APG]
Combat Gear alchemist's fire (4), antitoxin (2); Other Gear +1 breastplate, +1 adamantine greatsword, arrows (60), composite longbow (+5 Str), amulet of natural armor +1, belt of giant strength +2, handy haversack, bear trap[APG], belt pouch, blanket[APG], canteen[UE], everburning torch, flint and steel, hemp rope (50 ft.), medium tent[APG], pot, torch (5), trail rations (10), heavy horse (combat trained), feed (per day), military saddle, saddlebags, 354 gp, 5 sp, 6 cp
--------------------
Special Abilities
--------------------
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +3 (Profession [trapper], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Stalwart Forgo dodge AC bonus for equivalent DR
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +2 (Ex) Bonus to damage spellcasters while raging.
Genrimul the Banished
Human (Kellid) barbarian (invulnerable rager) 5/fighter (unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 49)
NG Medium humanoid (human)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 16 (+7 armor, +2 Dex, +1 natural, -2 rage)
hp 76 (6 HD; 1d10+5d12+30)
Fort +11, Ref +3, Will +3; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 4/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine greatsword +11/+6 (2d6+17/19-20)
Ranged composite longbow +8/+3 (1d8+5/×3)
Special Attacks rage (14 rounds/day), rage powers (superstition +4, witch hunter[APG])
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 21, Int 13, Wis 10, Cha 8
Base Atk +6; CMB +10; CMD 23
Feats Combat Expertise, Diehard, Endurance, Power Attack, Raging Vitality

Sogrin |
Application, Sogrin the Wanderer. A Half Orc Bloodrager native to the Riverlands.
Male half-orc bloodrager (primalist, spelleater) 6 (Pathfinder RPG Advanced Class Guide 15, 84, 85)
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 64 (6d10+24)
Fort +11 (+2 circumstance bonus vs. cold weather), Ref +6, Will +5; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 scimitar +10/+5 (1d6+14/18-20)
Special Attacks blood casting, bloodrage (17 rounds/day)
Bloodrager (Primalist, Spelleater) Spells Known (CL 6th; concentration +7)
. . 1st (2/day)—blade lash[ACG], cheetah's sprint, enlarge person (DC 12), feather fall
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 21, Dex 12, Con 16, Int 7, Wis 10, Cha 12
Base Atk +6; CMB +9; CMD 22
Feats Diehard, Endurance, Eschew Materials, Fast Healer[APG], Power Attack, Raging Vitality[APG]
Traits brigand, fate's favored
Skills Acrobatics +0 (+4 to jump), Climb +8, Intimidate +7, Perception +7, Ride +4, Spellcraft +2, Survival +4 (+6 to avoid becoming lost), Swim +8; Racial Modifiers brigand
Languages Common, Orc
SQ arcane bloodrage, blood of life, disruptive bloodrage, fast movement, orc blood, spell eating
Combat Gear potion of cure moderate wounds (3); Other Gear +1 mithral scale mail, +1 scimitar, belt of giant strength +2, cloak of resistance +1, handy haversack, ball (5 in.)[UE], beast whistle (canine), belt pouch, blanket[APG], canteen[UE], chalk (2), compass[APG], crowbar, dice[UE], flint and steel, furs[APG], grappling hook, hat[UE], hemp rope (100 ft.), manacles, masterwork (barbed)[ARG], poncho[UE], trail rations (5), waterskin, whetstone, guard dog, animal harness, guard dog, animal harness, heavy horse (combat trained), animal harness, bear trap, bell tripwire trap, bit and bridle, camouflage netting, carnivore feed (per day), coffee pot, exotic military saddle, feed (per day), large tent, pot, saddlebags, saddlebags, saw, skillet, soap, torch, winter blanket, 141 gp, 1 sp, 2 cp
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Special Abilities
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Arcane Bloodrage (Protection from Arrows) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood of Life (1) (Su) Gain fast healing when bloodraging.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (17 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healer +1 Add half CON mod to all HP gains due to healing.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Sacred Tattoo +1 to all saves.
Spell Eating (Su) As swift action, sacrifice spell slot to heal 1d8 damage per spell level.
--------------------
Dog, guard "Rodan" CR –
Male dog (Pathfinder RPG Bestiary 87)
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +2 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Defend, Down, Guard, Guarding
Skills Acrobatics +1 (+9 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ guarding
Other Gear animal harness[APG]
--------------------
Special Abilities
--------------------
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------
Dog, guard "Suzy" CR –
Female dog (Pathfinder RPG Bestiary 87)
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +2 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Defend, Down, Guard, Guarding
Skills Acrobatics +1 (+9 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ guarding
Other Gear animal harness[APG]
--------------------
Special Abilities
--------------------
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------
Horse, heavy (combat trained) "Ginny" CR –
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+5 to jump with a running start), Perception +8
SQ combat riding
Other Gear animal harness[APG], bear trap[APG], bell tripwire trap, bit and bridle, camouflage netting[UE], carnivore feed (per day) (30), coffee pot[UE], exotic military saddle, feed (per day) (20), large tent[APG], pot, saddlebags, saddlebags, saw[APG], skillet[UE], soap, torch (10), winter blanket
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Male half-orc bloodrager (primalist, spelleater) 6 (Pathfinder RPG Advanced Class Guide 15, 84, 85)
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, -2 rage)
hp 82 (6d10+42); fast healing 1
Fort +14 (+2 circumstance bonus vs. cold weather), Ref +6, Will +7; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 scimitar +12/+7 (1d6+17/18-20)
Special Attacks blood casting, bloodrage (17 rounds/day)
Bloodrager (Primalist, Spelleater) Spells Known (CL 6th; concentration +7)
. . 1st (2/day)—blade lash[ACG], cheetah's sprint, enlarge person (DC 12), feather fall
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 25, Dex 12, Con 22, Int 7, Wis 10, Cha 12
Base Atk +6; CMB +11; CMD 22
Feats Diehard, Endurance, Eschew Materials, Fast Healer[APG], Power Attack, Raging Vitality[APG]
Traits brigand, fate's favored
Skills Acrobatics +0 (+4 to jump), Climb +10, Intimidate +7, Perception +7, Ride +4, Spellcraft +2, Survival +4 (+6 to avoid becoming lost), Swim +10; Racial Modifiers brigand
Languages Common, Orc
SQ arcane bloodrage, blood of life, disruptive bloodrage, fast movement, orc blood, spell eating
Combat Gear potion of cure moderate wounds (3); Other Gear +1 mithral scale mail, +1 scimitar, belt of giant strength +2, cloak of resistance +1, handy haversack, ball (5 in.)[UE], beast whistle (canine), belt pouch, blanket[APG], canteen[UE], chalk (2), compass[APG], crowbar, dice[UE], flint and steel, furs[APG], grappling hook, hat[UE], hemp rope (100 ft.), manacles, masterwork (barbed)[ARG], poncho[UE], trail rations (5), waterskin, whetstone, guard dog, animal harness, guard dog, animal harness, heavy horse (combat trained), animal harness, bear trap, bell tripwire trap, bit and bridle, camouflage netting, carnivore feed (per day), coffee pot, exotic military saddle, feed (per day), large tent, pot, saddlebags, saddlebags, saw, skillet, soap, torch, winter blanket, 141 gp, 1 sp, 2 cp
--------------------
Special Abilities
--------------------
Arcane Bloodrage (Protection from Arrows) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood of Life (1) (Su) Gain fast healing when bloodraging.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (17 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healer +3 Add half CON mod to all HP gains due to healing.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Sacred Tattoo +1 to all saves.
Spell Eating (Su) As swift action, sacrifice spell slot to heal 1d8 damage per spell level.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Sogrin's personality. A devotee of Cayden Cailyn, Songrin takes what work he can find with a dirty song in his heart and hoping to earn enough to keep his belly filled with food and ale. He enjoys his freedom and keeps no quarter with slavers or other brands of less than honest thieves and criminals. He loves animals and children, and doesn't care for those who would exploit or hurt either. He fancies himself a ladies man, with little supporting evidence.
Appearance - Sogrin is good looking for a half orc, over six and a half feet tall and weighing just over three hundred pounds. He is muscular and wears a short sleeve adventurer's outfit under his mithril scale mail vest. Over that is a brown leather poncho lined with grey wolf fur. He wears a wide brimmed leather hat that is so large it is nearly comical, it certainly keeps the rain from his face though. He is heavily tattoo'd with shamanistic markings.

Farus Alazar |

Here is my submission. Mechanics are all in the sheet.
Farus has always had good fortune, right up until the day he set sail for Brevoy. Farus was born in Oppara to a a relatively large minor noble family. While he received the education that comes with such a background, as the 4th boy in a family with 7 children, he never had any aspirations of inheriting lands or titles. Seeing bards at court, he was fascinated by their singing and took every opportunity to do so himself. The supervision was lax enough that he was able to sneak away and perform in local taverns.
As Farus grew, his talents did not go unnoticed by the Kith, as agents of that organization encouraged him to apply to the Kitharodian Academy. Joining the Kith would also provide Farus with a way to develop into his own man so he joined and indeed excelled there. As he developed his tenor, he discovered that the Academy actually has darker ambitions, cultivating the skills that will be necessary for spycraft and transitioning those recruits into the Lion Blades, Taldor’s spies. Farus developed numerous espionage related skills, leading a dual life as a performer and carrying out missions on behalf of the Kith. He was quite surprised when he was asked to sail to investigate a new development in the regional politics of Brevoy.
Having grown up in Oppara, Farus was quite ill equipped for the traveling life of a minstrel on the frontier in Brevoy. Outside of Taldor, it isn’t even safe to go it alone on the roads! After several missteps, including being robbed of virtually all of his belongings, Farus turned toward despair, but he met a kind practitioner of the Song of Spheres by the name of Allis. She told him that he a fool for traveling in the wilderness without a caravan. The more Farus learned of Desna, the more interested he became in Lady Luck, as he’d always felt personally lucky, and was quite interested in this patron of Musicians. She even taught him how to use a star knife, which supplemented his otherwise quite meager personal combat abilities.
Eventually he reached his destination and found a fledgling kingdom. He realized that he was the only agent of the Kith here, and that if he ever wanted to be a noble, himself he may need to seize the opportunity provided to him. He’d use his newfound martial abilities, skill with his word, and spellcasting to make his way.
Intentionally leaving this vauge since I'd imagine this should tie into recent events

cuatroespada |

three questions:
1) how do you feel about using lay on hands while wielding a weapon and a heavy shield?
2) if that's not cool, do you think the Gorum religion trait that let's you treat heavy shields as light weapons affects that?
3) how strict are you on religion (and other easily reflavored) requirements for traits?

Revolving Door Alternate |

Looking at the other PC's, I think you have allowed background skills. That correct?
What about VMC and/or hero points?
Do you consider a lizardfolk too exotic? I like the idea of a lizardfolk going for dragon disciple.
Did the group make peace with the kobolds? If so, I might consider that.
Anyone else established as allies?
Anything established as an enemy?
Is the group going for anything in particular for the city? Theocracy? Conquering empire? Nature haven? Armies of undead or constructs? mage council? I wouldn't want a character that didn't fit in with the current aims.
Are any of the kingdom roles already claimed/desired?

Liam the Wanderer |

This is Ouachitonian's submission. A druid is perhaps a somewhat non-traditional martial, but between him and his deinonychus, they make a formidable pairing on the frontline. Perhaps another odd choice, but I've built him, as much in the fluff as stats, with the idea of making him a Spymaster. Who better to gather intelligence than a man who talks to birds and trees? Who would suspect that that stray dog over there is actually an awakened follower of the druid, and is actually eavesdropping on your conversation? I could reorient him for other roles, mind you.

Revolving Door Alternate |

...
Did the group make peace with the kobolds? If so, I might consider that.
Anyone else established as allies?Anything established as an enemy?
Is the group going for anything in particular for the city? Theocracy? Conquering empire? Nature haven? Armies of undead or constructs? mage council? I wouldn't want a character that didn't fit in with the current aims.
Are any of the kingdom roles already claimed/desired?

cuatroespada |

three questions:
1) how do you feel about using lay on hands while wielding a weapon and a heavy shield?
2) if that's not cool, do you think the Gorum religion trait that let's you treat heavy shields as light weapons affects that?
3) how strict are you on religion (and other easily reflavored) requirements for traits?

![]() |

So if you are going full arcane caster and martial then the obvious next person is a bard. I wrote the backstory mainly to get him seamlessly into the games.
As for the build full support front liner. Pump everyone up, reroll saves, alleviate some of the utility casting and so on.
Still, working out the best way to use a familiar to support the group, I'm thinking a menacing flanking buddy for one of the heavy hitters and I may add in some aid another stuff but the core is all there.
Though technically a noble of the Surtova lineage, the family tree seats him 210th to the throne. His branch of the family holds only a small piece of land and a home that is the small dwelling still considered a manor. Owners of a small merchant’s fleet, which Harlak’s eldest brother is set to inherit, Harlak’s parents tried to farm their children off to any place they could regain some small semblance of prestige. Harlak set off for military service, and to spite his parents, he rejected the offer for officers’ school, declined the perceived glory and nobility of infantry service and joined the band where he heaped on further failures. He did not become a virtuoso of an instrument, but because of a standard-bearer. He would carry a flag, nothing more nothing less.
Life quickly disabused him of this notion. He found the men and women he served with to be smart, funny, brave and kind. He made many friends, which he had not among the nobility. Here rank was earned, but he knew should he ever want a promotion the coincidence of a single ancient ancestor would allow him to take status he did not deserve. Striving to protect his friends but not wanting to bolster his family in any way, he began to explore arcane magic that bolsters in allies.
After four years of service, someone noticed that the battalion in which he served was more effective and less likely to lose men. This success earned him and ordered him to attend officer’s school. That day is the day he went AWOL.
Since then, he has been serving as a bannerman and trainer in the newly formed country of __________. In this endeavour, he has been successful. Now he is being considered for a new promotion of a sort to escort the current council of the city as an advisor and guard.
Neutral Medium Human Bard 6;
Init 2; Senses Perception: +9
DEFENSE
AC 19, touch 12, flat-footed 17
hp 24
Fort 4, Ref 7, Will 5
OFFENSE
Speed 30 ft.
Melee Longspear +8 (1d8+5 /x3),
Bard spells known (CL 6; concentration +12)
2nd (4/day)- Alter Self (DC 14); Glitterdust (DC 14); Heroism (DC 14); Mirror Image (DC 14);
1st (5/day)- Borrow Skill (DC 13); Comprehend Languages (DC 13); Expeditious Retreat (DC 13); Heightened Awareness (DC 13); Saving Finale (DC 13); Tears To Wine (DC 13);
0th (at will)- Detect Magic (DC 12); Know Direction (DC 12); Mage Hand (DC 12); Message (DC 12); Prestidigitation (DC 12); Read Magic (DC 12);
STATISTICS
Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk + +4; CMB +7; CMD 19
Feats Arcane Strike; Combat Casting; Disruptive; Eldritch Heritage; Flagbearer; Improved Familiar; Skill Focus: Knowledge (local);
SQ Arcane Bond; Arcane Strike; Bladethirst; Distraction; Fascinate; Inspire Competence +2; Inspire Courage +2; Rallying Cry;
Skills Diplomacy +13; Knowledge (arcana) +9; Knowledge (local) +12; Knowledge (planes) +9; Perception +9; Sense Motive +8; Use Magic Device +6;
Equipment Belt of giant strength +2; Cloak of resistance +1; Headband of alluring charisma +2;

Anthorg |

Hi, here's my submission. The elven wizard Morof.
Appearance and personality
Morof is a friendly looking elf. His short brown hair is usually groomed and his choice of clothes invoke a simple elegance, with bright green elements over black and grey. He prefers to stay unadorned except for the masterfully crafted ring he has on his left index finger. The dark grey cloak he wears usually covers his two short swords and pouches full of magical components are easy to spot hanging around his waist.
Background
Born on the road as his elven parents were migrating from Kyonin to Brevoy, Morof Tarci knows no other home than the lands of Orlovsky. He grew peacefully, always hearing from his father the importance of studying magic, a long lived elven tradition. Being a son of peace and abundance, Morof was playful and unaware of the dangers in the world. His study led him to learn the basics easily.
It wasn't long before a son of Lord Orlovsky became aware of a prominent student of the arcane arts. As they became friends, Morof learned a great deal about the noble life. He learned that magic plays an important role amongst human nobles, and that most were protected from enchantment magic. He started to study illusion magic, as he felt it would yield better results than enchantment. Someone must have gotten jealous as there was poison in his family's food one day. But this particular day he felt sick and didn't dine. The next morning he found his parents didn't wake up.
Morof started asking himself who could have done this. It was time to seek protection, he thought, and he asked the noble family for help. They had grown affectionate of him and decided to take the young elf under their wing. Over time, Morof became a court mage in the Orlovsky family, contributing with both knowledge and simple incantations. Clearly he wasn't the only one, but he was friendly and quick to learn enough to enable him to frequent events and participate in some negotiations. This made him suspect that Domani Surtova had poisoned his family. He seemed like an easy target to this enemy of the Orlovsky, unimportant enough to be worth killing and valued enough that the family would miss. The animosity grew and became clearer over time.
Eventually the study of illusion made Morof curious about its most famous wielders: Gnomes and the fey. After studying their language, he started to study where they were most present and found that they supposedly weren't far, just beyond Brevoy's border to the south. Soon, it would be time to move on away from Brevoy and their treacherous halls.
Funnily enough, the study of fey and their mischief made Morof aware of flayleaf, a plant that could be very pleasurable for mortals to smoke. After some effort, he managed to procure some and started to secretly sell it in Brevoy's court, learning some tricks and even some fighting in the process. This newfound demand also brought the attention of the Pitaxian family Cattanei. Morof realized they had been dealing strangely lately and felt in danger. He knew that he would need to either find a new place or face a deadly family by himself.
Personality
The elf Morof doesn't fit the elf's image of arrogance. He is friendly to all who talk to him, either because they might teach him something new or because they might be important in some degree. Utmost ignorant of the overall misery around the world, he believes that everyone has an easy time having a roof over their heads and food on the table, and thus he cannot fathom the need for begging for money. However, he does fight to defend those who cannot fend for themselves.
STR 10, DEX 16, CON 10, INT 22, WIS 10, CHA 10
Elf
Male
Medium Size
Wizard 6 (Illusionist)
BaB 3
Init +3; Senses: Perception +2
CMB 3 (3BaB +0 strength)
CMD 17 (3BaB +0 strength +3 Dex +1 Trait +10)
Favored Class Wizard (+6 skill points)
Defense
AC 13, touch 13 flat-footed 10 (+3 Dex) - Also consider Shield/Mage armor casts
HP 30 (6 + 4*6 levels)
Fort +4 (+2 base +2 Cloak)
Ref +7 (+2 base +3 Dex +2 Cloak)
Will +7 (+5 base +2 Cloak) (add 2 vs. enchantment)
Immune to sleep
Offense
Speed 30 ft
Melee Dagger +3 (1d4/19-20x2)
Ranged shortbow +6 (1d6/x3), Range 60ft
Blinding Ray +6 (Dazzle if HD > Illusionist levels)
Space 5 ft, Reach 5 ft
Spells
CL 6 (+2 racial to overcome spell resistance)
Concentration (CL level + Int + 2 Trait): +13
Wizard Specialization: Illusion
Oposed schools: Enchantment, Necromancy
DC: 16+spell level
DC for conjuration: 17+spell level
DC for illusion: 18+spell level
Arcane bond - Bonded object (ring)
Spell level: Slots+specialization - Prepared spells
Cantrips: 4 - Ghost Sound, Light, Mage Hand, Prestidigitation
1: 5+1 - Feather Fall, Liberating Command, Mage Armor, Shield, Silent Image, Ventriloquism
2: 5+1 - Blur, Invisibility, Glitterdust, Hypnotic Pattern, Mirror Image, Spider Climb
3: 3+1 - Dispel Magic, Displacement, Haste, Loathsome Veil
Spellbook
Cantrips: All
1: Alarm, Comprehend Languages, Enlarge Person, Feather Fall, Liberating Command, Mage Armor, Shield, Silent Image, Ventriloquism
2: Blur, Invisibility, Glitterdust, Hypnotic Pattern, Levitate, Mirror Image, Spider Climb
3: Dispel Magic, Displacement, Haste, Loathsome Veil
Traits:
Trustworthy: You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Feats:
Lvl 1 - Spell Focus (Illusion)
Wizard lvl 1 - Scribe Scroll
Lvl 3 - Greater Spell Focus (Illusion)
Lvl 5 - Spell Focus (Conjuration)
Wizard lvl 5 - Brew Potion
Skills (Per level: 9):
Bluff +1 (+1 Trait)
Diplomacy +10 (+6 Rank +1 Trait +3 Class Skill)
Knowledge (arcana) +15 (+6 Rank +6 Int +3 Class Skill)
Knowledge (dungeoneering) +14 (+5 Rank +6 Int +3 Class Skill)
Knowledge (local) +15 (+6 Rank +6 Int +3 Class Skill)
Knowledge (nature) +14 (+5 Rank +6 Int +3 Class Skill)
Knowledge (planes) +15 (+6 Rank +6 Int +3 Class Skill)
Knowledge (religion) +14 (+5 Rank +6 Int +3 Class Skill)
Perception +11 (+6 Rank +2 Racial +3 Class Skill)
Spellcraft +15 (+6 Rank +6 Int +3 Class Skill)
Background skills (2/level)
Appraise +10 (+1 Rank +6 Int +3 Class Skill)
Knowledge (nobility) +14 (+5 Rank +6 Int +3 Class Skill)
Knowledge (history) +13 (+4 Rank +6 Int +3 Class Skill)
Lore (recreational drugs) +10 (+1 Rank +6 Int +3 Class Skill)
Profession (Court mage) +4 (+1 Rank +3 Class Skill)
Languages: Common, Elven, Celestial, Draconic, Gnome, Goblin, Sylvan
Equipment
Magical gear
Headband of intellect +2
Cloak of resistance +2
Bag of Holding type II
Normal gear
Still not bought
Money left: 2700
Special Class Abilities
Arcane Bond:Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane school: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elf traits
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

GM_DBH |

The party has made peace with the Kobolds & the Lizard folk, Both of which are now trading with their settlement.
No one is currently allied with them, it's still too early for anyone to risk it. There have been several fights with mercenaries sent to remove the party, but that seems to have passed. Or was too expensive to keep up?
Currently the only enemies are those in the stolen lands themselves, when they reach book three and expand more is when their neighbors start probing. :)
Lay on hands with heavy shields is not a problem.
Religious requirements for traits do stand though.