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Xembet Paradeshi (formerly Fizzledom)
Tiefling (Beastbrood) Summoner (Master Summoner) 1
N Small Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1
AC 16, touch 14, flat-footed 12 (+4 Dex, Armor +2)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +3
Resist cold 5, electricity 5, fire 5
DR 3/- vs small piercing ranged weapons (arrows, thrown daggers, shuriken)
Speed 30 ft.
Spell-Like Abilities Darkness (1/day), Summon Monster I (8/day)
Summoner Spells Known (CL 1):
1 (3/day)Grease, Mage Armor (DC 16)
0 (at will) Detect Magic, Guidance, Mage Hand, Open/Close (DC 15)
Str 10, Dex 16, Con 16, Int 14, Wis 13, Cha 19
Base Atk +0; CMB +0; CMD 13
Languages Common, Gnome, Infernal, Sylvan, Varisian
SQ eidolon link, life link, share spells with eidolon
Diplomacy +5
Knowledge (Arcana) +6
Linguistics +6
Ride +7
Spellcraft +6
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summon Monster I (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time while eidolon is present.
Male Quadruped
NE Medium Outsider
Init +2; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 9 (+1)
Fort +3, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee Bite (Bite) +3 (1d6+3/x2)
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Statistics
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Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Cosmopolitan (Diplomacy, UMD)
Skills Acrobatics +2 (+6 jump), Diplomacy +4, Perception +12, Sense Motive +4, Stealth +14
Languages Abyssal, Common, Infernal
SQ mount
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Mount (Ex) The Eidolon can serve as a combat-trained mount.
Often, when he’s seen, it’s on a luxurious chase lounge that appears to be animated. The lounge itself is an outsider gifted to him by his great grandfather that he has made the utmost use out of. He hardly walks anywhere these days and that suits him just fine.
When my heritage surfaced, most of my family abandoned me. They left me to my own devices and seemed surprised that I wasn’t grateful. After all, I’m sure they’d reasoned, they’d left me physically intact.
Shortly afterwards I met my Great Grandfather Mursha made himself known to me. He is a Rakshasa of considerable power. He made me offers, some of which I refused. He gifted me with an item or two. He advised to seek out the professor and to work closely with him. That it would have the impact on my life that I wished.
I listened. I worked for the professor, for a time, as a research assistant and an advisor on certain matters. I moved on to other positions nearby, but appreciated the time spent with the professor. It was very enlightening.
I’m curious what Mursha seeks to gain by my being here.

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I'll show some interest here, depending on what I roll.
4d6 ⇒ (6, 2, 2, 6) = 16=14
4d6 ⇒ (4, 2, 5, 5) = 16=14
4d6 ⇒ (2, 3, 4, 6) = 15=13
4d6 ⇒ (5, 6, 6, 1) = 18=17
4d6 ⇒ (3, 1, 4, 3) = 11=10
4d6 ⇒ (6, 4, 1, 4) = 15=14
31 point, not bad, also, looks like a good start for a monk or another class suffering from MAD, maybe an Undine Flowing Monk?

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Based on Crellan's rolls above, here is Redwyn Roedelli - a Szcarni preistess of Desna.
I've never played Carrion Crown before and am looking forward to this opportunity. Let me know if you have any questions, concerns, or suggestions.
Redwyna Roedelli
Female Human (Varisian) Cleric of Desna(Evangelist) 1
CG Medium Humanoid (human)
Init +2; Senses Perception +7
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +5
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Offense
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Speed 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and
. . starknife -1 (1d4-1/x3)
Special Attacks sermonic performance (standard action) (6 rounds/d, sermonic performance: counterspell, sermonic performance: fascinate (dc 12), sermonic performance: inspire courage +1
Spell-Like Abilities Bit of Luck (6/day)
Cleric (Evangelist) Spells Prepared (CL 1):
1 (2/day) Shield of Faith, True Strike, Magic Stone
0 (at will) Spark (DC 13), Mending, Light
--------------------
Statistics
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Str 9, Dex 10, Con 13, Int 13, Wis 16, Cha 15
Base Atk +0; CMB +0; CMD 10
Feats Extra Channel, Selective Channeling
Traits Chance Savior, Underbridge Dweller (Magnimar)
Skills Acrobatics -2, Bluff +2, Climb -3, Diplomacy +6, Escape Artist -2, Fly -2, Perception +7, Perform (dance) +6, Perform (oratory) +6, Ride -2, Sense Motive +7, Stealth -2, Swim -3
Languages Common, Shoanti, Varisian
SQ aura, domains (luck), public speaker (-4 dc to hear), spontaneous casting
Other Gear Chain shirt, Dagger, Scorpion whip, Backpack (9 @ 14 lbs), Bedroll, Blanket, Canteen, Cooking kit, Desna Holy Symbol, Pocketed scarf, Trail rations (5), Wrist sheath, spring loaded (1 @ 1 lbs), 10 GP, 4 SP
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TRACKED RESOURCES
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Bit of Luck (6/day) (Sp) - 0/6
Dagger - 0/1
Sermonic Performance (standard action) (6 rounds/day) - 0/6
Trail rations - 0/5
Channel Positive Energy - 0/8
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Chance Savior +2 trait bonus on initiative.
Cleric (Evangelist) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Public Speaker (-4 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Selective Channeling Exclude targets from the area of your Channel Energy.
Sermonic Performance (standard action) (7 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
Underbridge Dweller (Magnimar) +2 to Perception checks in dim light.
The sultry beauty of this raven-haired Varisian seems to be right out of a bard’s tale about the dangers of the wandering Varisian temptresses. Dressed in traditional Varisian fashion, the mischievous sparkle in her green eyes is set off by a number of silken colored scarves and bright bangle jewelry. Under the loose scarves and garments, however you get a glance of polished black leather and amongst the jewelry, and hung around her neck is a holy symbol of Desna with a Starknife on her hip. This equipment shows that she is more than an exotic Varisian wanderer, but a priestess of the goddess most revered by the Szcarni. Oddly, the intrigue that she presents seems to compliment her sultry beauty rather than diminish it.
Born into a Szcarni crime family, Redwyna was raised to be an entertainer, a dancer, a grafter. A beautiful girl, she had a bright future likely to be a star attraction and marry a senior member of the community… However, her calling was much greater than that – she was chosen by Desna at an early age and was destined to be greater than her family ever thought.
As a teenager, she took part in the families affairs, but upon seeing her potential the women of the clan took her aside and made certain that she was trained to be one with the goddess and a leader amongst the Szcarni. Today, she ventures forth from her home under the bridge and seeks out adventure to test her mettle and temper her abilities. She keeps contact with the local Szcarni where she finds them, but knows that her quest goes beyond any one family – and she has no intention toward settling down until she reaches her full potential and can serve the Szcarni and Callistria without reservation.
Once recent adventure involved the Professor, whom Redwyna met by chance. The Professor was chasing down Varasian legends of vampires in a rougher section of town when some of the darker Szcarni elements noticed his well-to-do and scholarly appearance. At first, Redwyna mearly watched what looked to be a quick mugging as the Professor was knocked cold with an unseen club to the back of the head. However, after the purse was taken and the issue should have been closed, two of the Szcarni ruffians drew knives to finish the poor scholar. For both the sake of the Szcarni in the area, who would suffer if such a cold-blooded murder were found to occur and for the hapless Professor, Redwyna interceded using her status as priestess of luck and her oratory skills to stop the men in their tracks and convince them that Desna would frown on such an action and a curse of Unluck could be the result. While the purse was gone as the toll of being in the wrong place at the wrong time, Redwyna healed the head wound the Professor had taken and brought him to a local Szcarni Harrower who spun tales of Varisian blood drinkers to satisfy even the Professor's thirst for knowledge.
Redwyna is exactly what she seems to be, a brash, daring, beautiful priestess of the goddess of luck. She doesn’t hide the dangers that lurk beneath her persona and history, instead daring you to trust and see if the potential reward is worth the risk of dealing with her. That said, she has her own strict brand of honor and honesty, common amongst her people. She is entirely trustworthy and loyal once her oath or friendship is given, but perfectly willing to let a fool be taken advantage of – believing firmly that the fool deserves it. In fact, she considers it her duty to take that advantage of that fool as much as it is to fulfill her oath and friendship to those who deserve them. Sharp-tongued, sarcastic, flirtatious, and sincere in her own way Redwyn is a person few forget meeting.

Pezmerga |

Kendra Hawkins
Female Peri-Blooded Aasimar (Emberkin) Sorcerer 1
NG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +0
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Special Attacks heavenly fire (7/day)
Spell-Like Abilities Pyrotechnics (1/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Mage Armor, Burning Hands (DC 16)
0 (at will) Dancing Lights, Ghost Sound (DC 14), Detect Magic, Prestidigitation (DC 14)
--------------------
Statistics
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Str 11, Dex 13, Con 12, Int 14, Wis 7, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Elemental Focus (Fire), Eschew Materials
Traits Pyromancer, Teacher's Pet (Knowledge [religion])
Skills Knowledge (arcana) +6, Knowledge (religion) +8, Perception -1, Spellcraft +8, Use Magic Device +8
Languages Celestial, Common, Draconic, Elven
SQ bloodlines (celestial)
Other Gear 150 GP
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Special Abilities
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Celestial Summoned creatures gain DR 1/evil.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Pyromancer +1 trait bonus on damage rolls for any spell you cast with the fire descriptor.
Teacher's Pet (Knowledge [religion]) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world.
Benefit: You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.
Working on background.

Rafael The Silent |

Updated and fixed (Sorry about that Prof. Rokannon I was kinda sleeping on the job XD):
Arcane:
+Samsaran Bladebond Magus - Wenril - Rafael The Silent
+Tiefling (Breastblood) Summoner - Xembet Paradeshi - twilsemail
+Peri-blooded Aasimar Sorcerer - Kendra Hawkins - pezmerga
+Human Universalist Wizard - Prof. Faradir Rokannon - Camris
Divine
+Human Oracle of Ancestors - Rhia Van Der Geist - Mark Thomas 66
+Human Varisian Cleric of Desna - Redwyna Roedelli - Crelan
Skill
Combat
+Human Varisian Fighter - Brennos Bren Faranon - Ptolmaeus Arvenus
+Dhampir Vampire Paladin (Undead Scourge) - Morbury Dedlock - Javell DeLeon
+Halfling Paladin - Jamir The Swif - Rafael The Silent
Interest:
TrueRepentance
Tie My Shöelace
DM Carpe
Blackacre
Jonas El 'Adan
Dylos

Karna Hawkins |

This is the profile if you wanna link it. I have a backstory started.
Edit: LOL wow I didn't realize that an important NPC shared the same name.. It is actually kinda interesting considering my backstory I am writing up. I was going to go with something Fiery sounding for cliche reasons, but changed it to a more normal name, Kendra. (which was close to the original name, Chardra)
Anyway, I will change it if the GM wishes. :D

Tie My Shöelace |

Updating the list cause I like it. And Alphabetized because I'm weird. :p
Arcane:
+Human Universalist Wizard - Prof. Faradir Rokannon - Camris
+Peri-blooded Aasimar Sorcerer - Kendra Hawkins - pezmerga
+Samsaran Bladebond Magus - Wenril - Rafael The Silent
+Tiefling (Breastblood) Summoner - Xembet Paradeshi - twilsemail
Divine
+Human Varisian Cleric of Desna - Redwyna Roedelli - Crelan
+Human Oracle of Ancestors - Rhia Van Der Geist - Mark Thomas 66
Skill
+Half-elf Detective (Bard) - Jaevin Darjudin - Tie My Shöelace
Combat
+Human Varisian Fighter - Brennos Bren Faranon - Ptolmaeus Arvenus
+Halfling Paladin - Jamir The Swif - Rafael The Silent
+Dhampir Vampire Paladin (Undead Scourge) - Morbury Dedlock - Javell DeLeon
Interest:
TrueRepentance
DM Carpe
Blackacre
Jonas El 'Adan
Dylos

Jaevin Darjudin |
1 person marked this as a favorite. |

Oh and here is my character that I am posting. All the details are in the profile, but here they are as well just because.
Also the back story is kind of long because I tend to get carried away sometimes. >.<
Jaevin Half-Elf Male Bard (Detective) 1
Alignment Neutral Good Deity Shelyn
Init +3; Senses Perception +5, Low-light Vision, Keen Senses
hp 7 (1d8-1)
Str 14, Dex 12, Con 9 (+2 racial), Int 12, Wis 7, Cha 18
BAB +0, CMB +2, CMD +13
Fort -1, Ref +3, Will +0
Spd 30 ft/x4
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 dex)
hp 7 (1d8-1)
SR 0
Fort -1, Ref +3, Will +0
Armor Studded Leather
Shield Buckler
Defensive Abilities Elven Immunities
Spd 30 ft/x4
Melee Whip +2 (1d3+2) 20/x2
Melee Rapier +2 (1d6+2) 18-20/x2
Ranged Shortbow +1 (1d6) 20/x3
Ranged Net -3 (-)
0-Level
•Dancing Lights Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
•Ghost Sound Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
•Mage Hand You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
•Prestidigitation Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
1st-Level
•Grease A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
•Silent Image This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Str 14, Dex 12, Con 9 (+2 racial), Int 12, Wis 7, Cha 18
BAB +0, CMB +2, CMD +13
Feats Armor Proficiency (LIGHT), Combat Expertise, Shield Proficiency, Skill Focus (Perform (comedy))
Skills Bluff +8, Disable Device +5, Knowledge (local) +6, Perception +5, Perform (act) +8, Sense Motive +3, Stealth +5, Use Magic Device +8
SQ Bardic Performance [8]
Traits Dangerously Curious (Magic),Chance Savior
Languages Common
Weapon Whip +2 (1d3+2) 20/x2
Weapon Rapier +2 (1d6+2) 18-20/x2 specialHollowed pommel
Weapon Shortbow +1 (1d6) 20/x3
Weapon Net -3 (-) A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Armor Studded Leather (+3 AC, +5 MaxDex, -1 ACP, 20 lbs)
Shield Buckler (+1 AC, -1ACP, 5 lbs)
Belt
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck
Ring #1
Ring #2
Shoulders
Wrists
Other Equipment
Entertainer’s Outfit 4 lbs
Bedroll 5 lbs
Backpack
• Acid (Flask) 1 lbs (Used in backstory, there is no strikethrough option :()
• Alchemist Fire 1 lbs
• Bell 0 lbs
• Candle 0 lbs
• Chalk 0 lbs
• Charcoal 0 lbs
• Earplugs 0 lbs
• False-Bottomed Cup 0 lbs
• Fishhook 0 lbs
• Flint and Steel 0 lbs
• Holy Water 1 lbs
• Oil 1lbs x3
• Parchment 0 lbs x2
• Paper, Sheet 0 lbs
• Paper, Rice 0 lbs x2
• Paper Candle Firework 0 lbs
• Rations 1 lbs x2
• Sewing Needle 0 lbs
• Tindertwig 0 lbs
• Various bits of torn cloth 0 lbs
• Waterskin 0 lbs
• Wandermeal 0 lbs x12
• Whistle, Signal 0 lbs
• Whistle, Silent 0 lbs
Equipment Weight 50 lbs
Money
0 GP
3 SP
4 CP
-- HALF-ELVEN RACIAL TRAITS --
• Con: +2
• TYPE: Humanoid (Half-elf)
• SIZE: Medium
• ADAPTABILITY: Half-elves receive Skill Focus as a bonus feat at 1st level.
• HUMAN HERITAGE (Constitution) : Half-elves get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
• ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
• KEEN SENSES: Half-elves receive a +2 racial bonus on Perception skill checks.
• LOW-LIGHT VISION: Half-elves can see twice as far as humans in conditions of
dim light.
• ELVEN BLOOD: Half-elves count as elves for any effect related to race.
• HUMAN BLOOD: Half-elves count as Human for any effect related to race.
• MULTITALENTED: Half-elves choose two favored classes at first level.
• Automatic Languages: Common, Elven
• Bonus Languages: Any
-- ARCHETYPES --
- Detective (Bard)
-- CLASS ABILITIES --
• FAVORED CLASS (Bard) : +1 Skill Point.
• BARD CANTRIPS: The bard can cast known 0-level spells without limit.
• BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous
caster. Every bard spell has a verbal component (singing, reciting, or music).
• BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap,
short sword, shortbow, and whip, light armor and shields (except tower shields). No
arcane spell failure in light armor.
• BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 8
rounds. Standard action to start, a free action each round to maintain. Only one
performance at a time. The targets must be able to perceive the performance. A deaf
bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Careful Teamwork (Su): You use performance to keep allies coordinated, alert, and ready for action. All allies within 30 ft gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance.
- Countersong (Su):[/b[ Counters magical effects that depend on sound within 30 ft. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active.
[b] - Distraction (Su): Counters magical effects that depend on sight within 30 ft.
Creatures use the bard’s Perform check result in place of its saving throw each round
countersong is active.
- Fascinate (Sp): Up to 1 creatures within 30 ft able to see and hear the bard,
and able to pay attention to him (i.e., in no danger). The bard must also be able to
see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it
immune for 24 hours. If it fails, the creature sits quietly and listens, for as long
as the bard continues to play and concentrate (up to bard's level in rounds) and takes
-4 on skill checks like Perception.
• DETECTIVE ARCANE INVESTIGATION: These spells are included in the Detective's class spell list: 1st- detect chaos/evil/good/law. 2nd- zone of truth. 3rd- arcane eye, speak with dead, speak with plants. 4th- discern lies. 5th- prying eyes, stone tell. 6th- discern location, find the path, greater prying eyes, moment of prescience.
• EYE FOR DETAIL: You gain a +1 bonus on Knowledge (local), Perception, Sense motive; and Diplomacy checks to Gather Info.
-- GENERAL FEATS --
• SKILL FOCUS (Disable Device): You get a bonus on checks with your focussed skill Disable Device +3.
-- COMBAT FEATS –
• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
• COMBAT EXPERTISE: When making an attack with a melee weapon, you may subtract
1 point from attack rolls and combat maneuver checks and add the same as a dodge bonus
to AC until your next turn.
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties.
-- TRAITS --
• DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you.
•CHANCE SAVIOR: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
• WHIP: A whip deals nonlethal damage. It deals no damage to any creature with an
armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is
treated as a melee weapon with 15 ft reach, though you don't threaten the area into
which you can make an attack. Unlike most other weapons with reach, you can use it
against foes anywhere within your reach (including adjacent foes).Using a whip
provokes an attack of opportunity, just as if you had used a ranged weapon. You can
make trip attacks with a whip. If you are tripped during your own trip attempt, you
can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on
opposed attack rolls made to disarm an opponent (including the roll to keep from being
disarmed if the attack fails).
• NET: A net is used to entangle enemies. When you throw a net, you make a ranged
touch attack against your target. If you hit, the target is entangled. An entangled
creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at
only half speed, and cannot charge or run. If you control the trailing rope by
succeeding on an opposed Strength check while holding it, the entangled creature can
move only within the limits that the rope allows.
• SHORTBOW: You need at least two hands to use a bow, regardless of its size. You can
use a shortbow while mounted. If you have a penalty for low Strength, apply it to
damage rolls when you use a shortbow.
Age 32 Height 6’0” Weight 160 lbs Eyes Greenish-blue Hair Medium Length Auburn, slightly wavey
A glance at Jaevin would not betray his elf heritage but the perceptive would notice that his long scraggly auburn hair sits out a little more than it should around his ears. Perhaps they would also notice that his baggy clothes hang a bit too loosely around his tall figure, as though he hadn’t eaten in weeks. However, his normally beaming face with shining green-blue eyes and fair complexion betray the fact that Jaevin is perfectly healthy. Maybe then will they realize he is a half-elf.
Jaevin’s Human mother was one of the more prominent “employees” at one of the more popular brothels in Caliphas and, as most would suspect, one plus one eventually became two. Even after Jaevin was born his mother continued working long hours into the night. But by no stretch of the imagination was she a bad mother, she certainly could not be called a good mother either, sometimes she was just a little too “enthusiastic” about her work. Nevertheless, she always was able to provide her son with more than enough food and had a nice apartment one of the better wards in the Midland.
As Jaevin started to get older his mother began staying out longer and longer, though never too long for him to really begin worrying. She would always check-in to make sure he was okay at least once a day and leave him cute little notes at home when he was out looking for parts to build toys. Notes that he now regrets he didn’t keep. These toys were quite the contraptions using different compounds to create various effects. Jaevin loved showing his mother all the new things he created while she was out for the week. Commonly he would tell funny stories with the toys, manipulating them with magic and giving them a life of their own. His mother would always be so proud of all the things he made and how every story was more intricate than the last, although she would constantly warn him of using his gift outside of the house because there were many people who would take him away and she would be very very sad if that were to happen to her little boy.
Unfortunately, a few weeks before his tenth birthday his mother did not return home, no notes were left for him when he came back or when he woke up in the morning. Worry started to set in, and by sundown Jaevin was panicking. He knew she worked in middle class district but no idea where exactly. Then he realized he didn’t even know his mom’s name, at least he didn’t think “Mom” was her actual name anyway. Sadly, the story was basically the same everywhere he visited. “Get out of here you pathetic rascal. I work for my money, and ain’t got none to spare for you.” That was echoed everywhere, even though he had plenty of money (well plenty for a child of ten years of age) and was just trying to find where his mother was.
The morning of his tenth birthday held quite the surprise, though not of the good kind. Jaevin awoke to the loud sounds of furniture being moved. He peered out of the small hole his room into the common room and saw four men in the room, two of them talking. “… been nearly a month,” were all the words Jaevin could make out of the huge burly man moving the table. From behind the man, a much shorter man dressed in nice clothes appeared, standing with an air of arrogance and in a snobly accent replied with a smirk, “well Larz, that is what happens when you deal with him.” His demeanor shifted, suddenly anger, “Now hurry up and quit wasting my time you lazy asses! I want to be out of here in time for my lunch date!”
Jaevin tore himself away from the wall and rapidly began stuffing as much as he could into his bag. He then cracked open his door slightly and waited for an opportune time to try and escape. After several minutes Larz started moving the huge dresser from the corner, picking it up as though it were a large chair. As he began headed for the door Jaevin saw his opportunity, he quickly put his plan into motion. The sound of glass shattering in the other room was enough to cause a couple of the men to stop and the big man to hesitate and look back. Then most of the cooking utensils fell from the counter sending up a bit of confusion among the workers. Larz was nearly at the door and the other three were investigating what was going on. Jaevin greased the floor under Larz and bolted from his room. Larz slipped and crashed into the doorway, the dresser splintering both itself and the wall. Leaping at just the right time Jaevin cleared the collapsed Larz and tumbling dresser and into the street. “GET HIM!” yelled the short man, but by the time the others maneuvered through the door Jaevin had disappeared into the crowd of people into one of the surrounding alleys.
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Later that night as Jaevin was looking for a place to sleep for the night a tavern ahead of him burst open and along with a was a roaring applause. A beautiful, probably the most beautiful, woman Jaevin had ever seen moved through the door and two men were working a restraining more than a few drunks that were trying to follow her. “See you all next week. It has been a pleasure,” yelled the woman to everyone as she shut the door. Turning around the woman was shocked to see the tear-stained face of a boy staring up at her. She took a few paces forward towards him but remained several feet away and knelt down pulling her hair behind her ears to reveal the slightly pointed tips. “You look a little upset tonight, would you like to tell me what’s wrong?”
Jaevin just shook head and looked down at his feet.
“It’s okay sweetie, you don’t have to tell me anything at all, I understand. As a matter of fact I grew up just a few streets from here. There is a place run by a few worshipers of Shelyn, they’ll take care of you. Want me to show you were it is?”
Jaevin continued to look at his feet, shifting slightly, and shook his head almost imperceptibly.
“Alright sweetie, I hope you are going to be okay, be careful around here, it isn’t the best of parts. And if you do find you need anything at all I’ll be here next Sunday. Or you can just ask the owner where you can find Liliana. He’ll point you in the right direction.” She said, gesturing to the tavern she just left. She got up and turned to leave, “Good Luck.”
Jaevin watched Liliana walk down the moonlit street, after she was about a hundred yards away he meekly yelled out, “Wait! Show me!” Tears started streaming from his eyes again and he started running, but his feet didn’t seem to cooperate with his head. “Wait!” He yelled again, this time a bit louder, but still she didn’t hear. Jaevin ran faster, and so did his tears, “Come back!” He was much closer now about fifty yards, but then he tripped over a loose stone in the street that he didn’t through his blinding tears. Stumbling he fell hard to the ground tumbling a few feet. He just lay there tears coming out like waterfalls, “wait,” he sobbed, “show me.”
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“Sweeeeetie, do you know where my dancing shoes are? You know the kids will be very disappointed if they don’t get to see your sexy wife dance today!”
“The kids? I’ll be the one who is disappointed if my sexy wife doesn’t dance today. Besides, the kids want to laugh and have fun, they can’t appreciate your beauty quite yet. They are much too young. As for your shoes I have no idea.”
Liliana chuckled, “Well, Jay, more than a few of these kids are older than you were when we first met. AND I quote, ‘You’re cooking is almost as beautiful as you are.’ ”
Jaevin face flushed to bright red, “I don’t remember saying that. How do you remember something like that from what, 21/22 years ago?”
“Because I just do.” A huge smile crossed Liliana’s face as she pulled the shoes from underneath Jaevin’s stuffed backpack. “Now let’s hurry up, those sick kids don’t have all the time in the world like we do. Plus if we have time later we can go visit your favorite orphanage,” A knowing twinkle in her eye.
“Visit?! WE practically live there… STILL live there, kind of. But I must be modest here, the kids absolutely do adore me so,” Jaevin replied, laughing.
“Only because you spoil them rotten with your toys and fancy tricks,” came the returned jest, “anyways they like my cooking better than your toys. So HA!”
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As Jaevin and Liliana walked on their way back home they heard a terrified voice down one of the alleys, “N-no,” Jaevin dashed down and towards the alley, turning the corner he saw a hooded figure hunched over an elderly man on the ground. “You’ve got-you’ve got the wrong guy, I didn’t do anything.” [Unintelligible language] “Yes, I am D-Dr. Lorrimor, but-but I have no idea who y-“ Jaevin tackled the hooded figure to the ground, both tumbling to the far end of the alley nearly into the street on the other side.
The hooded figure got up. “Bad move,” a deep gruff voice resonated out of his cloak. Picking up Jaevin the figure threw him back into the alley against the same wall the Professor Lorrimor was on.
“JAEVIN!!!!” Liliana screamed as she watched her lover fly through the air. The figure looked up, realizing all the commotion going on would summon the guards, and he ran out into the street on the far side and disappeared.
Jaevin stood up shakily and turned to the man still on the ground, “Are you okay sir?”
“Yes, I believe so. That was quite an interesting twist of fate,” said Professor Lorrimor as he got up and dusted off.
“So, what was that about?”
“You know, honestly, I am not quite sure myself. Interesting fellow for sure he was.”
Liliana grabbed Jaevin from behind and whirled him around and started checking him for injuries. Jaevin gently grabbed her hands, “I’m fine Lili, just a bit banged up. I’m still standing, right?” Liliana’s face relaxed a bit and she nodded.
One of the nightwatch came around the corner, sword at the ready, “What’s going on!?”
Jaevin quickly responded before Dr. Lorrimor had the chance to say anything, “Not much, Tarvick, just a petty thief attacking this guy here.”
“Ah Jaevin, good to see you,” replied the guard, putting his sword back into its sheeth. “Normally you are a bit more subtle in your investigations though,” he chuckled.
“Well yes, normally I am, except this wasn’t an investigation, just convenient timing.”
“Haha, alright, if everything is okay here I’ll see you later.”
“Be safe out there Tarvick.”
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“Lili is going to LOVE this,” Jaevin whispered to himself looking over the gorgeous violin in his hand. “I cannot wait to see the look on her face.” Jaevin skipped home through the streets merrily waving at everyone he came across. Jaevin was so excited he practically tore the door from its hinges, “LILI!! GUESS WHAT I GOT TODAY!”
Liliana turned around from the table with a piece of parchment in her hand, “Ooohhhh! Is that what I think it is!?”
Liliana turned around from the table with a piece of parchment in her hand. Her eyes grew twice in size and her jaw slowly fell open, “Ooohhhh! Is that what I think it is!?”
“Of course, silly, what else could you think it was?”
“Wellllll, if you must know, there is this guy who is very good deceptive at times, it could have been one of his little tricks.” Lili retorted with a smile. “Oh and this letter came today, says that Professor Lorrimor has passed away and he personally named you in his will,” she said, handing Jaevin the letter. “You should go and see what it is all about. I guess he didn’t forget about the time that you saved him from that thing in the alley. Just promise me that you will be safe.”
“Of course I promise. I’ll be back before you know it. Tell the kids I will be back next week and have a super show ready for them when I get back, and maybe even souvenirs.”
Jaevin is very clever and can usually get what he wants out of people. He is fairly intelligent and is good at making connections from the information he has. However, he commonly over looks obvious details in a situation and is quick to act before thinking. This has gotten him into thick spots before and has learn how to talk his way out of most situations he gets himself into.
By nature he is a good hearted individual but will manipulate situations to his benefit, so long as it doesn’t cause any malevolence to the average person. Anyone he judges to be below his standards for respect are treated with indifference and sometime even worse than that.

Jonas El 'Adan |

Sorry for the delay took me awhile to settle on a character concept but I believe I am finally ready. I reskinned this old character. Meet the new Jonas El'Aden.
He considers himself a Hunter in the service of Pharasma. He will be using the birthmark trait combined with the False Focus feat from Inner Sea Magic to perform arcane magic using his birthmark giving him in most cases a flavorful eschew material components feat.
It does have the added benefit of replacing expensive material component up to the cost of the Divine Focus to a maximum of 100gp. I was hoping to use this in conjunction with alchemical power components from the adventures armory to perform a few unusual affects while carrying his holy symbol.

Sir Wolfric "Rick" Paxton |

Sir Wolfric Paxton hates being a Paladin.
Being a Paladin means facing, everyday, the undead abominations that ended his life.
____________
Rick Paxton loved his simple life. True, his family was once part of the affluent nobility of the land, but all that was over now.
Rick exulted in the pleasures of a hard day's work, but more than that, he loved coming home to his girls: His wife of 6 years, Rhona, and his 3 month old daughter, Cait. Everything Rick did was for his girls. Then he met the Professor.
Professor Lorrimor happened on Rick one day at the market in Rovengro. Rick was eyeing a fine bow, lamenting the years it would take to save up for such an extravagant: his girls needed nice things, he could make due with an adequate bow.
The Professor bought the bow and gave it to Rick. He just gave it to him! All he said was, "It is a fine weapon sir, put it to good use."
Nearly half a year later, Lorrimor showed up at the Paxton home and asked Rick for 4 days of work. Rick agreed and set out to aid the scholar in an archaeological dig.
This 'archaeological dig sit' turned out to be the tomb of some long dead person of import. Rick refused to enter saying, "I will not disturb those in the lap of the Lady, nor can I see a purpose of going in there...besides robbery."
The Professor had seen the question in Rick's eyes and smiled. ”The only treasure I seek is knowledge.”
Rick had been assuaged if not satisfied by that answer. Not enough so to go into the tomb himself, but enough to know that Pharasma would not judge him for desecrating the dead.
Not long after Lorrimor went down into the crypt did the hairs at the back of Rick’s neck go stiff. He faintly heard the screams of a panicked man coming his way. Suddenly the Professor burst from the tomb with a ghoul close at his heels.
Rick felt the righteous indignation of The Mother of Souls well up inside him at the sight of the undead abomination. In his hand, his bow glowed a pale bluish grey as he bellowed ”You will not trepass among the living tonight. Be gone with you!”
That the voice was not his alone surprised and unnerved Paxton, and more to his astonishment, the creature slinked back from whence it had come.
The Professor stared in awe until Pharasma’s judging power left the bow. He nodded at Rick and the two parted ways.
Not a week later, Rick was coming back from market having sold all the baskets his wife had made. Being in good spirits he bought a bouquet of flowers for Rhona and a wooden horse on wheels for Cait and set off home.
The scene that greeted him murdered the joy in the young man. No less than 3 ghouls had feasted on the brains of his wife and infant daughter. Instinctively, he knew that they would turn so he was forced to burn their remains. He burned down the house too in his grief.
The next morning, Professor Lorrimor found an ashen faced wretch named Wolfric Paxton and pointed him toward his duty and his vengeance; he pointed at the bow in Rick's lap, "It is a fine weapon, Sir. Put it to good use." That day, he became Sir Wolfric Paxton: Paladin of Pharasma and Scourge to the Undead.
He has hated it each day since.
The promise of peace at the end of his days: that he will again see his family keep Rick going. He fights on so others may be spared the devastation he endures each day. He is joyful that he can exact change for good in this forsaken land until Pharasma bids him home.

Viluki |

4d6 ⇒ (6, 5, 4, 2) = 17
4d6 ⇒ (5, 6, 2, 2) = 15
4d6 ⇒ (3, 3, 2, 2) = 10
4d6 ⇒ (2, 3, 5, 2) = 12
4d6 ⇒ (2, 3, 1, 1) = 7
4d6 ⇒ (6, 1, 5, 5) = 17
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).
Familiar Scorpion
patron theme (occult)
Occult: 2nd—detect undead, 4th—command undead, 6th—twilight knife, 8th—black tentacles, 10th—snake staff, 12th—create undead, 14th—waves of exhaustion, 16th—trap the soul, 18th—gate.
race human
stats
str 7
dex 12
con 17
wis 10
int 19 (17+2 race bonus)
cha 15
int+3 (1 from des bonus (i think) and 2 from scorpion familiar), ac 11, hp 1d6 + 3 ⇒ (6) + 3 = 9.
skillpoints 7 per level Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) Spellcraft (Int),Use Magic Device (Cha) and Intimidate.
Spells 0 level four message, detect magic, read magic and arcane mark, 1st level 3 slots (correct me if I am wrong gm) command, sleep and enlarge person.
Hexs Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.
Disguise (Su): A witch can change her appearance for a number of hours equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.
feats Extra Hex, Extra Hex
alignment N, Tethoto does not mind working with others but if betrayed will strike without mercy. He does not actively seek enemies or friends if he acquires enemies he will defeat them. If he acquires friends he will his best to assist them, and will call on them for support if need be.
traits Teachers pet and Dangerously Curious
equipment gp 105, quarterstaff (gp 0), Courtier's outfit (80 gp including the jewelery), scholars outfit (5 gp), waterskins 5 (5 gp) and rations trail 10 (5 gp).
But as fate would have it a guild of wizards incensed by his great power sent forth assassins to kill him. Catching wind of the plot Tethoto quickly signed onto the professors expedition when he stopped at the university. Now Tethoto must acquire great power, knowledge and resources to destroy his rivals and become one of the fabled sorcerer kings of the desert.

Jarik Thanderghast |

This is DM Carpe, presenting Jarik Thanderghast. He's a self deprecating tiefling who hates his tainted blood and comes from a family of monster hunters who hade a deal with a devil long ago during the Shining Crusade to help them fight Tar-Baphon. I'm an active poster who will post at least once per day and likes to drive games forward as much as possible.
Mechanically Jarik's a Magus with the Fiend Flayer archetype, which lets him sacrifice con to increase his arcane pool and eventually summon a blade. I think its pretty fitting since he essentially cuts the taint from himself to fight evil. I'd characterize him as more combat than arcane, and his high con should give him as much hp as most full bab classes.
He has a fondness for loose soft clothing that flows with him as he moves, and generally wears his families blue and purple colors.
Jarik is self deprecating, and often self loathing, feeling himself tainted and constantly questioning his own motivations. Perhaps because of this he is generally a kind and compassionate individual, who longs for the warmth of family and friendship he has never experienced. When it comes to unnatural creatures however, Jarik shows all of his families zeal seeking to expunge his own taint by protecting the people of Ustalav from such scourges.
He has a bad habit of falling hopelessly in love with women and acting the tongue tied fool around them. His normally eloquence vanishing as he finds himself stammering nonsense and blushing furiously. But he keeps trying longing to one day have a true loving family.
My father Sir Varik Thanderghast was chosen by Iomedae, and served her for many years as a Paladin until he was slain defending a village from predation by the restless spawn of Tar-Baphon. I always longed to be chosen, but perhaps my faith was not strong enough, when my Mother died shortly after Father's death it shook my faith in the goddesses good graces, weak and selfish fool that I am. But I sought other means of facing off against the unnatural, Uncle Lyle sent me to study in Caliphas at fourteen where I attempted to become a wizard. But though scholarhood intrigued me I felt naked without a blade in my hand.
It was Professor Lorrimor, and old associate of my fathers who showed me the path of the Magus, to blend spell and sword to bring low evil. A great man. Though he was not suited to the path himself his learning was such that he was able to teach me the rudiments and over the course of his visit I was able to channel my first spell through my blade. I corresponded with him since, and it was always a pleasure to be able to confide in and learn from him. I only hope I can one day repay his kindness.
My family pursue darkness wherever it might be found. Grandmother runs the small estate on the outskirts of Caliphas, and oversees the vineyard and apple orchards that finance our war against the darkness. Uncle Lyle has lost an eye and an arm, having cut off the later to avoid being infected by a werewolf's bite, and Aunt Stenna is a devoted Priestess of Pharasma. For all that I respect them we are a cold family, concerned more with righting old wrongs than taking joy in one another's company. I used to have five cousins, but they all passed away, and only my younger sister, Ileesa - thankfully she shows no signs of the taint I evidence - remains to carry on the family name, and she is engaged to a fine young Lord from Lastwall, whom I have yet to meet.
The taint which is so evident in me, and my Grandmother, is a legacy of a deal my Great Great Grandfather made during The Shining Crusade. Promising to give his first born daughter to a Devil called Jaramal the Beseecher, in exchange for a blade that was a bane to the undead. Well past his prime, with no offspring my ancestor thought he only imperiled his own soul and was willing to sacrifice that to help fight Tar-Baphon and end his evil. The blade helped him distinguish himself and he was heralded as a hero. He took a baron maiden as a wife hoping to cheat Jaramal, but somehow she proved fertile and he bore a daughter. But Jaramal did not come to collect his debt, not until the girl was sixteen years old. He planted his seed in her and commanded that she bear his child saying that by doing so, and keeping the babe his debt would be paid. My family lives in constant fear of Jaramal's dark purpose. And my greatest fear is that some darkness within me could be the fruit of the devil's age old scheme.

Rafael The Silent |

Updated again, there are some really cool characters posted here XD.
Arcane:
+Human Universalist Wizard - Prof. Faradir Rokannon - Camris
+Human Magus - Jonas El Adan - Jonas El Adan
+Peri-blooded Aasimar Sorcerer - Kendra Hawkins - pezmerga
+Samsaran Bladebond Magus - Wenril - Rafael The Silent
+Tiefling (Beastblood) Summoner - Xembet Paradeshi - twilsemail
+Tiefling Magus - Jarik Thanderghast - DM Carpe
Divine
+Human Varisian Cleric of Desna - Redwyna Roedelli - Crelan
+Human Oracle of Ancestors - Rhia Van Der Geist - Mark Thomas 66
Skill
+ Half-elf Detective (Bard) - Jaevin Darjudin - Tie My Shöelace
Combat
+Dhampir Vampire Paladin (Undead Scourge) - Morbury Dedlock - Javell DeLeon
+Halfling Paladin - Jamir The Swif - Rafael The Silent
+Human Varisian Fighter - Brennos Bren Faranon - Ptolmaeus Arvenus
+Human Paladin - Sir Wolfric "Rick" Paxton - Darksmokepuncher
Interest:
TrueRepentance
Blackacre
Dylos

Sir Wolfric "Rick" Paxton |

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I'm not a Pathfinder genius, having only played a handful of times in person and in two doomed PbP campaigns. If I can't figure out a good character direction based on these rolls, I'll run along and let the grown ups play.
STR 4d6 ⇒ (5, 5, 6, 1) = 17 = 16
DEX 4d6 ⇒ (4, 3, 1, 2) = 10 = 9
CON 4d6 ⇒ (4, 5, 4, 3) = 16 = 13
INT 4d6 ⇒ (5, 4, 6, 1) = 16 = 15
WIS 4d6 ⇒ (1, 5, 5, 6) = 17 = 16
CHA 4d6 ⇒ (3, 3, 2, 2) = 10 = 8
Anyone have suggestions?

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OK... I have a concept that I think would work well for both those rolls and the campaign.
Inquisitor of Pharasma
The only problem: I'm afraid it might be beyond my experience level, as I've basically only played combat-based classes without spells.
If there's plenty of patience and advice to go around, I think such a character would be just about ideally suited to this campaign.
Let me know if I should go ahead with creating a character or not, folks.

lexibean |

@Wolfric - Yes I do, and today is that day! Thanks guys, and thanks to the people helping me organize! New apps are closed. I'm going to start organizing apps and making choices, but take your time on any remaining fluff/crunch if you haven't posted it yet.
I love these GM merit badgers ... now lemme go find the right ones...

Jonas El 'Adan |

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@lexibean - the merit badge description is very cool and I hope I get to play along and see how your style plays out.
@Brennos, by the sound of our two acts as saviors of the professor could have been the same event. Perhaps we worked together, or when I became involved you realized how bad things were going and turned on your companion rather than follow through with your mission. Several paths, but makes more sense if it was one event rather than having the Prof be saved by Szcarni on two similar occasions.

Viluki |

Revised stats
4d6 ⇒ (6, 5, 4, 2) = 15
4d6 ⇒ (5, 6, 2, 2) = 13
4d6 ⇒ (3, 3, 2, 2) = 8
4d6 ⇒ (2, 3, 5, 2) = 10
4d6 ⇒ (2, 3, 1, 1) = 6
4d6 ⇒ (6, 1, 5, 5) = 16
str 8
dex 10
con 15
int 18(16+2)
wis 7
cha 13
is this right,GMs ruling on when the same lowest number appears? Yes still getting the hang of this.

Viluki |

So Tethoto had placed a particularly juicy steak on his bait spot and the orc came over delighting at the smell of meat. The Monarch struck fast, but the orc got it first with his greataxe. Both fought and the orc collasped dead from the poison, the scorpion barely alive and easy enough to kill with a crossbow bolt. Then he had carefully, with painstaking precision milked the scorpion's stinger until he had a vial of venom.
The Cobra King had not been any easier target, Tethoto had laid out a dozen rats whose legs had been tied on the sand dune. The Cobra king came...all seven feet of it. But the lure of forbidden knowledge was greater then his fear of death. He grabbed the serpent by the neck and wrestled it until he was able to drain some of it's venom. Then he hit it over the head and ran as fast as he could in a direction away from it...
The Purple Lotus flower was the most difficult part of his hunt, but he succeeded. The Purple Lotus flower only grew in the southern swamps and was tended by a powerful merchant house. This merchant house, the Jihurri did not take kindly to others harvesting their precious crop. But through luck, stealth and a timely bite from one of the serpents that infested the swamp Tethoto got a Purple Lotus flower.
The brewing of the Wisdom of the Lotus was much less tedious then acquiring the ingrediants had been. After tending it, guarding it and nearly sitting on it the potion was ready. Drinking it the taste was delicious like an even sweeter version of honey laced with Red Lotus. He then fell into a waking dream...before him stood a great, black obelisk. At it's base rested two beings, a great scorpion at least twenty feet long and a serpent who's coils seemed to be of infinite length. Then the obelisk ignited in a font of sheer, occult power illumanating the great night time desert more fully then the sun ever could. When he awoke a small, black scorpion rested on his chest. It chattered and he understood it, it was teaching him spells.
The wizard's guild then sent assassins after him and so he retreated to this new land and gain the powers required to become one of the "heathen" sorcerer kings of old, who's name made even the gods fearful.