
DM Lil" Eschie |

we MAY need a new arcane character in the next few days.
The trick is that you will play a previous NPC, named Malya Vardigan. She's a human, with a pretty face and could be any arcane class of your choice (minimal age).
Alignement would be Neutral, CN, or CG.
20 points buy, average gold, Core and APG classes and feats only.
2 traits of your choice.
By wednesday (GMT +1), if our actual player don't get active after my PM, i'll choose the new recruit.

Tazo |

Well, here's a proposed Malya - a female enchantress. Trained for years by her parents to know all that a proper and learned person should. But she wants adventure. Has a precious cat.
CN Medium Humanoid (human)
Favored Class (Wizard, +1HP)
Init +2; Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex +0 Armor)
hp 11 (1d6+5)
Fort +1, Ref +2, Will +2
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Offense
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Speed: 30 ft.
Dagger, Cold Iron: -1, 1d4-1/19-20/x2
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Statistics
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Str 08, Dex 14, Con 12, Int 18, Wis 10, Cha 14
BAB +0; CMB -1; CMD 11
Feats: Spell Focus: Enchantment, Toughness, Scribe Scroll, Alertness (when familiar is near)
Traits: Fast-Talker, Highlander
Skills: Bluff +9(1), Diplomacy +4(0), Intimidate +4(0), Knowledge (arcana) +8(1), Knowledge (history) +8(1), Knowledge (local) +8(1), Knowledge (religion) +8(1), Perception +2(0), Sense Motive +2(0), Spellcraft +8(1), Stealth +10(1).
Languages: Common, Celestial, Draconic, Dwarven, Elven
Arcane School: Enchantment (Manipulator)
Enchanting Smile (+2 Enhancement Bonus to Bluff, Diplomacy, Intimidate)
Beguiling Touch (Touch to Charm Monster for 1 round, 7/day)
Opposition Schools: Evocation, Necromancy
Spells Known:
1st: Charm Person, Color Spray, Comprehend Languages, Disguise Self, Grease, Mage Armor, Sleep
Equipment:
Spellbook
Spell Component Pouch (2) (10gp)
Cold-Iron Dagger (4gp)
Backpack (2gp)
Ink (8gp)
Inkpen (1sp)
Bedroll (1sp)
Waterskin (1gp)
Parchment x3 (6sp)
Flint and Steel (1gp)
Baby Girl (Cat familiar)
N Tiny animal
Init +2; Perception +5; low-light vision
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Defense
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AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural armor)
hp 5
Fort +1, Ref +4, Will +3
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Offense
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Speed: 10 ft., fly 40 ft. (average)
Claws x2 +2 (1d2-4)
Bite +2 (1d3-4)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
BAB +0; CMB –2; CMD 3
Skills: Climb +6, Perception +5, Stealth +14
Feats: Weapon Finesse
Special Abilities: Alertness, Improved Evasion; Share Spells; Empathic Link

DM Lil" Eschie |

@Tazo: Overall, a real good character, with just a two notes:
*Beguiling touch should be Dazing touch: you can't charm monsters, but you Daze them as follows on PRD Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
*A cat familiar with a 40 ft fly speed? Really?^^

Jazzai Moonbreaker |

Malya had always been a bit of a people person and the skills came to her naturally. Her family had traveled a lot, when she was younger and it had given her the chance to hone her skills. Another thing she had learned about herself in her travels was she had a huge protective streak. When she started learning magic her focus went into protection and augmentation magic.
Her favorite Item was a Ring her parents had given her and it became her arcane bonded item
Female Human Abjurer 1
CG Medium Humanoid (human)
Favored Class (Wizard, +1HP)
Init +1; Perception +1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex +0 Armor)
hp 11 (1d6+5)
Fort +1, Ref +1Will +3
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Offense
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Speed: 30 ft.
Dagger, Cold Iron: +0, 1d4+0/19-20/x2
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Statistics
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Str 10, Dex 12, [b]Con 13, [b]Int 18, [b]Wis 12, [b]Cha 13
[b]BAB +0; CMB +0; CMD 11
Feats: Scribe Scroll,Combat Casting, Improved Counterspell
Traits: Friend in Every town (+1Know Local and Diplomacy ,<-Class skill) World Traveler (+1 Sense Motive <- Class skill)
Skills:
Bluff +1(0),
Diplomacy +6(1),
Intimidate +4(0),
Knowledge (arcana) +8(1),
Knowledge (history) +4(0),
Knowledge (local) +9(1),
Knowledge (nature) +8(1)
Knowledge (religion) +8(0),
Linquistics +4(0)
Perception +2(1),
Sense Motive +6(1),
Spellcraft +8(1),
Use Magic Device
Languages: Common, Draconic, Dwarven, Elven, Gnome
Arcane School: Abjuration
Opposition Schools: Illusion, Necromancy
School Powers:
Arcane Bond: Ring
Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + yourIntelligence modifier.
Spells Known:
1st:Mage Armor, Sleep, Alarm, Burning Hands, Magic Missle, , Protection from Evil, Featherfall
Equipment:
Spellbook
Spell Component Pouch (2) (10gp)
Cold-Iron Dagger (4gp)
Backpack (2gp)
Ink (8gp)
Inkpen (1sp)
Bedroll (1sp)
Waterskin (1gp)
Parchment x3 (6sp)
Flint and Steel (1gp)

TheGodd*mnShazam |

Would you allow stuff from the new Ultimate Intrigue? I was thinking of doing a Grey Paladin Archetype. Which is a Paladin that can be LN and NG rather than just LG, but he must follow a god that is LG, LN, or NG. He does lose Divine Grace and his auras, and gets Smite Evil at level 2, at level 4 he gets a Smite Foe ability which allows him to take two uses of Smite Evil to smite someone who is Non-Good meaning neutral.
The other idea I had was a Feyspeaker (Ultimate Intrigue) Reincarnated druid, to make a The Doctor style character. The only downside is they both move Wildshape to level 6 rather than 4.