
Escharid Blackrose |

I'd like to propose this character, but i don't have my books just now, so it is incomplete:
Hadin "The Pale" Cassoren
Hu male Paladin of Erastil
LG
Str 14
dex 10
Con 14
Int 10
Wis 14
Cha 14
Still have the +2 bonus for race to choose, between Con, Cha and Int most probaby
Personality
Hadin Cassoren would never dare to think of himself of a Paladin. He's not a shiny knight in armor, there's not a trace of pure, noble blood in his vein. He's just a normal peasant's son, burly, sun tanned and wrinkled, with calloused hands from hard days of work, trying to do his best to help his fellows at home or around
Some of the people grins at him, calling him "Hadin the Pale", but it's a small trial for Cassoren temper, and not much harm is done: as long as the people at home know that whatever the name they call him, he 'll be by their side as soon as possible.
Hadin don't think too much of great things, like royalty, epic tales of chilvary, and dragon's hoards. He's a man a small, kind deeds done, like cutting wood for a widow when winter comes, giving some of his spare money to an hungry family, working in the fields to help a wounded farmer.
He's quite muscular for his near 6 feet frame, but only from healthy, outdoor activities. He has a basic, down to earth attitude, and strive to be an example for the community.
Honest and kind, he's not naive, even if not particulary bright: what kind of shield let the venomous arrows of hate and treachery pass through and harm the people it's supposed to protect?
as a note, i'd like, if i'm chosen, to change the "Knowledge: Nobility" in "Knowledge: Local" to better reflect this background
Thank you for reading!

Koldin Shensik |

It'd be nice if there were a trait that let you pick Survival or Knowledge (Nature) to get a +1 bonus and treat as a class skill.
Well, there's Child of Nature, but you'd need to come up with a good reason for your character to be blessed by Gozreh.

LurkingTyranny |

Tassadar - I went with the four mirror armor because I wanted to give him a slight Hunnic / Gothic feel and four mirror armor was historically appropriate to that. As you might have noticed I used the hunnic name for the armor. I didn't really take it for mechanical reasons, however if it makes you uncomfortable I will switch it to Scale Mail (+5, +3, -4 50 GP)which should be more or less the same.
Daniel Stewart, feel free to tie your Hobgoblins backstory to mine.

LurkingTyranny |

Here is my submission for the King Maker campaign. I decided to go for something a little unusual. He is a Hobgoblin fighter, but I went down the polearm master archtype. I've never tried this archtype before, but it seemed interestingly on this hobgoblin and made sense to me being that he was partially trained by a human military. His motivations aren't all that complicated, but I left a few threads in the background for interesting plot hooks.
** spoiler omitted **...
Note for myself - Switch out Four Mirror Armor for Scale Mail (+5, +3, -4 50 GP)

Caelius Nicos |

Tossing my somewhat creased and stained hat in the ring. All info under alias but here is the short version.
Thank you for your consideration.

Tassadan |

Alright, we have many submissions! This is who I’ve counted thus far. If I’ve missed you, let me know:
Melee:
Alagor- Male Human Weapon Master Fighter
Uldin Barbleda- Male Hobgoblin Pole-Arm Master Fighter
Wallop Fey- Male Gnome Barbarian
Wulfgar- Male Human Two-Weapon Fighter
Silent The Armorer- Duergar Fighter
Grif Hallisp- Male Half-Elf Invulnerable Rager Barbarian
Ranged: (This is where I would put Archery-based rangers, sniper rogues, gunslingers, and the like. As far as I know, we have none that fit the category yet. Let me know if I’m wrong)
Skill:
(SecondSight)Vesaana P’Salek- Female Changeling Ninja
(Grymblade) Jivokun Hukaii- Male Half-Elf Knife Master Rogue
Arcane:
Phillip0614’s Kobold Sorcerer
Marius Cambari- Male Chelish Human Conjurer
Auren Cloudstrider- Female Sylph Air Elementalist (Wizard)
Aerynne Linnaea: Female Half-Elf Wild Caller (Summoner)
Divine:
(Kenderkin)Caspian Barefoot- Male Halfling Cleric of Desna
Malkan: Male Emberkin (Aasimar) Heavens Oracle
Vox the Vile: Male Tiefling Cleric of Dispater
(Kenderkin) Frepply- Male Grippli Storm Druid
Mix ‘n’ match:
Drucias Flavius- Half-Orc Alchemist
(Daniel Stewart)Dench- Male Hobgoblin Bladebound Magus
(Escharid Blackrose) Hadin Cassoren- Male Paladin of Erastil
Caelius Nicos- Male Human Investigator Rogue with intentions of multiclassing
And now for comments:
@ Ebonnard Raloon: Gotcha. I’ll anticipate your other submissions
@Daniel Stewart: Cool concept. In your backstory be sure to explain how a Hobgoblin learned arcane magic, a subject very alien to hobgoblin society outside of alchemy.
@Secondsight: I like it! Crunch would be appreciated, as I am scrutinous of items. Because many of the ninja’s proficiencies are dependent upon Tian weapons, I’d be fine with you calling them something else. Any greater expansion of her backstory can only aid you, so I’d encourage you to do so.
@Lumiere Dawnbringer: Good, that gives a bit more insight. Part of why I want backstory is to create situations that tie your character into the story as much as possible. The more specifics I have, the easier and more fun my job becomes.
@Phillip: Poverty Stricken might be the trait you’re looking for, even though it isn’t a campaign trait. As for the horse, for a creature your size you can instead choose a pony or riding dog. The basic backstory looks good, just be sure to flesh it out and justify your alignment.
@Kenderkin-
Caspian Barefoot: I’d like to know your future plans. PM them to me if you don’t want to post them here.
Frepply: Cool idea! Grippli would definitely work well in this campaign. I look forward to further details.
@Silent the Armorer: A Duergar! That’s quite a choice. If you can expand his personal history a bit, I’d appreciate it. There’s also a huge stigma with shaven dwarves of them being insane. Be sure to include that.
@Grif Hallisp: Looks good, and I like the backstory.
@Abadar: Nice to have a God in our midst. I anticipate your submission.
@Pedwiddle: Yup, grenadier looks fine to me.
@Aerynne Linnaea: I like the attention to detail, specificity, and clarity of voice in your writing. Fey influence works great for a forest campaign like this. Last minute mechanical alterations are totally fine, so feel free to change them at any time.
@Grom Gnollsbane: Is Koldin your submission to this?
@Escharid Blackrose: Hadin Looks good, and the Paladin class skill change works well with not only your storyline, but Kingmaker’s as a whole. The only thing is that one does not become a Paladin of Erastil so lightly. It’s a very strict and Lawful organization (there is story in the campaign to back this up) that requires a great deal of qualification and effort. His personality sounds great, but if you can change it to mesh with the world more, that would be great. More of a crunch would also be appreciated.
@LurkingTyranny: I appreciate the thought behind the Hun feel, especially since in the real world the Mongols dominated Russia for so long. However, in Golarion the Tian didn’t, so there’s far less of an Eastern influence. The scale mail is definitely appreciated.
@ Grymblade: Good to see you in the mix. Just let me know when you have the finished product. Remember: there’s no rush.
@Caelius Nicos: Your story’s good, but a bit choppy. You have a good character and build, all you need to do is polish him up and make him shine.
@Thalyn: A Halfling from the great houses? This is a story I have to hear.

Tassadan |

Tassadan wrote:"@Caelius Nicos: Your story’s good, but a bit choppy. You have a good character and build, all you need to do is polish him up and make him shine."Choppy? Do you mean the rough story in the post or the full background under the alias? Will work on polishing background and crunch.
Was referring to the full background on the alias.

Secondsight |

@Secondsight: I like it! Crunch would be appreciated, as I am scrutinous of items. Because many of the ninja’s proficiencies are dependent upon Tian weapons, I’d be fine with you calling them something else. Any greater expansion of her backstory can only aid you, so I’d encourage you to do so.
Glad to hear it! I'll get you crunch over the weekend and look at expanding the backstory. Sounds good RE: the Tian-flavored weapons, the oriental flare of the ninja class is definitely not what I'm aiming at with this character. Rather, I plan to play Vesaana more like a rogue where the Ki and erstwhile "magical" powers reflect her hag ancestry coming to the surface.
Great submissions overall, you're going to have some tough choices!

Tassadan |

@Secondsight: I'm good with that. The flavor fits the class. The Cossack Sword or Shashka could easily take the place of a katana or wakizashi.
@Lumiere: Regular trait, yes. Campaign? No. There are plenty that are non-noble: Sword Scion, Brigand, Issian, Pioneer, and Rostlander can all be completely non-noble related.
@Kenderkin: I really think Frepply would be the way to go.
@Pedwiddle: Good to know. Take your time and create a whole character. You still have three whole days.

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Virnal "The Enternal" Markov
Race: Elf
Class: Internal Alchemist
Alignment: Neutral
Age: 120
Height: 6ft
Weight: 106 lb.
Religion: None
Languages: Common, Elven, Dwarven, Gnome, Orc, Draconic
Abilities:
-Strength: 12 +1
-Dexterity: 14 +2
-Constitution: 14 +2
-Intelligence: 18 +4
-Wisdom: 8 -1
-Charisma: 8 -1
Saves:
- Fortitude: +6
- Reflex: +4
- Will: -1
Feats:
-Godless Healing: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Traits::
- Resilent: +1 Fortitude on Saves.
- Rostlander: +1 Fortitude on Saves.
Weapons:
-Dagger 1d4 (19-20,x2) 1lb.
Armor/Clothing:
-Leather Armor +2 AC, 10%, ACP 0 15lb.
-Scholars Outfit 6lb.
Other Items:
-Alcehmist Kit, portable 20lb.
Total: 42lb
Light: 43 or less
Medium: 44–86 lbs.
Heavy: 87–130 lbs.
Breath Mastery: At 1st level, the internal alchemist can
control his breath and the f low of vital energy within his
body. Without preparation, he can hold his breath for a
number of minutes equal to his Constitution score (after
this, he must begin making Constitution checks or risk
suffocation); by spending a full-round action preparing
himself, he can increase this duration to 1 hour per point
of Constitution. The alchemist can survive twice as long
as normal without food or water before he starts to take
penalties. He can put himself into a state of suspended
animation as a move action, and is then unconscious and
appears completely dead; he awakens at a preset time or
in response to a condition set by him when he enters this
state. This ability replaces Throw Anything.
Mutagen: At 1st level, an alchemist discovers how to
create a mutagen that he can imbibe in order to heighten
his physical prowess at the cost of his personality. It
takes 1 hour to brew a dose of mutagen, and once brewed,
it remains potent until used. An alchemist can only
maintain one dose of mutagen at a time—if he brews
a second dose, any existing mutagen becomes inert. As
with an extract or bomb, a mutagen that is not in an
alchemist’s possession becomes inert until an alchemist
picks it up again.
When an alchemist brews a mutagen, he selects one
physical ability score—either Strength, Dexterity, or
Constitution. It’s a standard action to drink a mutagen.
Upon being imbibed, the mutagen causes the alchemist
to grow bulkier and more bestial, granting him a +2
natural armor bonus and a +4 alchemical bonus to the
selected ability score for 10 minutes per alchemist level.
In addition, while the mutagen is in effect, the alchemist
takes a –2 penalty to one of his mental ability scores. If
the mutagen enhances his Strength, it applies a penalty to
his Intelligence. If it enhances his Dexterity, it applies a
penalty to his Wisdom. If it enhances his Constitution, it
applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make
a Fortitude save (DC 10 + 1/2 the alchemist’s level + the
alchemist’s Intelligence modifier) or become nauseated for
1 hour—a non-alchemist can never gain the benefit of a
mutagen, but an alchemist can gain the effects of another
alchemist’s mutagen if he drinks it. (Although if the other
alchemist creates a different mutagen, the effects of the
“stolen” mutagen immediately cease.) The effects of a mutagen
do not stack. Whenever an alchemist drinks a mutagen, the
effects of any previous mutagen immediately end.
Bombs: In addition to magical extracts, alchemists
are adept at swiftly mixing various volatile chemicals
and infusing them with their magical reserves to create
powerful bombs that they can hurl at their enemies. An
alchemist can use a number of bombs each day equal
to his class level + his Intelligence modifier. Bombs
are unstable, and if not used in the round they are
created, they degrade and become inert—their method
of creation prevents large volumes of explosive material
from being created and stored. In order to create a
bomb, the alchemist must use a small vial containing
an ounce of liquid catalyst—the alchemist can create
this liquid catalyst from small amounts of chemicals
from an alchemy lab, and these supplies can be readily
refilled in the same manner as a spellcaster’s component
pouch. Most alchemists create a number of catalyst vials
at the start of the day equal to the total number of bombs
they can create in that day—once created, a catalyst vial
remains usable by the alchemist for years.
Creating and throwing a bomb requires a standard
action that provokes an attack of opportunity. Thrown
bombs have a range of 20 feet and use the Throw Splash
Weapon special attack (see page 202 of the Pathfinder
RPG Core Rulebook). Bombs are considered weapons
and can be selected using feats such as Point-Blank
Shot and Weapon Focus. On a direct hit, an alchemist’s
bomb inf licts 1d6 points of f ire damage + additional
damage equal to the alchemist’s Intelligence modif ier.
The damage of an alchemist’s bomb increases by 1d6
points at every odd-numbered alchemist level (this
bonus damage is not multiplied on a critical hit or by
using feats such as Vital Strike). Splash damage from an
alchemist bomb is always equal to the bomb’s minimum
damage (so if the bomb would deal 2d6+4 points of f ire
damage on a direct hit, its splash damage would be 6
points of f ire damage). Those caught in the splash
damage can attempt a Ref lex save for half damage. The
DC of this save is equal to 10 + 1/2 the alchemist’s level +
the alchemist’s Intelligence modif ier.
Alchemists can learn new types of bombs as discoveries
(see the Discovery ability) as they level up. An alchemist’s
bomb, like an extract, becomes inert if used or carried by
anyone else.
Brew Potion (Ex): At 1st level, alchemists receive Brew
Potion as a bonus feat. An alchemist can brew potions of
any formulae he knows (up to 3rd level), using his alchemist
level as his caster level. The spell must be one that can be
made into a potion. The alchemist does not need to meet
the prerequisites for this feat.
Mutagen (Su): At 1st level, an
- Appraise: +8
- Craft: +4
- Disable Device: +2
- Fly: +2
- Heal: +3
- Knowledge(Arcana): +8
- Knowledge(Nature): +8
- Perception: +3
- Proffesion(Librarian): -1
- Sleight of Hand: +6
- Spellcraft: +4
- Survival: +3
- Use Magic Device: +3
- HP: 8
- AC: 14
- CMD: 13
- CMB: +1
- Init: +1
- BAB: +0
- Speed: 20ft(with armor)
Born: Rostlander.
Virnal is a brilliant alchemist. He refuses all religion as he is a man of science.
He was raised South of Brevoy in Rostlander. He spent a lot of time in the forest, honing his eventual powers and love of science.
He studied wherever he could, rather it be at school or a library.
He later on found that his inert magical abilities could be used with science to create brilliant potions. So he sets out with this power to find the eventual Elixar of Life.
He comes to the these lands on search of knowledge, as above all, at this point, he wants to further his knowledge.
Virnal tends to not talk much and be very stoic. He looks at everything logically and applies science and what he has read as opposed to "common sense".

dolgren |

I would like to submit Dolgren (half-orc sorcerer)
Background story:I come from a faroff village called Dolgo.The village started out very peaceful and prosperous where fear was an unatural feeling to them. Humans and Orcs got along together and even dwarfs were cheerful. Then one day a warlord by the name of Achor strode his army into the village. The warlord demanded unpayable amounts of money from the village. The village council ordered thier warriors to resist the army but were easily overun by the better trained and equiped warriors. The village was destroyed and the creatures there were sold into slavery . But in the midst of all the death and suffering was a being whos parents were killed in the fighting who had unatural powers and had the natural ability for magic.That child grew up with revenge in his eyes and when he became an adult he left the solitude he grew up in alone.When he travaled to a more populated area he asked of his villages fate from a town scribe who kept records of happenings.He said that the slave caravan leaving from his village was lost when they crossed a range of strange moutains and were never found or seen again.So to this day Dolgrin is still trying to find the remains of his village.
When does recruitment end?

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This by far is my favorite character... I'm not sure if you will like him.. But he is amazing. I sort of took some inspiration from the silent hill game series along with the four horsemen of the apocalypse. Though he is not directly evil, he has the brand of evil. And you may ask "how does the horsemen fit into this?" well, i had the idea that there were people below them, that were "made" to set forth the circumstances to end the world. Even though they do not know it, but what the gods turned these people into, makes them appropriate to do the things they want on their own.
I edited his ability scores, feats, and traits so that it will better fit into the characters you are looking for.
Sorry btw on not submitting a rogue, i was just submitting the characters i have already made as they are some of my favorite.
Izzaz "Firebrand"
Race: Human
Class: Dual-Cursed Oracle
Alignment: Neutral
Age: 23
Height: 5'4ft
Weight: 76 lb.
Religion: Worshipper of many deities, but the Sun and Fire itself is above others.
Languages: Common
Abilities:
-Strength: 8 -1
-Dexterity: 12 +1
-Constitution: 14 +2
-Intelligence: 10 +4
-Wisdom: 16 +3
-Charisma: 16 +3
Saves:
- Fortitude: +2
- Reflex: +1
- Will: +5
Feats:
- Eschew Materials
- Prophetic Visionary: Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success.
Traits::
- Deformed(Burnt face/chest/shoulders): +1 on intimidate checks.
- Bastard: +1 on Will Saves.
Weapons:
-Longspear 1d8 (x3) 9lb.
Armor/Clothing:
-Padded Armor +1 AC, 5%, ACP 0 10lb.
-Peasants Outfit 2lb.
Other Items:
- Waterskin 4lb.
- Ration(2) 1lb.
Total: 26lb
Light: 43 or less
Medium: 27–53 lbs.
Heavy: 54–80 lbs.
Curses:
- Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
- Wasting[b]: Your body is slowly rotting away.
You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
At 5th level, you are immune to the sickened condition (but not nauseated).
At 10th level, you gain immunity to disease.
At 15th level, you are immune to the nauseated condition.
[b]Mystery(Revelation):
Flame:
-Bonus Spells: burning hands (2nd), resist energy (4th), fireball
(6th), wall of fire (8th), summon monster V (fire elementals
only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud
(16th), fiery body* (18th).
Revelations:
-Molten Skin (Ex): You gain resist fire 5. This resistance
increases to 10 at 5th level and 20 at 11th level. At 17th level,
you gain immunity to fire.
Spells:
0 Level:
- Detect Magic
- Purify Food/Drink
- Read Magic
- Spark
1st Level:
- Burning Disarm
- Sun Metal
- Burning Hands
- Acrobatics: +1
- Climb: -1
- Craft: +0
- Diplomacy: +6
- Heal: +3
- Intimidate: +8
- Knowledge(Religion): +4
- Perform: +3
- Proffesion(Oracle): +7
- Sense Motive: +3
- Spellcraft: +0
- HP: 8
- AC: 12
- CMD: 10
- CMB: -1
- Init: +1
- BAB: +0
- Speed: 20ft(with armor)
Appearance: You see a what appears to be a walking corpse. As his face/chest/shoulders are scarred from horrific burns, he lacks a nose, just holes. And now hair other than slight pathces of gray ato his head. But his hands.... His hands look as if they have suffered even worse burns but have not healed. They appear black with ash and brittle and thin. And the rest of his body looks as if it is a rotting corpse, thin, bony and smelling of rot. He wields a spear and has on mere peasants clothing and padded armor on.
His story:This repulsive man was not always so.... For not much is know before what has happened except for the events that lay before it.
It started with a humble trip with a caravan through the desert, however this was not the best of wonderings the the young male. For it was not long that the caravan realized they were lost and quickly running out of rations and water. All but this young man survived, struggling, crawling, throught the dense heat. Wearing rags at this point and without and food or water that it happened.
He looks up to the sky, on his knees, to ask the gods to help him or slay him... They did both. For as he faced the sky lighting struck his hands and a dense ray of heat that was if the sun itself was channeling itself right at the poor soul. The ray of heat didn't last long, mere mintues that felt like ages to him, however his hands continued to burn thorought the night... Slowly... Slowly burning down it stopped. Though he could feel the fire within himself. The next day as he layed in the sun thought himself slain and cursed by the gods... A rescue caravan set out to find survivers, as a messenger bird was set out in help before the whole party parished. He realized that the gods had not cursed him... But shown him the light, or rather, fire. His wounds was treated, his face slowly healed, though his hands never ceased its burnt condition, nor did his body ever regain its weight lost ffrom near starvation. He realized the gods had marked him. That he was meant to be as he is, as a sign that the fire flows through him.
He know travels the world, spreading the word that is fire. Making his way giving out predictions of the future. He arrives at this land out of mere chance. As he has no real home.

Tim Woodhams |

@LurkingTyranny
I had archer ideas going around my head and the fact there were two other hobgoblins applied (and I have a fondness for themed parties) and you had welcomed the other to integrate his story with yours.
Do you mind if I make my character the other living tribe member Harroag?
And do you mind if I copy and paste the beginning of your background that would be common to Harroag (I am happy to rewrite into my own words)?

Adrien Riventhorn |

This is NarcoticSqurl. I'm submitting Adrien Riventhorn for the campaign.
Starting Crunch
Name: Adrien Riventhorn
Age: 136 (Can edit this if necessary, I went with Elf starting age)
Race: Elvish Dhampir
Class/Level: Summoner 1
STR:14 (+2)
DEX:16 (+3)
CON:12 (+1)
INT:12 (+1)
WIS:11 (+0)
CHA:16 (+3)
Traits: Brigand, and Dangerously Curious
Feat: Combat Casting. Bonus Feat from racial traits is Skill Focus (Sleight of Hand)
Racial Traits
+2 Cha, +2 Dex (Already added)
Elven
Weapon Familiarity: Bows, Longswords, Rapiers, Elven weapons as martial
Feat and Skills: Static Bonus Feat: (Skill Focus)
Skill Bonus: Perception
Senses Racial Traits: Darkvision 60
Weakness Racial Traits: Light Sensitivity
Negative Energy Affinity

Drucias Flavius |

Still a work in progress...
Drucias Flavius is a half-orc whose memories go back for only a short while. Before that, things are somewhat hazy as some of his memories are of being an orc and some are of being a human.
This makes it difficult for him to claim an identity that he calls his own. He has hazy memories of tribal life as an orc devoted to the Blood God. And, he has memories of the devices and needles piercing his orc flesh and filling his orc body with strange fluids. He has hazy memories as a human surrounded by and working with great machines which are incomprehensible to him and would be to all he has met, yet a part of him understands them. And, he dreams of riding this machinery among the stars.
His first memories of himself as a half-orc were to the west in the land called Numeria. He awoke amid a ruin that was being searched by men who had clothing which marked them as members of the Technic League. As an aside, he knew them to be mere babes toying with dimly understood gifts, and he felt as if in a dream while he slid past them and made his escape. Since then he has made his way south and east.
Drucias knows the name he has chosen to use is taken from his human memories. Not something he can claim as all his own since it is shared with some human, but choosing it was a start to forging an identity for himself. The forging itself is another thing that he has used as a foundation. He knows that a part of him, the human part, was always a builder, a creator of things. He also knows that a part of him, the orc part, has always been a destroyer of things. And he knows there was some overlap of both facets. He has always been a builder and a destroyer.
Now, he wishes to build something greater and be a part of something other than his disjointed memories. He does not want to lay claim to another's beliefs or nation (as in the definition: A large aggregate of people united by common descent, history, culture, or language, inhabiting a particular country or territory.) but wants to build his own with others, something new. He wants to build anything and everything and he knows there are those who will wish to destroy what he builds. Those who will not wish their old ways and ideas to be replaced with new thoughts and ideas will oppose him and he will be forced to destroy them.
Note: Basically, Drucias is an orc who wandered too far from Belkzen, was captured by some (possibly malfunctioning) machinery from Numeria and taken to an automated laboratory. There, "gene therapy" was enacted upon him and many memories were implanted. Some of these memories have yet to surface. Now, he has been changed into a half-orc who, with no schooling, is an excellent mathematician and engineer with a good deal of knowledge that would be called "alchemical" by some and perhaps technology by others

KingMeander |

You seem to have issued a creative writing challenge in asking for plausible back-stories for fanciful characters. Well, since background writing is my favorite part of the character creation process you can consider your challenge accepted.
Mr. Tassadan, please anticipate my submission Sunday evening as I will need Saturday to brainstorm.

Vivian Deberth |

@Tassadan:
I will work on my cruch this week end, now that i'm at home and have access to my books,and create a full profile , with more story about his paladinhood
Do you need something specific?
I had in mind someone who just think of himself as a caring, good natured and pious guy, of low origins, striving to do his best while remaining humble.
People who see him acting consider him a paladin or at least a virtuous, if not holy, warrior

Hadin "The Pale" Cassoren |

Ok, profile done, just need to sort of the equipment and add some history
I choosed my AP trait, but would like your advice about the second: could Natural born leader be useful, as there would be no servant or followers? Could the bonus (+1 to will saves against mind affecting effects) apply to the team?
if not, my other choice would be "Patient Optimist", as a servant of Erastil

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Ok..here is the background for Dench. I am really sorry it is so long...I tied it into the story that Lurking Tyranny had created, but added Dench's own story. I also added a section about his personality, appearance and 2 special items (plot hooks?) Again sorry for the length. I placed Dench's story in bold so you would not have to re-read the parts from Lurking Tyrranny again if you did not wish to.
Thanks
@Tim Woodhams - I am sure Lurking Tyranny would not mind adding you to our tribe, and I certainly do not.
Background
Twelve years ago Uldin Barbleda was a member of the proud and warlike luftëtar-gjakut brigade, a formidable collection of hobgoblins encamped around a fortified hill in Numeria. For nearly a century, the luftëtar-gjakut sallied from their fortress to raid the surrounding settlements, taking slaves and plunder back to their fortress. However on their last raid, they brought back a virulent plague. The disease swept through the camp and cut down their numbers by nearly three-fifths. The weakness of the brigade was soon discovered and soldiers of the Technic League fell upon the brigade. Many fought and died – but others fled, unwilling to die due to a treacherous disease they believed was engineered by the Technic League.
Dench was a young hobgoblin during these turbulent times. Already an outcast due to his unique appearance (an albino), Dench was fostered to the brigade’s shaman. Before the disease decimated the tribe, Dench was already mastering the basics of magic. The shaman taught him all he knew about ‘elf’ magic, as well as entrusting a spellbook take in plunder to the young hobgoblin. When the illness struck, the tribe naturally turned to the shaman for help, but the poor creature knew nothing of this illness, and as the deaths grew, grumbling started about the ‘cursed’ hobgoblin kept by the shaman. Before these grumblings could grow, Dench was sent away to hide in the cold, desolate hills located around the stronghold.
When he finally ventured back into camp, many days later, most of the tribe was dead, his old mentor among them. The survivors, upon discovering him, set about to have him killed, in the hope of breaking whatever curse was upon them. It was at that time soldiers of the Technic League struck. As the majority of the survivors attempted to fight back, some grabbed what they could and fled. Dench rescued a few items from his former master hut, and by using his fledgling magical abilities, assisted this small band to escape. After months of travel the remnants of the luftëtar-gjakut came to Port Ice and enlisted as mercenaries and enforcers in the employee of Domani Surtova. That was before the disappearance of the royal family of Brevoy, before the Surtova’s took power. At first, the hobgoblins, being ruthless and well trained were an effective set of tools during the colsolidation of power, but eventually they became something of a black mark against the Surtova line. Too obvious a tie to their old ways and so those that survived were kept around Port Ice where they were utilized in a variety of shady dealings.
Upon arrival at Port Ice, Gelbarc took Dench aside and warned him (very strongly, with his fists, and a leather belt) not to reveal his magical abilities. He was to be like the others, or as much as was possible, but it was obvious to all the general dislike the other hobgoblins had for this pale creature. In training he usually stood in for a practice dummy, allowing the other trainees to strike him over and over. While he became accustomed to wearing armour almost all the time, and his pale skin toughened with many scars, he was never actually part of the training. One of the human soldiers noticed Dench at practice one day, and realized the ‘white’ hobgoblin had raw talent. As more of a joke (and a bet with another soldier), he was taken and trained by members of the local garrison. It would seem that the joke was on them, as Dench took to this training with a passion. Soon he was as good as most of the local garrison, and was entered into various bouts with other troops stationed at Port Ice. Some he won, and many he lost, and soon the novility of training the hobgoblin wore off. That would have been the end of it, if one of the garrison officers had not watched Dench’s last fight. A student of the Aldori school of swordsmanship, he saw an opportunity to raise his own prestige by training this ‘creature’ in his schools techniques. It would be a triumph of his teaching ability, and skill to train a common brawler, and a savage beast to the ranks of an Aldori-trained swordsman. And so for 2 years Dench was taught daily, more with the rod then by any other method, but he soon picked up the style. Once he had grasped the basics, (and his teacher was surprised by the speed by which this ‘animal’ learned) he was trotted out to show others. It ended in disaster! The leading master chastised his ‘teacher’ for passing on the skills of the school to an obvious monster, and removed him from the schools rolls. In response, the officer was removed from duty and cast out of the garrison. If not for the intervention of Uldin, one of the last surviving hobgoblin mercenaries, Dench would probably have been runoff or killed. A recently won charter was awarded to Uldin from Domani Surtova (mostly to get rid of the last remnants of the mercenaries) and he promised to take Dench with him.
Personality
It would be easy for Dench to be a bitter, hardened monster that most feel he is, but it is not in his nature. He knows what it is like to be hated for just his looks alone, not to mention beaten and harassed. Because of this, Dench always judges people on their merits, and not by what they look like. While most cringe away from him, he strives to show that he actually has a good heart, and is not a monster. He will use his skills to try and help and protect people..even those he might not know. This has backfired on him several time, but he persists in his attempt to make people look past his monstrous exterior and see the good person within.
Appearance
Other than being taller than the average hobgoblin (he stand just shy of 5’6”), looking thinner (weighing 175lbs.), and being an albino, Dench looks just like a regular hobgoblin. His red/pink eyes are disconcerting to some, but the easy smile on his face and friendly demeanor could not be further from a typical hobgoblin.
Special
Dench has two special items that are his most prised possessions. The first is the spellbook his old shaman mentor gave him. It is written in common, and on the flyleaf there is a stylized letter ‘C’. With only 50 pages, it was most likely this was some wizards travelling spellbook. Only 18 pages have been filled, leaving more than half the book blank, ready for Dench to add new spells.
The second item is an ancient, tarnished blade that Dench took from his mentor’s hut before fleeing. The sword, according to the shaman, was taken in a raid years before. He detected some sort of magical influence on it, but was never able to discern what it was. Because the blade was so tarnish and black, none of the tribe’s warriors wanted it, so it sat in the shaman’s hut all these years. Dench took it with the thought of perhaps selling it, but has grown attached to it, as a token of his past.

Tassadan |

@Ebbonard:
Virnal The Eternal:-Your concept is good, but your story is short and sparse. Virnal also has one of the major characteristics of Min-Maxing: two ability scores under 10. I’m not telling you how to make a good character mechanically, just that I am unlikely to pick characters that are built this way.
Azziz “Firebrand”: Much better. This one has a more fleshed out story, and his physical features are quite unconventional.
@Dolgren: Be sure to change your crunch from LoF to Kingmaker. I’d like to know what traits you plan on taking. Recruitment ends on Monday, January 7th at 8:00 PM Eastern Standard Time (US).
@Adrien Riventhorn: Good to see your build! I’ve been receiving a lot of good Summoner characters, though, so if you wanted to switch classes for a better chance, I wouldn’t blame you. Adrien seems well suited for being a rogue or an archer of some kind.
@Drucias Flavius: Crazy-go-nuts backstory. It’s good, but I don’t know how it would fit in to this campaign yet. I’m also not sure how I feel about the “Robot Subtype” thing.
@King Meander: You catch on quick. I look forward to your submission.
@Koldin: Thanks for the clarification.
@Nino: Any Paizo Originating archetype is fine, and as long as no two overlap I’m good with it. For example: A monk could take both the Monk of the Four Winds Archetype and the Maneuver Master Archetype, but couldn’t take the Maneuver Master and Master of Many Styles archetypes together. Make sense?
@Frepply: Cool beans. I like the interpretation of Brigand. Be sure to include a more narrative backstory for Frepply so that I can get a handle on your writing (read: posting) style.
@Vivian: Basically, there are important characters in this campaign who already have experience in the church of Erastil and achieving Paladinhood within it. It is described as an arduous process requiring much training and many oaths, not something that one can just do casually. A Paladin can definitely be on the less austere and more humble end of Lawful Good, he just needs to not contradict the information that is already established in the world. Basically, Paizo reckons that one does not become proficient in all types of armor, martial weapons, and gains specific smiting powers from just being a good guy. [i]After[/] his training, though, he can do whatever he wants. even tilling fields and dressing like a commoner. Erastil is the god of the common man, after all. Don’t get me wrong, I like your character and he’s someone who would be great in this campaign. I just need the facts from his backstory to fit the campaign.
@Sigaldren Roth: Gnomes often come in handy, and the backstory with house Orlovsky is compelling. Tell me more about how Sigaldren became a Witch, of all things. Witches are not exactly a respectable class, so becoming one is usually no small event.
@Hadin “The Pale” Cassoren: Go with patient optimist. I’m not much of one for allowing traits to do things they aren’t meant to do.
@Gerran Ashkenazi: I like it. Skirmisher makes a lot of sense. I have always been skeptical of every ranger becoming a divine spell caster at 4th level. It’s not usually mechanically useful, nor does it make sense with the storylines of most rangers. Catfolk is also a bold, but good choice. Your favored enemy is also well suited to the campaign.
@Dench: Looks good, and no need to apologize for length. Nice inclusion of the black blade.

Drucias Flavius |

About this:
***
@Drucias Flavius: Crazy-go-nuts backstory. It’s good, but I don’t know how it would fit in to this campaign yet. I’m also not sure how I feel about the “Robot Subtype” thing.
***
That would only come into play if somewhere down the line Drucias would be creating golems. Since he would beed to gain the craft wondrous item (minimum 3rd level caster), craft magic arms and armor (minimum 5th level caster) and then craft construct on top of that, I don't know that he would ever take the feat and the earliest possible would be 7th level if he took no other feats. In that case the skill (craft: robot) would just be the justification for how the contstruct body meeting the prerequisites in gold pieces and material was created. IOW, if Drucias had the opportunity to create an iron golem, it would be a robot version.
In fact, many of those things are common in Numeria which is adjacent to the River Kingdoms.
But, I mainly just spent the skill point as part of making the backstory.
I would just as happily change it to craft: machine tools where machine tools are equipment for working on metal such as lathes, grinding tools, etc. Basically, a skill for making the tools that would be important to a gunsmith...a step by step growth toward justifying gaining the gunsmithing feat at a later level and for building an industry for te kingdom as I would see him as a treasurer rather than magister.
Just let me know, it is easy to change.

Gerran Ashkenazi |


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http://paizo.com/threads/rzs2pbre?Looking-for-a-GM-willing-to-run-Kingmaker -or
... i guessing this is move from there...
anyway
i was thinking doing a gobin who is eather a Venkelvore worshiping exile death cleric who is neutral so he can channel heal... or goblin Fire Bomber (Alchemist... or if the death cleric is too harsh i could just go with modified Prof of
Poog of Zarongel from we be goblins..

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@Ebbonard:
Virnal The Eternal:-Your concept is good, but your story is short and sparse. Virnal also has one of the major characteristics of Min-Maxing: two ability scores under 10. I’m not telling you how to make a good character mechanically, just that I am unlikely to pick characters that are built this way.Azziz “Firebrand”: Much better. This one has a more fleshed out story, and his physical features are quite unconventional.
Ok np. I will see if I can adjust virnals ability scores. I adjusted Azziz's ability scores majorly because I dumped three abilities originally :P

Sigaldren Roth |

When asked to demonstrate his skill and usefulness in combat before being sent into the Stolen Lands, Sigaldren was clearly taken aback. Not that this came as a surprise to anyone who saw him. His finely maintained mustache and goatee, his tailored clothing, and his demeanor branded him as pampered noble.
After taking a moment to roll up his sleeves and remove his sash, he stepped up to face his sparing opponent. After a few muttered incantations, his opponent lay on snoring on the ground.
Upon completion of combat test the recruiter asked where he learned his casting abilities.
@Sigaldren Roth: Gnomes often come in handy, and the backstory with house Orlovsky is compelling. Tell me more about how Sigaldren became a Witch, of all things. Witches are not exactly a respectable class, so becoming one is usually no small event.
I've got a couple of ideas on that depending on what better fits your style.
Personally, I usually think of character class being more of an out of character distinction rather than an in character one.
I was envisioning Sigaldren's mother (Audrey's Nanny) as witch of the "village healer" variety. A distinction that helped her get the position of Nanny. While she was never open about her powers she didn't keep them secret. Sigaldren grew up learning the witch's arts from his mother and the diplomatic arts second hand from Audrey.
When Sigaldren and Audrey were kids they would occasional sneak down to the lower town for an "adventure". On one such trip they were set upon by some vicious dogs. They were rescued by kind old witch. Audrey was shaken by the whole ordeal, but Sigaldren was intrigued. From then on Sigaldren would set out in secret to spend time and learn from witch

Vesaana |

@Tassadan: This is Secondsight, with my formal submission. Vesaana's full background is attached to this profile along with basic stats. Dropped strength a bit to up charisma from original build. Here's the rest of the crunch:
Vesaana P'Salek: Ninja 1, Changeling Race (Green Widow), Aln CN
Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 15
Feat: Mother's Gift (Uncanny Resistance)
Traits: Brigand, Magical Talent (Enhanced Diplomacy Spell)
Skills (put a point in each of these): Craft (Alchemy), Bluff, Diplomacy, Acrobatics, Disable Device, Disguise, Knowledge (Local), Perception, Perform (Dance), Stealth. Craft (Alchemy) is for poison-making, if that's the wrong I'll change it.
Weapons and Armor: Leather Armor, 4 daggers. No other weapons currently, but plan to use claws as primary weapons at least early on.
Other Equipment: Backpack, Bedroll, Rations, Flint/Steel, Torch, Inkpen, Journal, Theives' Tools, Belt Pouch, Wooden Cayden Cailean Holy Symbol, and one dose of Dhabba spittle poison. The last costs 50gp's, I can drop it if you don't think she'd have this yet.
Let me know if you want anything else. Hope you pick me!

Wallop Fey |

It looks like there is going to be some serious competition for getting into this path. DM, I've changed Wallop's race from gnome to halfling as it seems to fit better with what I'd like for a back story; what seems to be a key element for selection given the sheer number of applicants. I have started the rewrite and should have it done by Sunday some time.
Cheers,
Wallop

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I adjusted Izzaz's equipment and did an overhaul of Virnal.
He should be much more to your liking now :P
Virnal "The Enternal" Markov
Race: Elf
Class: Internal Alchemist
Alignment: Neutral
Age: 120
Height: 6ft
Weight: 106 lb.
Religion: None
Languages: Common, Elven, Dwarven, Gnome, Orc, Draconic
Abilities:
-Strength: 14 +2
-Dexterity: 12 +1
-Constitution: 14 +2
-Intelligence: 16 +3
-Wisdom: 10 0
-Charisma: 10 0
Saves:
- Fortitude: +6
- Reflex: +3
- Will: 0
Feats:
-Godless Healing: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Traits::
- Resilent: +1 Fortitude on Saves.
- Rostlander: +1 Fortitude on Saves.
Weapons:
- Mace, light 1d6 (x2) 4lb.
Armor/Clothing:
- Wooden Armor +3 AC, 15%, ACP -1 25lb.
- Buckler +1 ac, 5%, ACP -1 5lb.
- Scholars Outfit 6lb.
Other Items:
- Alcehmist Kit 5lb.
- Waterskin 4lb.
- Ration(2) 1lb.
- Backpack 2lb.
- 51gp 1lb
Total: 53lb
Light: 58 or less
Medium: 59–116 lbs.
Heavy: 117–175 lbs.
Breath Mastery: At 1st level, the internal alchemist can
control his breath and the f low of vital energy within his
body. Without preparation, he can hold his breath for a
number of minutes equal to his Constitution score (after
this, he must begin making Constitution checks or risk
suffocation); by spending a full-round action preparing
himself, he can increase this duration to 1 hour per point
of Constitution. The alchemist can survive twice as long
as normal without food or water before he starts to take
penalties. He can put himself into a state of suspended
animation as a move action, and is then unconscious and
appears completely dead; he awakens at a preset time or
in response to a condition set by him when he enters this
state. This ability replaces Throw Anything.
Mutagen: At 1st level, an alchemist discovers how to
create a mutagen that he can imbibe in order to heighten
his physical prowess at the cost of his personality. It
takes 1 hour to brew a dose of mutagen, and once brewed,
it remains potent until used. An alchemist can only
maintain one dose of mutagen at a time—if he brews
a second dose, any existing mutagen becomes inert. As
with an extract or bomb, a mutagen that is not in an
alchemist’s possession becomes inert until an alchemist
picks it up again.
When an alchemist brews a mutagen, he selects one
physical ability score—either Strength, Dexterity, or
Constitution. It’s a standard action to drink a mutagen.
Upon being imbibed, the mutagen causes the alchemist
to grow bulkier and more bestial, granting him a +2
natural armor bonus and a +4 alchemical bonus to the
selected ability score for 10 minutes per alchemist level.
In addition, while the mutagen is in effect, the alchemist
takes a –2 penalty to one of his mental ability scores. If
the mutagen enhances his Strength, it applies a penalty to
his Intelligence. If it enhances his Dexterity, it applies a
penalty to his Wisdom. If it enhances his Constitution, it
applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make
a Fortitude save (DC 10 + 1/2 the alchemist’s level + the
alchemist’s Intelligence modifier) or become nauseated for
1 hour—a non-alchemist can never gain the benefit of a
mutagen, but an alchemist can gain the effects of another
alchemist’s mutagen if he drinks it. (Although if the other
alchemist creates a different mutagen, the effects of the
“stolen” mutagen immediately cease.) The effects of a mutagen
do not stack. Whenever an alchemist drinks a mutagen, the
effects of any previous mutagen immediately end.
Bombs: In addition to magical extracts, alchemists
are adept at swiftly mixing various volatile chemicals
and infusing them with their magical reserves to create
powerful bombs that they can hurl at their enemies. An
alchemist can use a number of bombs each day equal
to his class level + his Intelligence modifier. Bombs
are unstable, and if not used in the round they are
created, they degrade and become inert—their method
of creation prevents large volumes of explosive material
from being created and stored. In order to create a
bomb, the alchemist must use a small vial containing
an ounce of liquid catalyst—the alchemist can create
this liquid catalyst from small amounts of chemicals
from an alchemy lab, and these supplies can be readily
refilled in the same manner as a spellcaster’s component
pouch. Most alchemists create a number of catalyst vials
at the start of the day equal to the total number of bombs
they can create in that day—once created, a catalyst vial
remains usable by the alchemist for years.
Creating and throwing a bomb requires a standard
action that provokes an attack of opportunity. Thrown
bombs have a range of 20 feet and use the Throw Splash
Weapon special attack (see page 202 of the Pathfinder
RPG Core Rulebook). Bombs are considered weapons
and can be selected using feats such as Point-Blank
Shot and Weapon Focus. On a direct hit, an alchemist’s
bomb inf licts 1d6 points of f ire damage + additional
damage equal to the alchemist’s Intelligence modif ier.
The damage of an alchemist’s bomb increases by 1d6
points at every odd-numbered alchemist level (this
bonus damage is not multiplied on a critical hit or by
using feats such as Vital Strike). Splash damage from an
alchemist bomb is always equal to the bomb’s minimum
damage (so if the bomb would deal 2d6+4 points of f ire
damage on a direct hit, its splash damage would be 6
points of f ire damage). Those caught in the splash
damage can attempt a Ref lex save for half damage. The
DC of this save is equal to 10 + 1/2 the alchemist’s level +
the alchemist’s Intelligence modif ier.
Alchemists can learn new types of bombs as discoveries
(see the Discovery ability) as they level up. An alchemist’s
bomb, like an extract, becomes inert if used or carried by
anyone else.
Brew Potion (Ex): At 1st level, alchemists receive Brew
Potion as a bonus feat. An alchemist can brew potions of
any formulae he knows (up to 3rd level), using his alchemist
level as his caster level. The spell must be one that can be
made into a potion. The alchemist does not need to meet
the prerequisites for this feat.
Mutagen (Su): At 1st level, an
- Appraise: +7
- Craft: +4
- Disable Device: +1
- Fly: 0
- Heal: +4
- Knowledge(Arcana): +7
- Knowledge(Nature): +7
- Perception: +4
- Proffesion(Librarian): 0
- Sleight of Hand: +4
- Spellcraft: +3
- Survival: +4
- Use Magic Device: +3
- HP: 8
- AC: 15
- CMD: 12
- CMB: +1
- Init: +1
- BAB: +0
- Speed: 20ft(with armor)
Appearance: You see a stern Elf with a sharp gaze, wearing wooden armor and a buckler.
This Elf of Rostlander grew uo in a poor family, not having much. He was very close to the woods and forest. He spent most of his young life exploring in wooded areas. He would meditate often in the woods honing his soon to be magical skills.
As he went out into the world he found an alchemist looking for an apprentice. It was perfect for him. He found that the knowledge and power he honed in the forest could be easily applied to potions.
He feels very close to nature for he considers it his first home, and his second the small cottage he lived in with his family.
He refuses to harm anything natural or green without good reason. He wears wooden armor and shield to show his bond to nature.
As he starts to further his skills he learns further how to keep himself alive, getting the idea that one day he could keep himself alive indefinetly with the power of nature and science coming together in a loving union.
Izzaz "Firebrand"
Race: Human
Class: Dual-Cursed Oracle
Alignment: Neutral
Age: 23
Height: 5'4ft
Weight: 76 lb.
Religion: Worshipper of many deities, but the Sun and Fire itself is above others.
Languages: Common
Abilities:
-Strength: 8 -1
-Dexterity: 12 +1
-Constitution: 14 +2
-Intelligence: 10 +4
-Wisdom: 16 +3
-Charisma: 16 +3
Saves:
- Fortitude: +2
- Reflex: +1
- Will: +5
Feats:
- Eschew Materials
- Prophetic Visionary: Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success.
Traits::
- Deformed(Burnt face/chest/shoulders): +1 on intimidate checks.
- Bastard: +1 on Will Saves.
Weapons:
-Longspear 1d8 (x3) 9lb.
Armor/Clothing:
-Padded Armor +1 AC, 5%, ACP 0 10lb.
-Peasants Outfit 2lb.
Other Items:
- Waterskin 4lb.
- Ration(2) 1lb.
- Everburning torch 1lb.
- sack 1/2lb.
- gold 57 1lb.
Total: 28.5lb
Light: 26 or less
Medium: 27–53 lbs.
Heavy: 54–80 lbs.
Curses:
- Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
- Wasting[b]: Your body is slowly rotting away.
You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
At 5th level, you are immune to the sickened condition (but not nauseated).
At 10th level, you gain immunity to disease.
At 15th level, you are immune to the nauseated condition.
[b]Mystery(Revelation):
Flame:
-Bonus Spells: burning hands (2nd), resist energy (4th), fireball
(6th), wall of fire (8th), summon monster V (fire elementals
only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud
(16th), fiery body* (18th).
Revelations:
-Molten Skin (Ex): You gain resist fire 5. This resistance
increases to 10 at 5th level and 20 at 11th level. At 17th level,
you gain immunity to fire.
Spells:
0 Level:
- Detect Magic
- Purify Food/Drink
- Read Magic
- Spark
1st Level:
- Burning Disarm
- Sun Metal
- Burning Hands
- Acrobatics: +1
- Climb: -1
- Craft: +0
- Diplomacy: +6
- Heal: +3
- Intimidate: +8
- Knowledge(Religion): +4
- Perform: +3
- Proffesion(Oracle): +7
- Sense Motive: +3
- Spellcraft: +0
- HP: 8
- AC: 12
- CMD: 10
- CMB: -1
- Init: +1
- BAB: +0
- Speed: 20ft(with armor)
Appearance: You see a what appears to be a walking corpse. As his face/chest/shoulders are scarred from horrific burns, he lacks a nose, just holes. And now hair other than slight pathces of gray ato his head. But his hands.... His hands look as if they have suffered even worse burns but have not healed. They appear black with ash and brittle and thin. And the rest of his body looks as if it is a rotting corpse, thin, bony and smelling of rot. He wields a spear and has on mere peasants clothing and padded armor on.
This repulsive man was not always so.... For not much is know before what has happened except for the events that lay before it.
It started with a humble trip with a caravan through the desert, however this was not the best of wonderings the the young male. For it was not long that the caravan realized they were lost and quickly running out of rations and water. All but this young man survived, struggling, crawling, throught the dense heat. Wearing rags at this point and without and food or water that it happened.
He looks up to the sky, on his knees, to ask the gods to help him or slay him... They did both. For as he faced the sky lighting struck his hands and a dense ray of heat that was if the sun itself was channeling itself right at the poor soul. The ray of heat didn't last long, mere mintues that felt like ages to him, however his hands continued to burn thorought the night... Slowly... Slowly burning down it stopped. Though he could feel the fire within himself. The next day as he layed in the sun thought himself slain and cursed by the gods... A rescue caravan set out to find survivers, as a messenger bird was set out in help before the whole party parished. He realized that the gods had not cursed him... But shown him the light, or rather, fire. His wounds was treated, his face slowly healed, though his hands never ceased its burnt condition, nor did his body ever regain its weight lost ffrom near starvation. He realized the gods had marked him. That he was meant to be as he is, as a sign that the fire flows through him.
He know travels the world, spreading the word that is fire. Making his way giving out predictions of the future. He arrives at this land out of mere chance. As he has no real home.

Adrien Riventhorn |

I actually put all the character information down on a character sheet (so it's easier for me to build), but I changed him to a rogue for better chances. I am however going to make him a ranged rogue. I splurged for 10 daggers to be used as throwing weapons, as well as a long bow (if you don't mind all the weaponry). I went with ten because looking in the core rulebook, the illustration shows just over 10 (I think 13-14) and 10 was a nice even number. I'll change the backstory as well, just let me know if you want me to do it in a seperate post, or edit the one I had, and how much more crunch you need from my character.
Edit: After looking over archetypes, I'll be going with Sniper Rogue. I love sniping *Drool*.

Quinn Sancio |

Greetings. I present Cabe Femor for your review. I still have skills, wealth, and equipment to sort out. He isn't very exotic, but the concept really grabbed me as I was considering a character.
Stats and such are in the profile. Here's his background for quick reference.
Cabe watched his father work the fields until his hands were raw from the years of labor. He smiled at his mother after their small meals were finished, cursing himself for not being able to silence the grumble in his stomach. But these days Cabe can no longer look upon the land he and his family have tended for generations with pride. Deep down he knows that no matter how hard he works, he is destined to die as his father did - with nothing to show for his labor - if he stays. If he stays toiling away on lands that are not his own, for crops that some nameless man with a title will profit from, he will have given away the only thing he’s ever truly owned - the strength of his beating heart.
So it is full of hope and with the few things he owns that he is walking into the Stolen Lands. Leading his hard working horse over the last frost of the winter, Cabe looks back only once - to remember his father. How he would stare off into the distance after clearing some bit of debri from his plow. He smiles even now, thinking of how he’ll get to see what is off in that distance.

Tassadan |

Drunk GM comments: YAY!
@Drucias: My apologies, the robot thing was a misunderstanding on my part. I just saw robot subtype at the bottom and was like “Whaaaaaat... is he doing. Is that part of his race? What’s it doing at the bottom of the page. Using it for Golems once you have the prereq. feat is a-okay.
@Hadin: S’all good. You have ‘till Monday, so you have some degree of time to do what you wish. Your character is definitely on my radar, so I won’t forget him.
@Jakob Alexander: I await your submission. As I’ve been telling everyone, there’s no need to rush as all submissions will be treated equally no matter when they pop up.
@Ebonnard: Adjustments in both cases are appreciated.
@Sigaldren: You can definitely have your class be an out-of-character distinction. It’s not like I expect all barbarians to go to Barbarian University where they eventually branch out into a diverse course curriculum of “Raging,” “Totems,” and “GRAH GLO BLOOG FART” (for the True Primitive archetype). In some cases, like an established order such as a deity’s Paladins or Clerics, it’s like that but your witch doesn’t have to be. The one thing that doesn’t change, even in-game, is the fact that to get their spellcasting abilities Witches gain their powers from a patron (usually a source of dark power rather than light) and have a unique relationship and dependency on their familiars that Wizards (and arcane sorcerers, and adepts, and... whoever) don’t. Basically, I want to know where Sigaldren is getting this power. Both your answers are good ones, so whichever you prefer is good.
@Vesaana: It all looks good, I’m just wondering why you’re not taking weapon finesse to begin with. You need to be able to hit in order to deal damage with your claws.
@Wallop: Your race seemed to be fine to me, but I’ll await backstory for further info.
@Dolgren: Good, but you still haven’t mentioned anything about your character’s bloodline. The Undead bloodline is a rather horrifying road to becoming a creature of the grave. If you could tie that into your story, you’d have a formidable and fleshed-out-character. Also at 5’10 and 222 lbs, Dolgren seems kind of overweight. Is he fat?
@Adrien Riventhorn: You should probably put whatever you have info-wise in the “Profile” part of your character alias page. That will hopefully make both our lives easier. Also: Sniper rogue is great, especially since your character is proficient with Longbows. Just remember that you initially have to be within 30 feet to deal sneak-attack damage.