
Detective Robert Blackhart |

Detective Blackhart, Reporting as requested, sir! *salutes*
Human Investigator 5/Gunslinger 1/Sleepless detective 5/Grand Marshal 1
LN Medium Humanoid (Human)
Init +7 Senses Trapfinding, Perception +18
===Defenses===
AC touch flat-footed
HP 124 (10d8+2d10+24)
Fort +8 Ref 15 Will +11
===Offense===
Speed 30 Ft
Melee ?
Ranged ?
Special Attacks ?
Investigator extracts known
2nd 3/d
1st 4/d
===Statistics===
Str 10 Dex 20 Con 14 Int 18 Wis 17 Cha 10
BAB +9 CMB +9 CMD +15
Feats Awareness, Quick Draw
Skills Diplomacy 15, Intimidate 15, Craft(Alchemy) 19, Know(Local) 19, Perception 18, Sense motive 18, Stealth 20, Disable Device 20, Acrobatics 13, Know (nobility) 19, Sleight of hand 13, Bluff 8, Survival 13
Traits Reactionary; Tactician
Special Qualities Poison use; Swift Alchemy; Studied Strike +1d6; Sneak Attack +2d6; Trapfinding; Trap Sense +1; Poison resistance +4; Studied Combat; Keen Recollection; Poison Lore; Alchemy; Inspiration; Hematomancy 3/d; Eye for Detail; Deductive Examination 3/d; Follow clues; forensic Thaumaturgy; Canny sleuth; Deeds(); Grit; Gunsmithing; Legal Judgement 1/d; Extracts (1st-4/2nd-3); Investigator Talent (Quick Study; Underworld Inspiration)
gear 110,000GP
Under scrutiny of other law enforcement members, Buck Blackhart seems to be one of the best detectives on the force. Avidly worshipping Abadar, the god of law and judgment, he deeply cares about justice, and is beyond loyal to the Crown of Taldor. Buck delights most in catching the less than useful nobles breaking the law. After all, purging the empire of traitors is definitely an implicit part being a guardsman, even more so when you are division chief. While Buck won’t go out of his way to entrap members of the aristocracy, he has absolutely no qualms with putting them in manacles and dragging them to jail in public if the need arises. Publicly Dashing a corrupt senator’s reputation, or that of a Comte or Duke who’s coffers lay dormant in a time of need for the empire brings high esteem to Buck’s division, and to a lesser extent, the Crown.
Buck’s time as Detective Chief Inspector, however, is coming to a close. As of the last year, The Blackhart family is no longer of the lower class. Raised in status and granted wealth, Buck intends to make a name for his newly noble family by providing the Taldorian Empire a much needed service. He intends guide hi family into the annuls of history by weeding out those other nobles who are less than loyal to the empire. His hope is to return Taldor to its once former glory.

Roonfizzle Garnackle |

Made some updates and adjustments, reposting the entire thing at ~95% completion because this thread has blown up. Paizo forums were not happy last night, or tonight for that matter, so I was unable to preview and make sure things were formatting nicely. I'm not going to post as new Alias for this unless selected, but I will start making one, and formatting things into a profile.
Huscarl Carrack Athelstan
10 min background
2: Description: Tall, blond with a multitude of braids, fair skin, gently muscular,
1: concept: When faced with a between a rock and a hard place scenario, the rock should break, and the hard place be dented.
3: Quirk: Enjoys being underestimated, frequently travels unarmored and exposed. Thus far, strangely, no one's taken a shot at his back. This is likely to change during play.
4: Currently between long term assignments, can frequently be found at the Staggering Skald along with many of the Guard, or on duty within the Palace. While more savvy to the dark undertones, thus far he has completely avoided playing politics with the locals.
5: For his first year or two serving as an Ulfen Guard he seemed completely convinced of his own immortality, though over the last three years he's slowly started to actually try and preserve his
life, and not place himself in completely impossible situations. This is a slow change over a deep seated, and much repressed, trauma surrounding a failed will save against a compulsion effect when he was very young, which led to the death of a boyhood friend at the hands of some of the fey that haunt the Land of the Linnorn Kings.
Goals
1: He hopes to kill a Linnorn, or die trying, in the Ulfen way of the Linnorn Kings.
2: I'd like to see Eutropia ascend the throne during the game.
1: (Known) Several secret societies have been trying to quietly recruit Carrack Athelstan over a period of several months. Thus far he has not made a decision one way or another, but nor has be betrayed the trust of the offers made.
2: (Unknown) At least one of the offers is with an ulterior motive of trying to get him killed, ruined, and/or destitute.
1: (Cohort): Elsa, has been exposed to the intrigues of court life only for a few years since her introduction by Carrack three years ago after following him there after their introduction up in the Wold's End Mountains two months prior. Elsa is a gifted healer and telepath, and currently works part time in an infirmary dedicated to the Ulfen Guard.
2: (Friendly): Master at Arms, Huscarl (Name pending), a Senior Ulfen Guard who oversee's some of the day to day assignments for the Guard who's been serving for 10 years.
3: (Unfriendly) Undersecretary of the Treasurer Count Darius Cheliff, had been looking forward to not losing an arm and a leg in the traditional retirement of an Ulfen Guard due to the relatively weak arms of the man in front of him. That is of course, until he walked into the great Vault, and doubled in size. Darius has suggested, several times, that perhaps allowing members of the Ulfen Guard to walk off with whatever they can carry after a mere year's service is a bit excessive to no avail. These days he's started to take a more ... active... hand in ensuring that few Ulfen Guardsmen either retire, or live to enjoy it. Thus far he's managed to cause the death of 4 active members of the Ulfen Guard, and 2 recent retiree's, and has quietly acquired their severance packages.
1: Battle of the Blocked Pass - see background Story. (~3 years ago)
2: Outside of the last few years, he can not remember being happy.
3: During his first year on duty as a Guard while serving with a more experienced Guard, there was an assassination attempt, that only failed because there were two Guards instead of one. Carrack was caught unawares and suffered several near lethal strikes to the kidneys, knees, and skull. He remembers vividly a scent of a strange perfume just before being struck from behind with a poisoned crossbow bolt. The would be assassins did not survive to be questioned.
Str: 14+2 level ups.
Dex: 14+1 level up.
Con: 14
Int: 18+2 Race
Wis: 12
Cha: 12
AC / T / FF
Base 18 / 15 / 16
Armor 32 / 15 / 29
Precog: Def: +1-3 / +1-3 / +0
Force Screen: +4-6 / +4-6 / +4-6
Size+2 -4 / -4 / -2
Fort: 14 = 8 (Base) + 2 ( 5 Con in Armor) + 4 (Cloak)
Ref: 9 = 3 (Base) + 2 (Dex while Medium) + 4 (Cloak)
Will: 13 = 8 (Base) + 1 (Wis) +4 (Cloak)
+1~3 for Precognition: Defensive
HP: 144 base, 180 Armor, 204 Raging Armor.
Rage rds: 6, 9 in Armor
Offense:
Fauchard:
Base: +17/12/7 1d10+6 (2x 1.5, +3 weapon)
PA : +13/8/3 1d10+18 (2x 1.5 str, +3 weapon, +12 PA)
Rage: +19/14/9 1d10+11 (4x1.5 str, +5 wpn)
Rage/PA +15/10/5 1d10+23 (4x1.5 str. 5 wpn, 12 PA)
Enlarged +17/12/7 1d10+9 (4x 1.5, +3 weapon)
E/R/P +15/10/5 1d10+26 (6x1.5 str. +5 wpn, 12 PA)
E/R/P/AA +17/12/7 1d10+29 (8x1.5 str. +5 wpn, 12 PA)
Trip:
Base: +21 (12 BAB, 2 Imp Trip, 2 Ioun, 2 Str, 3 Wpn)
Rage: +25 (12 BAB, 2 Imp Trip, 2 Ioun, 4 Str, 5 Wpn)
E/R : +29 (12 BAB, 2 Imp Trip, 2 Ioun, 6 Str, 5 Wpn + 2 Size) + Size Mods to Target
E/R/A +31 (12 BAB, 2 Imp Trip, 2 Ioun, 8 Str, 5 Wpn + 2 Size) + Size Mods to Target
E/A : +25 (12 BAB, 2 Imp Trip, 2 Ioun, 4 Str, 3 Wpn + 2 Size) + Size Mods to Target
Armor Customizations:
Heavy
Cost - Customization - Basic Loadout. (21 points, 15 base, 1 feats, 2 +3/4 race, 3 gear = 21
0 - Fortification
0 - Stalwart
4 - Hardy x3 (1 free) (+6 Con > 20)
7 - Harness Power Stonex2, Improved, Greater. (ML 9, 4 active slots)
1 - Harness Shard
1 - Powerstone Repository
2 - Improved Armor x2
4 - Improved Damage Reduction x2
2 - Powerful Build
Not active, but typical, 2 points for Augment Suit for 5 rds as a SA and 2 pp.
1 - Darkvision
1 - Evasion
4 - Improved Evasion
2 - Flight
1 - Hardened Strikes
51 PP (24 base, 27 from int)
Slotted options:
Shard x1: Perception +10
Stones @ 10/11 - Active x4: Natural Healing, Precognition: Defensive & Tactical, Force Screen
Precog: Def x1
Force Screen x2
Precog: Tac x2
Nat Heal x1
Minor: Metamorph x1
Corrosive Aura x1
Inevitable Strike x2
Empty Slot
Combat Gear
Adamantine, Furious, Fauchard +3
Crystalline Spaulders +3
Cloak of Resistance +4
Ring of Protection +3
Amulet of Natural Armor +3
Other Gear
Wayfinder, Ebon, slotted with: Opalescent White Pyramid, cracked, (Fauchard).
Potion of Heroism
Sleeves of Many Garments.
2 Pathfinder pouches full of ML 1 power stones and a few shards. (Aka, scrolls, can be slotted as effectively powers known. Can reuse until swapping for a different power, can have at most 2 stones, 1 shard ready to use at any given time.)
Shards:
Perception +10x2 (1 is currently Slotted)
Sense Motive +10x2
Power Stones. All are ML1, 25 gp stones. (If can be used as a L0, it was bought at L1, if ruled as L0 instead, double # on hand.)
Precognition:
Defensive: x20 (1 slotted, active)
+1 insight to AC/SV +1/3pp (1,4,7 - 1,2,3 AC/SV 9 min)
Tactical: x20 (2 slotted, 1 active)
+2 enhance to CMB to trip, +1/2 PP (1,3,5,7,9 - +2,3,4,5,6, 9rds)
Offensive: x20 (0 slotted)
+1 insight to att, +1/3pp (1,4,7 - 1,2,3 att 9 min)
Prescience: Offensive x20 (0 slotted)
+2 damage, +1/3pp (1,4,7 - 2,3,4 damage, 9 min)
Natural Healing x20 (2 slotted, 1 active)
healed 3 hp/pp. (3-27)
Metamorphosis, Minor x20 (1 slotted)
1 + per 2pp - see text. Enhancement OR Ability / + 1/2 for both. 9 min
Corrosive Aura x10 (1 slotted)
1d6 acid aura + 1d6/2pp. 9 rds. 1,3,5,7,9 - d6's 1,2,3,4,5
Force Screen x30 (2 slotted, 1 active)
+4 + 1/4 shield bonus, 9 min, force effect (1,5,9 - 4,5,6 AC)
Know Direction and Location x5 (0 slotted)
0/1 pp. See text.
Inevitable Strike x20 (2 slotted)
1 PP, swift for +5 insight, standard for +20, +2/1pp, can not spend more than 4pp.
Chameleon (0 slotted)
+10 enhancement to stealth, +1/2pp, 90 min
Conceal Thoughts (0 slotted)
+10 bluff (some), and +4 SV vs mind reading 9 hours, circumstance
Feat Plans: B Combat Reflexes, Hu Power Attack, 1 Combat Expertise, 3 Felling Smash, 5 Craft Crystalline Focus, 7 Leadership, 9 Improved Trip, 11 Extra Customization
Skills. All have 12 ranks, and are class skills
Autohypnosis 16
Bluff 16
Craft (Armor) 23 (+3 class bonus)
Diplomacy 16
Knowledge Nobility 20
Knowledge Psionics 20
Perception 16
Sense Motive 16
Spellcraft 20
UMD 16
Trait ideas:
Faith: Focused Discipline: You gain a +2 trait bonus on saving throws against charm and compulsion effects.
Combat: Berserker of the Society: You may use your rage ability for 3 additional rounds per day.
Regional: Thoughtful Wishcrafter: You gain a +2 trait bonus on Sense Motive checks. Furthermore, if you succeed at a DC 25 Sense Motive check prior to making any wish granted by an outsider, you become aware of your wish's potential pitfalls. If you succeed at this check by 5 or more, you figure out how to word your wish in such a way that your words are not twisted. --- Region is Plane of Fire.
story Snippet: 2 years ago a delegation to the City of Brass briefly included the Grand Prince's 3rd niece, twice removed. Carrack was part of a team of 4 Ulfen Guards sent through to try and keep her safe. Their explicit instructions were to ensure the girl survived, no matter what. While there, the retinue spent many hours watching for trouble at various functions, and quickly learned that a favorite game for the locals, was to offer wishes to supplicants, and then twist them horribly. Few survived long enough to know the correct answer is to not play unless you are very, very good, and few, oh so few, were good enough. (Carrack is not good enough, and he knows it)
Cohort: Elsa, Human Female
Vitalist 10 (Most likely Mender method)
Many Details pending point buy for Cohorts.
Wis > Int > Cha > Con > Dex > Str
Feats:
1: Expanded Collective (10/2+2 = 7 members)
Hu: Psionic Talent
3: Network Power
5: Craft Wonder
7: Craft Arms and Armor
9: Enlarged Network (NOT on the SRD, Ultimate Psionics or Psionics Augmented only, have not gotten a confirmation this is ok)
9B: Expanded Knowledge: Slip the Bonds
Basic power load out (picked after rest like a cleric. Can be any level though (Listed after the power))
1 Animal Affinity 2
2 Psionic Revivify 5
3 Physical Acceleration 4
4 Battle Sense 3
5 Detect Compulsion 1
6 Hustle 3
Craft Budget: Based on L7 Leadership. Could have been more with Craft Crystalline Focus, but I didn't spend the entire budget anyway.
Base Budget: 110,000
L7 prespendings: 23,500
L7-12 spending, eligible for Craft discount: 86,500
Items Crafted
Adamantine, Furious, Fauchard +3 (18,157)
Cloak of Resistance +4 (8000) - can not craft +5 till L15.
Crystalline Spaulders +2 (25200)
Amulet of Nat Armor +3 (9000)
Shards (2000)
Sleeves of Many Garmets (100)
Pathfinder Pouch x2 (1000)
Wayfinder, Ebon (9000)
Total Budget remaining 14,043, spent: 72,457
Non Crafted purchases
Ring of Protection +3 (18k)
Opalescent White Pyramid (Fuachard), Cracked. (1500) Has been slotted.
Potion of Heroism x1 (300)
Powerstones - See Section (4,625 in L1 powers)
Thorny Brown Ioun Stone (+2 comp to Trip), Orbiting.
Total purchases: 105632 of 110,000gp. (Remaining current cash - 4368gp)
Cohort Budget: Base Budget: 12750. Crafting Budget (6750, based on L7 heroic NPC, could be 9300 for wonders, did not spend full budget anyway)
Items Crafted
Cloak of Resistance +2 (2k)
Wisdom Headband +2 (2k)
Mithril Shirt +1 (1050)
Dust of Tracelessness x2 (250)
Key of Lock Jamming x2 (400)
Total budget remaining 1050. Spent: 5700
Non crafted Purchases
Non crafted purchases
Sleeves of Many Garments (200)
Elixir of Hiding x2 (500)
Potion of Invisibility (300)
Total Purchases: 6700 of 12750. (Remaining current gold - 6050 gp)
There is a tale that is never told, except in a few small villages up in the Wold's End Mountains a weeks hard travel east from Maheto. The tale is of Carrack Athelstan at the Pass. The little mountain villages, Carrack himself, and only a few others know the tale, and and even then, few know the tale in full.
Twas a day not that long ago, a few months, if that, when young Aran was watching his families goats, and watching the rising sun out over the Whistling Plains and what he saw scared the poor boy near mindless, and off he hopped as fast as his little legs would carry him, over the goat trails only he and his knew, leaving his flock unattended to scatter the mountain side.
As he came over the crest of the little hamlet he called home, he started screaming and yelling and carrying on mostly incoherently, crying "They are coming! They are Coming! We're all going to DIE!" This much each time told, the tales agree on, much of the rest varies time to time, teller to re-teller, but, if one could pull the core of the tale, for the record, it might be something like this.
The elder, one Conrad, slowly came forth and questioned the half mad, delirious child, and the tiny hamlet's population came quickly to realize that marching west towards them through one of the mountain passes was an army, marching, far more than the population of a dozen of the tiny mountain towns. In later days, they would line up those that could not go home, and lose count at over a hundred dead, time and time again.
In the end, Elder Conrad had one more question for the boy. "Did the Sentinel See them?" Knowing that it was the custom of the lowland Princes to send one or more soldiers to keep watch on the
Whistling Plains to the East, for just such an occurrence. One of the other youths was dispatched at a run, and he soon came hustling back from the direction of the Sentinel's rough cabin.
"Elder, the cabin is empty!" proclaimed the boy in minor panic."Then it may be up to us. Gather rocks, slings and runners to the other settlements. We go to the cliffs above this pass, to slow them down as we can."
They gathered what they could, and moved to intercept, hoping against hope. They knew in their hearts, that unless a miracle occurred, or they got a good landslide going, they would be out matched, and out fought quickly, especially if the marching force had any magic users, or ranged weapons.
Some ten to twenty gathered on one cliff and looked down at the encroaching force, like ants below. "They went on forever!" is the ringing refrain told by all, though, when looking down into a narrow mountain ravine, that winds and wends, it's easy to loose "forever" after a mere few hundred yards.
What they found, brought despair, and at the same time, hope. There, below, swarmed the foe, such distant that they could not see who or what, or why. Yet, there, before them, they could see the Blond head of one they knew. The Sentinel they called him. The Sentinel's never stayed long, but they knew his carefully braided brow anywhere. When they crested the ridges, and looked down, they all swear their Sentinel was without armor, holding his polearm casually.
While much of what occurred below is lost to the mists of time, but the tales do recall the following portions from the thunderous challenge from the Sentinel.
"Halt. This way is barred to armed forces. State your business clear."
"I am Huscarl Carrack Athelstan, of the Ulfen Guard and I bar this Pass."
"It matters not, you are clearly insufficient to proceed."
"As I said. None. Shall. Pass."
They say, their Sentinel glowed like the sun, or the moon, or like a cloud of smoke as he bellowed defiance at the approaching army. Regardless of the color, they all agree, by the time he finished thundering that none could pass, he was enveloped in a glowing armor, and 40' tall, and 30' wide, and that his up raised arm, holding his poleaxe high, almost reached the ridge upon which they stood, some 100' feet up.
When some of the younger listeners ask disbelievingly, "How tall?" or "That's impossible!" one of the older listeners always affirms. "I was there, that sounds about right, though, he only grew in size when the army started marching forward again."
The first few ranks that approached were sent flying with a flick of the gigantic blade, but on they came. The townsfolk admit that they just stared for several long minutes, before one dropped the rock he was holding, and this led to an onslaught from above. Later they all claim that the first rock was aimed for an enemy spell caster in the back, instead of just accidentally being dropped on a toe, but with the support above, and the gigantic bade held by the huge figure in front of them, none, indeed, could pass.
When the evening finally fell, and the sound of steel of stone, and stone on steel finished, "We gathered ourselves up, and most of us went home. We sent foolish Aran to gather his goats, and a few down to congratulate and thank the Sentinel."
"What happened next?!" is normally the cry of the listener, "Well, over the next few days, we made efforts to drag the Sentinel down to each of the hamlets he saved. He tried rebuffing our attempts, but at last relented. We think Elsa finally convinced him. And we learned much from him over the week or so that he relented. Why, one of the stories he told, of how his people's leaders are chosen, is my next tale, 'How the Linnorn Kings are Chosen'. Though alas, that Sentinel, Carrack Athelstan, of the Ulfen Guard was soon replaced with another from the lowlands to the West, and so the cycle has continued, one after another."
Were you to ask Carrack himself about his time up in those mountains, and press him hard enough to actually get him to talk about it, he might say, "It was a quiet tour."
Those who know him well, have on occasion, gotten him to tell more of the story, but even to them, he describes it as a "mild scuffle, only a few hundred poorly trained infantry, with no real support. Rabble really." and "If there had been an iota of talent in that group, it might have required some effort. What injuries I took were more luck than skill, though, there were a few magic spells, for a few minutes anyway. Barely better than Apprentice work though."
major Effect used for reference: 9th L Manifestation of Expansion - +2 sizes, 90 minutes, everything else is more or less fluff

Roonfizzle Garnackle |

I finally found some time to read some of Echo's of Glory, and have to say that the flavor of Westport's militia, suggests that it's a really good home away from home for retired Military folks, especially those who are a bit tired of due process/chances of corruption....
Apparently I missed including it above. Actual levels were Aegis 11/Ulfen Guard 1

WabbitHuntr |

Male Aasimar Soulknife (Deadly Fist/WarSoul)1, Monk Master of Many Styles 1, Stalker 4, Psychic Fist 2, Awakened Blade 4
I'm playing a similar version of this character in a slow paced pbp at 1rst level. No way of knowing if we will get very far. Would be great to play him as a high lvl char as that lvl of play is pretty rare.
My darkvision, maxed ranks in Perception, Disable Device and Stealth as well as Trap Spotter rogue talent make me an ideal scout. Once combat is joined I use my unarmed skills with the Path of War maneuvers which provide in combat healing as well as versatility. If there is already another Trap-monkey in the selected party I will reallocate those skills and abilities.
Gareth is an avenging force. Looking for opportunities to make this world better by killing the corrupt and evil predators preying on society. He can detect evil at will and uses that to verify the evil taint within his targets before removing them.
F +17| R +22 | W +26|
Init +12 | Perc +26|
PP 39/39
Maneuvers Readied 9/9
Out of Combat Gareth is in the Eyes of the Crane Stance:
While in this stance, the initiator rolls twice on Perception checks or when attempting to pierce concealment, using the higher of the two rolls. Additionally, he may use detect evil as a spell-like ability at will with a caster level equal to his initiator level.
Once Combat Begins swift action into Stance of the Inner Eye+3 to hit, dam, saves, CMB, +1d6 dam
Male Psionic Path of War Monk
NG Medium Humanoid Perception +26
Lvl: 12 XP
--------------
DEFENSE
--------------
AC29, touch 29, flat footed 25..(+9 Wis, +3Dex, +3 Stance of Inner Eye, +1 deflection, +2 Monk, +1 dodge)
CMD 21
HP188 (178 Class & Con+ 10 Psionic Body)
Fort+17, Ref+22, Will+26 saves include abil mod + 3 insight +3 resistance
-------------
OFFENSE
-------------
Speed50 ft..... 30+20(Monks Robe)
MeleeUnarmed Strike with Stance of the Inner Eye +24/+19 (1d10 +1d6+15/19-20/x2 B,P,S)[+9BAB, +9 WIS, +3 Stance, +3MindBlade] [Damage: 1d10 unarmed strike, +1d6 +3Stance, +9WIS, +3Mindblade]
with Flurry +22/+22/+17 (1d10 +1d6+15/19-20/x2 B,P,S)
Ranged Psychokinetic Discharge +7 (1d6+15/19-20/x2 B,P,S/10 ft max range 10 increments)
-------------
STATISTICS
-------------
Str13,Dex17,Con22,Int10,Wis29, Cha 10
Base Atk+9 ; CMB+18;CMD21
Feats Chosen see feat section
Skills see skills section
Traits, Wisdom in the Flesh (Disable Device),Psionic Knack
Languages Common
Combat Gear unarmed strikes
Mundane Equipment Tent, Blanket, Kit Gear maintenance, Kit Grooming, Kit Monks, Kit Deluxe Dungeoneering
Encumbrance 7lbs vs light load of 27lbs
Coin 5,700
# Item Value / Unit (gp) Weight / Unit (lbs) Bulk Value (gp) Bulk Weight Location
1 Sample Handy Haversack 2,000.00 Back
20 Days Trail Rations 0.50 HH
1 Headband of Inspired Wisdom +6 36,000.00 HeadBand
1 Belt of Physical Might +2 Dex and Con 10,000.00 Waist
1 Synaptic Mask 9,000.00 Head
1 Meld Stone of the Nimble Trickster (custom adding +6 Disable Device) to the Normal +8 Acro, +6 Escape and Stealth 4,040.00 in Synaptic Mask
1 Cloak of Resistance +3 9,000.00 Shoulders
1 Sleeves of Many Garments 200.00
1 Travelers Any Tool 250.00
1 Ioun Torch Heightened to 4th lvl 100.00
1 Gloves of Reconnaissance 2,000.00 Hands
1 Robe Monks(custom add speed +4000) 17,000.00 Body
1 Lens of Detection (custom Third Eye form, same price just cooler) +5 Perc and Survival 3,500.00 Eyes
0 0.00 neck
1 Wayfinder Standard 500.00 slotless
1 Ioun Stone Clear Spindle 4,000.00 slotless
1 Pearly White Spindle Cracked (regen 1hp/hr) 3,400.00 wayfinder
1 Ring of Protection +1 2,000.00
1 Masterwork Thieves Tools 200.00
1 Tools Thieves Extenders 70.00
1 Quick Runners Shirt 1,000.00 chest
---------------
Drawbacks none
----------------
--------------------
Racial Abilities
--------------------
Race Traits
------------------
Aasimar Archon-Blooded: +2 Con & Wis, +2 racial bonus to Intimidate &Sense Motive, spell like ability Continual Flame 1/day
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for humanwithout using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
--------------------
Special Abilities
Soulknife Warsoul and Deadly Fist Archetypes lvl 1
Empowered Strikes"At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.
This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon."
Flurry of Fists Blade SkillWhen making unarmed attacks and making a full attack, the soulknife can make one additional attack at her highest attack bonus, but all attacks in the full attack suffer a -2 penalty to the attack roll. This extra attack does not stack with abilities that grant additional attacks, such as Two-Weapon Fighting, Flurry of Blows, or other such effects. The soulknife must have the Improved Unarmed Strike feat in order to select this blade skill.
Enhanced Strikes "The deadly fist's empowered strikes are improved like a standard soulknife's mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist's unarmed attacks, rather than to a weapon.
This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements."
Psychokinetic Discharge "A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks.
The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them.
Path of War Maneuvers
3 known
3 readied
1 stance
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Monk Master of Many Styles lvl 1
Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
This ability replaces flurry of blows.
AC Bonus
When unarmored and unencumbered, the monk adds hisWisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his fullStrength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damageinstead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damagewhile grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk
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Stalker lvls 1-4
Maneuvers[/]
See maneuvers section
[b]Ki Pool
At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1).
At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives.
Deadly Strike +1d6
The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage.
Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment.
Combat Insight
At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp.
At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdommodifier to his initiative score and to Reflex saving throws as an insight bonus.
At 4th level, the heightened perceptions of the stalker allow him to know when his prey could get the jump on him, granting him the uncanny dodge class feature (see rogue class for details).
Dodge Bonus
The stalker's heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add hisWisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.
Stalker Arts
Combat Precognition (Su) The stalker designates his combat senses towards his opponents and gains momentary flashes of insight into how to defend himself against them. Spending one point of ki as an immediate actionforces opponents who attack the stalker to roll their attack rolls twice and take the worse of the two results due to the stalker's precognitive abilities. This art has a duration of 1 + the stalker's Wisdom modifier in rounds.
Evasion (Ex) A stalker can avoid damage from many area-effect attacks by channeling his ki into his reflexes. If a stalker makes a successful Reflexsaving throw against an attack that normally deals half damage on a successful Reflex save he instead takes no damage. Evasion can be used only if a stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.
Rogue Talent : Trap Spotter, Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
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Psychic Fist lvls 1-2
Monk Abilities
A psychic fist’s class levels stack with his monk levels for the purpose of determining his unarmed damage, bonuses to Armor Class, unarmored speed, and flurry of blows. His class levels do not apply to other monk abilities such as slow fall, ki strike abilities, and so on.
Manifesting
A psychic fist gains manifesting ability if he did not already have it. His power points per day, powers known, and maximum power level known are given onTable: The Psychic Fist. He chooses his powers from the Psychic warrior power list. To learn or manifest a power, he must have a Wisdom score of at least 10 + the power’s level, the save DCs for his powers are Wisdom-based, and he uses his Wisdom score to determine bonus power points.
Ki Power
Upon achieving 2nd level, a psychic fist adds 1/2 his psychic fist level to hismonk level to determine the number of points in his ki pool and the effect of his ki strike.
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Awakened Blade lvls 1-4
Maneuvers[/]
See maneuvers section
[b]Powers Known
At every level but 1st and 6th, an awakened blade gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of awakened blade to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
Situational Awareness
At 1st level, awakened blades open their minds to the myriad of potential futures that could lead to his victory in battle and to his continued defense. Similar in effect to the danger sense psionic power, the character adds half his class level (rounded down, minimum of +1) to his initiative rolls as an insight bonus. He may also add this bonus to his AC as a dodge bonus or Reflex saves to avoid traps and their attacks. This bonus stacks with bonuses gained from the trap sense class feature. At 3rd level, the character gains the benefits of the uncanny dodge ability. At 9th level, the character gains the improved uncanny dodge ability.
Deep Focus
The character gains the Deep Focus psionic feat as a bonus feat at 1st level.
Path of the Warrior
If the character possessed levels in thesoulknife base class, then the awakened blade counts all levels in this class as +1 to existing manifester level with regards to a soulknife's mind blade enhancement bonus.
Stance of the Inner Eye +3 to hit, dam ac, saves, CMB, +1d6 dam
At 2nd level, the awakened blade's precognitive abilities blend with his martial prowess to unlock an inner eye within his mind, all-seeing and hyper-aware of the dangers that surround him and ways to combat them. This inner sense allows the awakened blade to react to danger quickly, guide his attacks around the defenses of his enemies, and to land fierce blows as his mind traces out the myriad scenarios that could play out between himself and his foes. To enter this stance, as a swift action the awakened blade abandons a martial stance he is currently using. While in this stance, the character gains a +1 insight bonusfor every three initiator levels he possesses (minimum +1) to his AC, attack and damage rolls, CMB checks, and to all saving throws. If caught in a situation where the character would be denied his Dexterity bonus, these bonuses do not apply. The character inflicts an additional 1d6 points of damage while in this stance at 2nd level, and this damage bonus improves to 2d6 points of damage at 7th level. This bonus damage is precision based, and creatures not subject to critical hits are immune to this additional damage.
Bonus Psionic Feat
The awakened blade gains a bonus combat feat or psionic feat of his choice at 4th level. He gains an additional bonus combat feat or psionic feat of his choice at 8th level. The character must meet all prerequisites for this feat to select it.
.
Lvl 1 Improved Unarmed Strike (from Deadly Fist archetype replaces lvl 1 bonus feat)
Lvl 1 Flurry of Fists Blade Skill (from Deadly Fist archetype)
Lvl 1 Wild Talent (Soulknife BF)
Lvl 1 Chosen Feat: Psionic Body(5 Psionic feats x2 =10 bonus HP)
Lvl 1 DM Extra Feat lvl 1 Bonus Feat: Psionic Fist
Lvl 2 Master of Many Styles bonus feat: Pummeling Style
Lvl 3 Chosen Feat: Extra Blade Skill(Focused Offense)
Lvl 5 Chosen Feat: Extra Stalker Art(Trap Spotter)
Lvl 7 Chosen Feat: Psionic Meditation
Lvl 9 Chosen Feat: TBD
Lvl 11 Chosen Feat: TBD
Lvl 12 Awakened Blade Bonus Feat: Fighters Blade(+4 lvls to mind blade)
Skills
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Acrobatics*(Dex)____+20{+6rank,+3Dex, +8Comp,+3 Class}
Autohypnosis*(Wis)____+16{+4rank,+9Wis, +3 Class}
Appraise(Int)____+0{+0rank,+0Int}
Bluff(Cha)____+0{+0rank,+0Cha}
Climb*(Str)____+3{+1rank,-1Str, +3 Class}
Craft (Int)____+0{+0rank,+0Int}
Diplomacy(Cha)____+0{+0rank,+-1Cha, +3 Class}
Disable Device____+27{+12rank,+9Wis +6Comp}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+9{+3rank,+3Dex +3Class}
Fly*(Dex)____+4{+1rank,+3Dex}
Handle Animal (Wis)____+0{+0rank,+0Wis]
Heal(Wis)____+13{+1rank,+9Wis, +3Class}
Intimidate(Cha)____+2{+0rank,+0Cha,+2 racial}
Knowledge (Arcana)(Int)____+0{+0rank,+0Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
Knowledge (Geography)(Int)____+0{+0rank,+0Int}
Knowledge (History)(Int)____+0{+0rank,+0Int}
Knowledge (Local)(Int)____+4{+1rank,+0Int, +3Class}
Knowledge (Nature)(Int)____+4{+1rank,+0Int, +3Class}
Knowledge (Nobility)(Int)____+0{+0rank,+0Int}
Knowledge (Planes) (Int)____+0{+0rank,+0Int}
Knowledge (Psionics) (Int)____+6{+3rank,+0Int,+3 Class}
Knowledge (Martial) (Int)____+6{+3rank,+0Int,+3 Class}
Knowledge (Religion) (Int)____+4{+1rank,+0Int, +3Class}
Linguistics(Int)____+0{+0rank,+0Int}
Perception(Wis)____+29{+12rank,+9Wis, +3Class, +5Comp}
Perform(Cha)____+0{+0rank,+0Cha}
Profession(Wis)____+0{+0rank,+0Wis}
Ride*(Dex)____+7{+1rank,+3Dex, +3Class}
Sense Motive(Wis)____+13{+1rank,+9Wis, +3 Class}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Spellcraft(Int)____+4{+1rank,+0Int, +3Class}
Stealth* (Dex)____+24{+12rank,+3Dex,+3Class, +6Comp}
Survival(Wis)____+12/17{+3rank,+9Wis, +5Comp when tracking}
Swim*(Str)____+5{+1rank,+1Str, +3 Class}
Use Magic Device(Cha)____+0{+0rank,+0Cha}
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
PP
2 Wild Talent
15 Psychic Fist Lvl 5
22 Wis Bonus
TOTAL 39pp ---------------------------
Psychic Fist ML 5 (7 w/Psionic Knack trait)
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Powers Known 5 Talents Known2+2 bonus
0 My Light
0 Detect Psionics (bonus Talent for knowing Precognition Offensive)
0 Float
0 Far Hand (bonus talent for knowing Inertial Armor)
1rst Precognition, Offensive = Path Power freely manifest by expending Psi Focus
1rst Precognition Defensive
1rst Inertial Armor
2nd to be chosen
3rd to be chosen
.
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Summary
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DisciplinesBroken Blade, Solar Wind, Veiled Moon,
Thrashing Dragon, Silver Crane*
*=accessed via Martial Traditions
Maneuvers Known 14 Readied 9 Stances 4 IL 10
Stances 1rst Pugilist Stance, 1rst Eyes of the Crane, 2 more and Awakened Blade Stance : Stance of the Inner Eye
Remaining Stances and Maneuvers to be selected if Chosen. There will be a heavy focus on Silver Crane maneuvers
Psionic Knack- Pick a class with a manifester level when you gain this trait—your manifester level in that class gains a +2 trait bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. You must have a level in the class chosen to gain this benefit.
Wisdom in the Flesh Disable Device
Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.
Benefits: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.
As an Aasimar orphan growing up in in Lastwall I have a great respect for the Paladins of Iomedae and Ragathiel. But I realized that fighting in their manner with heavy blade and armor would never be physically possible for me. I despaired that I would never find a way to answer the calling I had in my heart to combat evil. One day while taking a break from my chores at the temple of Iomedae I happened to come across a man dressed as a beggar who asked me to run down to the fountain in the circle and fetch him water. I complied as was my nature. I had passed Master Tariel’s first test.
Master Tariel was newly arrived in Lastwall on his way to a small monastery outside the city limits. It was there that I learned to harness my body mind and soul to one purpose. The fighting style is that of unarmed Strikes through the Path of War combined the discipline to sheath my body with my Will (Mind Blade) making my attacks more effective.
Disciples of the Silver Crane are men and women for whom the power of the celestial and divine flow into the arts of their blade. The Silver Crane is a goodly discipline and may only be learned and used by those who have a good alignment who are inspired by the teachings of good aligned outsiders. It focuses on strong strikes designed to combat evil, celestial insights, and combat-predictions to defeat foes and enable the initiator and his allies to endure the hardships of battle against the forces of evil.
Being trained as an unarmed warrior, I have been taught to know the value of Stealth and Surprise. While I respect the Paladins of Lastwall that I have grown up and trained with. And as much as our goals may be the same, I am much more flexible in my tactics used to get there. Stealth and striking from the shadows is no less honorable than calling out your enemy to the field of battle.
As long as your enemy is Evil they deserve no honor or respect. If they feel uneasy in the dark worried that I may be waiting to strike them down from the darkness, then so much the better.
I filled many roles with the Defenders of the Lastwall. . My darkvision, maxed ranks in Perception, Disable Device and Stealth as well as Trap Spotter rogue talent make me an ideal scout. Once combat is joined I use my unarmed skills with the Path of War maneuvers which provide in combat healing as well as versatility.
Gareths tactics tend to be exemplified by the Lords of the Wheel Spring Sect with whom he has trained. "Spring is responsible for promoting growth in places that have been gripped by despair and suffering, and claims good-aligned Lords as its soldiers. Spring’s servants normally solve the immediate problem first, murdering gang lords, corrupt politicians, diabolic cults, and other sources of evil, and then back up the removal of evil by bolstering the area’s hope. It is not uncommon to find Spring soldiers (covertly, of course) bolstering local economies by introducing fresh money, volunteering at hospitals, providing magical items or services at cost, or training militia"
Gareth has spent the past year as a guest instructor at the Order of the Stalwart Fist. This settlement is nestled in the World's Edge Mountains, and overlooks the lands of the empire all the way to the Inner Sea.
The Monastery of the Seven Forms is home to a group of monks known as the Order of the Stalwart Fist. They teach a fighting style that combines Tian and Qadiran combat techniques; this style has achieved some level of popularity, and entrance into the monastery involves a lengthy waiting period as a result.
He has been familiarizing himself with the area to learn how he may best effect some positive change in this troubled land.
Go to Riven Hourglass Discipline..
Go to Deadly Fist Archetype..
Go to WarSoul.
Go to Psionic Talents..

thunderbeard |

1. How are you avoiding the lawful requirement to be a monk?
2. Wisdom of the Flesh generally requires you to be a devout worshipper of Irori, or a similar philosophy. Generally not a problem for a monk, but it's something worth thinking about.
3. You can't use a style feat outside combat, unless you're about to start a fight.
4. Where are you getting the increased critical range on your fists? I probably just missed it.
5. You might want to consider taking a second level in Soulknife for Focused Offense, which lets you use Wis instead of Str for +Hit and Damage.

Phoenix Hunter |

I need confirmation to use the the "Everloaded" item enchantment. It's a 3rd party +2 Weapon enchantment that does exactly the same as the "Endless Ammunition" +2 enchantment, but can be applied to firearms.
I'm also in the middle of creating my Cohort who is not just an item creation monkey.
Also, need to clear an intelligent item:
+4Studded Leather Armor
LN
EGO(10)
Int 17
Empathy, Senses 30ft, Read magic
Zone of Truth 3/D
Purpose, to defeat CE Creatures
Can detect special purpose foes in 60 ft
I'll have my character and his cohort completed by the end of the day today (I'm mountain time, so it's almost noon by the time I'm posting this).

Ioame de Iseld |

Character reference picture... http://fc08.deviantart.net/fs13/f/2007/036/b/7/sorceress_by_kir_tat.jpg
Crunch
True-neutral Words-of-Power Sorceress 12, Crossblooded Arcane and Abyssal (Brutal) Bloodlines...
Ioame de Iseld
True Neutral Words-of-Power Sorceress 12
Medium Humanoid (Human)
Init +2; Senses Darkvision 60ft, Sense Motive +3, Perception +8 (+10 to spot stonework details, checks always active within 10ft).
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Defence
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AC 17, touch 16, flat-footed 11
hp 12(d6+3) Max = 108hp
Fort +7, Ref +7, Will +5 (+17 vs compulsion, charm);
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Offence
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Speed 30ft
Melee Mace -1 (1d6-1/x2), Dagger -1 (1d4-1 19-20/x2)
Ranged Masterwork Crossbow +4 (1d8/19-20 x2)
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Statistics
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Str 8 Dex 14+2=16 Con 14+2=16 Int 18 Wis 8 Cha 22+5+6=33 (+3 levels, +2 human)
BAB +6/+1; CMB +5; CMD 17
Familiar: Quasit
Bloodline Feat: Augment Summoning
Feats: Spell Focus: Conjouration, Great Spell Focus: Conjouration, Spell Specialisation, Improved Familiar, Intensify Spell, Leadership, Selective Spell, Extra Traits 8/8 (6 level, 1 first-level, 1 human)
Bloodline arcane: Arcane bloodline arcana, increase DC with metamagic; Abyssal additional DR for summoned creatures.
Bloodline powers: 1st Level (arcane, arcane bond, familiar), 3rd Level (arcane, metamagic adept), 9th Level (arcane, New Arcana), 15th Level (abyssal, added summonings, accessed with Robe of Power)
Traits: Precocious Spellcaster (Taldor), Magical Lineage (Racial), Extremely Fashionable (Equipment), Irrepressible (Faith, cha for saves vs. charm and compulsion), Suspicious (social)
Skills +8 (+1+4+3) Appraise, +30 (+12+10+3+1+1+3) Bluff, +18 (+10+3+3+1) Fly, +18 (+1+10+3+3+1) Intimidate, +8 (+1+4+3) Knowledge (arcana), +8 (+1+4+3) Knowledge (planes), +8 (+1+4+3) Knowledge (nobility), +20 (+12+4+3+1) Spellcraft, +28 (+12+10+3+3) Use Magic Device, +31 (+12+10+3+3+1+2) Diplomacy, +17 (+12-1+3+1+2) Sense Motive (72/72)
Human bonus spells, 3x zeroth, 2x first, 2x second, 2x third, 2x fourth, 1x fifth
Spells known zeroth 8, first 4, second 4, third 3, fourth 2, fifth 1
Spells known:
Zeroth level: Sense Magic, Decipher, Cramp, Echo, Lift, Spark, Flame Jet, Acid Burn, Cold Snap
First Level: Wrack, Fog Bank, Friendship, Burning Flash, Lock Ward, Glide OR Align Shield
Second Level: Frost Fingers, Accellerate, Disappear, Enhance Form, Energy Resist, Decellerate
Third Level: Torture, Servitor III, Dimension Hop, Fire Blast, Paralyse Humanoid
Fourth Level: Ice Wall, Terror, Acid Wave, Bestial Form
Fifth Level: Corrosive Bolt, Mass; Servitor V
Equipment:
Mansion, 5160gp, http://paizo.com/pathfinderRPG/prd/ultimateCampaign/downtime/buildingsAndOr ganizations.html
Body-slotted: Robe of Arcane Heritage (body, crafted, 8,000gp), Headband of Aerial Agility (forehead, crafted, 40,500gp), Fogcutting Lenses (eyes, crafted, 4,000gp), Belt of Might +2 Dex+Con (belt, crafted, 5000gp), Cloak of Resistance +2 (shoulders, crafted, 2,000gp), Sleeves of Many Garments (arms, crafted, 100gp) + Armoured Kilt +1 (1,020gp), Ring of Protection +1 (left ring, crafted, 1,000gp), Amulet of Natural Armor (neck, crafted, 1,000gp), Circlet of Persuasion (forehead, crafted, 2,250gp), Lesser Metamagic Rod of Extend (weapon, crafted, 1,500gp).
Unslotted: Clear Spindle Ioun Stone (not required to eat, 4000gp); Wayfarer (clear spindle slotted, protection from evil, 500gp); Traveler's any-tool (250gp); Page of Spell Knowledge (Infernal Healing, 1000gp), Page of Spell Knowledge (Mage Armor, 1000gp), Handy Haversack (crafted, 1000gp), Ioun Torch (75gp), Pearl of Power level 1 (crafted, 500gp)
Damaged Ioun Stones: Cracked Orange Prism Ioun Stone (one additional 0th level spell, 1000gp), Dark Blue Cracked +1 Perception and Sense Motive (400gp), Deep Red Cracked +1 Fly (200gp), Dusty Rose Cracked +1 Initiative Check (500gp), Incadescent Blue Cracked +1 Sense Motive (200gp), Mulberry Cracked (+1 Diplomacy and Bluff), Pink and Green Cracked (+1 Diplo skill), Scarlet and Blue Cracked (+1 Spellcraft).
For Familiar – Gloves of Reconissance (crafted, 1000gp), Pink and Green Cracked Ioun Stone (+1 use magic device)
For cohort sibling – Scarlet and Blue Cracked Ioun Stone (+1 Spellcraft)
Wands: Wand of Cure Light Wounds, Wand of Enlarge Person, Wand of Longstrider, Wand of Touch of the Sea, Wand of Disguise Self, Wand of Unseen Servant, Wand of Obscuring Mist, Wand of Message, Wand of Silent Image (all crafted, 3,375gp).
Permanent Spells cast upon her: Tongues (7,950gp), Arcane Sight (7,950gp), Darkvision (5,200gp)
Total Crafted, 70,725gp, other 38,135gp, total 109,230 gp
Loose gp remaining – 635gp
Fluff
True-neutral Words-of-Power Sorceress 12, Crossblooded Arcane and Abyssal Bloodlines... the rest of her crunch will be forthcoming.
Ioame de Iseld is a noblewoman of Taldor of high-born lineage. Her family's claim lies in lost Cheliax, in the rich lowlands around river whose name they bear (or which bears theirs, according to family legend, beyond their reach for generations, and the family has been sadly reduce in the centuries that followed. In those five-hundred plus years, many schemes were concocted to restore their wealth and prestige, including an ill-considered dalliance and congress with demonic forces that have tainted the family's arcane blood. House de Iseld – such as remains - guards its knowledge of Wordspells jealously amongst the arcanely-obsessed nobles of Taldor.
In recent times, a shadow of its former self, Ioame's elder brother and sister chose to seize by main magical force the lands of a minor rebellious noble who betrayed Taldor through their opposition to Grand Prince Stavian III. In the battle, both Ioame's elder siblings were slain, leaving her and her younger sister Iohanna the sole heirs to their house. Somewhat at Ioame's direction, Iohanna has taken a more peaceful path, one that has led to a more traditional wizardly career optimised for rare and powerful item-crafting, both protecting her sister and reducing the potential threat she poses.
Ten-minute background (which I have not once managed to complete in ten minutes, but...)
Things about Ioame...
1) Ioame is the heir of a noble family, whose lands have been lost in Cheliax. Her earlier career has substantially helped the family rise in prominance and power.
2) Ioame is secretive and seductive. Power-games were common between her and her elder siblings, and she's slow to trust and quick to manipulate. Taldor's primogenature laws don't make this any easier for her, since her hand in marriage would come with considerable wealth and power – including over her.
3) The de Iseld family turned to demonic aid to regain their power at some point after the even-tongued-conquest. Demonic blood mixes with arcane human heritage in her veins. She herself has had dealings with demons, though she tries to shield her younger sister from this. The family guards its wordspell magic – passed exclusively through the maternal line - ferociously, though she is almost its last heir, as she's prevented and protected her sister from training in it.
4) Shortly after their mother's death, and the loss of her restraining influence, she was drawn into the plan of her sorcerous elder sister Ioknur and her landless-knight brother Iosif. Led by Ioknur, the eldest of them, the three determined to sieze the lands of a minor noble who stood opposed to Grand Prince Stavian III. In the battle – harder than intended, as the noble had betrayed Taldor to Cheliax and was backed with devilish support – Ioknur betrayed Iosif to his death, for she had always been jealous that her younger sibling would inherit over her under Taldor's laws. Ioame herself slew Ioknur in fury and vengeance, and swore she'd ensure her younger sibling Ioame took a different path than the one she walked.
5) Ioame and Iohanna hold a comfortable tower-town-house in the Seven Towers district of Oppara. Wealthy and beautiful, Ioame and her sister are a feature on the captial social-scene... including its somewhat more debauched side, given the drives that come with her demonic blood. Their father Iowerth, is far away managing the small estate that they've siezed, where their brother is buried. As senior woman of the family, Iohanna's education is Ioame's responsibility.
6) Princess Eutropia's home is not far from Ioame's tower-town-house in Seven Towers, and Ioame is a partisan of the Princess's, since both share similar difficulties with Taldor's patricarchal inheritance laws.
Ioame's goals...
1) Ioame would like to see her sister safe and secure, with a somewhat different lifestyle than that of danger and debauchery she herself leads. This could be resolved either by Ioame achieving that goal, or by developing as a person sufficiently to allow Iohanna to make her own choices, including following Ioame's path if she wishes.
2) Ioame would like to see Taldor's patriarchal inheritance laws amended, and Princess Eutropia on the throne. The chaotic drive of her demonic blood would also like to see the venal, but over legalistic senatorial class somewhat reduced in favour of her own nobles.
3) Her family history cries out of vengeance against Cheliax, and since that devil-led nation has its own opposition to her demon blood on the lawful-chaotic axis she's not adverse to this. On the other hand, she wants better for her sister and has no great love of bloodshed for its own sake, so this isn't very important to her.
4) Although Ioame would never state it as one of her own goals, it wouldn't be bad to see her overcome her fear of getting close to anyone, both because of the status of Taldor's laws on inheritance, and because of her sister's betrayal. I'd be open to shennanigins with a character or NPC of either gender.
Ioame's secrets...
1) Family secret – both that they deal with demons, and their secretive wordspell knowledge
2) Deadly personal secret – that her elder sister betrayed their brother, and that she slew her in revenge. The world merely believes this to have been in battle with a treacherous noble.
3) Secret from her sister – although both are active on the captial social scene, and Ioane even takes Iohanna to some slightly risque parties, Ioane's social circle is rather more debauched that she'd prefer to expose her little sister to – although Iohanna dearly wants to do all the things the big sister she idolises does. Their father has some idea what his daughter's get up to in Oppara, but little influence over them – except in a strictly legalistic format.
4) Secret from her... perhaps either her elder sister or brother are still alive? Either one could be interesting somehow.
People with ties to Ioane...
1) Her younger sister (her cohort) Iohanna, who idolises her big sister. Ioane both wishes to protect Iohanna from the dangers of her life – but she's aware she herself killed her elder sister, and also worries that Iohanna might become a threat if she did embrace Ioknur's path.
2) Princess Eutropia, who she knows socially, and whose ambitions she supports (I'd be happy to change this if the demands of the campaign require it – e.g, if Eutropia is the villian of the piece).
3) Aubric Aurane is a former-comrade of her brother's, who was present at the fateful battle that cost Iosif his life. There might've been a hint of romantic spark between Ioame and Aubric, but she was rather overshadowed by her more beautiful elder sister Ioknur – not aided by the fact that, as one of the beardless, Ioane looked down upon Aubric in a way Ioknur didn't. Aubric doesn't know the full story of the events of that night, but they definitely prevented any further relationship developing, to the sometime-regret of both.
Ioane's memories...
1) The brutal memories of the night of her sibling's death haunt her dreams.
2) She has a fine memory of her and Iohanna playing together in a city park, chasing illusionary butterflies amongst the flowerblossoms.

thunderbeard |

@Angelpalm: Yes, but Wabbit took Rogue Trick instead of that ability, so I figure maybe he's manifesting his fist as keen or something, but should probably be mentioned.
@Phoenix: Intelligent items tend to be very underpriced, enough that I've seen a lot of GMs say they cannot be crafted, only found by accident (or crafted at full price). This might be worth waiting for an answer on, but it looks like you've designed something more flavorful than broken, so I guess that's cool.
@Meredith: Forceshot/everloaded is from a 3PP that I don't know if the GM has given an okay to yet. It's also an equipment, instead of a class. It's a little more powerful than "Endless Ammunition," because bows already reload as free actions, crossbows as free for one feat, or heavy crossbows as free for two feats. Pistols can reload for free with one feat, and rifles for two, but 2H guns are very hard to reload as a free action, making this enhancement really good in that case. (If it's just for pistols, a single Rapid Reload feat might actually save you a ton of cash over the enchantment).

Phoenix Hunter |

Yes, The intelligent item was more for the fluff than anything else, but there is a practicality to it. I am still finishing the cohort.
@Alynthar, I know how you feel. I'm going on 4 rejections so far, and one of them was Kingmaker... I LOVE kingmaker, but none of my IRL group will play/run it with me.

WabbitHuntr |
1 person marked this as a favorite. |

@Thunderbeard
copied from d20pfsrd.com :
Wisdom in the Flesh
Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.
Benefits: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.
I didn't see anything about the Irori requirement. But maybe it was not mentioned as it is not OGL. If that's a requirement I'll reflavor.
Eyes of the Crane
Discipline: Silver Crane (Stance) [good]; Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
DESCRIPTION
Using the perception of the disciple's heavenly training to assist him, the Silver Crane practitioner may see many things which would remain hidden from the eyes of the impure. While in this stance, the initiator rolls twice on Perception checks or when attempting to pierce concealment, using the higher of the two rolls. Additionally, he may use detect evil as a spell-like ability at will with a caster level equal to his initiator level.
The stance listed above is from Path of War. Stances may be maintained outside of combat unlike Style Feats. Style feats can only be used once combat starts.
WARNING long explanation:
Standard unarmed attacks have crit of 20/x2/B. All mindblades have a crit range of 19-20/x2/P,B,S. However it was not mentioned specifically within the Soulknife Deadly Fist archetype.
Empowered Strikes from Deadly Fist: :
Empowered Strikes (Su)
At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.
This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon.
In all other ways, empowered strikes functions as a mind blade, including using Psychic Strike.
This replaces the Form Mind Blade class feature, but counts as Form Mind Blade for prerequisites or requirements.
--------------------------------------------------------------------
Form Mind Blade from standard Soulknife: :
Form Mind Blade (Su)
As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.
A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife's chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.
Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).
The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.
-------------------------------------------------------------------
Nowhere in Deadly Fist was a crit range mentioned. So I defaulted back to the standard Soulknife which says In all forms, the mind blade has a critical range of 19-20/x2.
I think they forgot to put it in the Deadly Fist. In the Soulbolt archetype they did Regardless of form, the mind bolt has a 19-20 critical threat range, has a maximum range of 10 range increments, and is treated as a projectile. Compare the Soulbolt 1d6 19-20 x2 (p/s/b) 100ft with Long Bow 1d8 x3 (p) 100ft
So for every mind blade the crit range is 19-20 x2 (b/p/s) regardless of form. If the Deadly fist crit range is 20 x2 (b/p/s) then it would be the exception to all the other mind blades.
It would have been nice if they had clarified it within the Deadly Fist archetype. I was going ask for clarification from the GM on how he wants to rule it if Gareth is chosen because it wasn’t explicitly covered within the archetype.
Extra Blade Skill [Psionic]
Your training with a mind blade allows you to perform additional abilities.
Prerequisite: Blade skill class feature, base attack bonus +2.
Benefit: You gain an additional blade skill.
Special: You may take this feat multiple times. Each time, you gain a new blade skill.
At 1rst level through the Deadly Fist Soulknife archetype Gareth learns the Blade Skill Flurry of Fists so that satisfies the Blade Skill known requirement.
Currently I have taken the feat Extra Blade Skill (Focused Offense) as my 3rd lvl feat. That is a mistake as at 3rd lvl my BAB is only 1. That needs to be fixed. I will change that to take that feat at 5th lvl when my BAB is above +2.
Gareth is a strong stealthy unarmed combatant. Additionally he has a strong focus on being a trap bot. If this is not necessary because of another trap bot being selected I will reflavor him away from traps and and broaden his other abilities.

Detective Robert Blackhart |

Human Investigator 5/Gunslinger 1/Sleepless detective 5/Grand Marshal 1
LN Medium Humanoid (Human)
Init +7 Senses Trapfinding, Perception +18
===Defenses===
AC 24 touch 15 flat-footed 19 (+5Dex, +2Nat, +7Armor)
HP 124 (10d8+2d10+24)
Fort +8 Ref 15 Will +11
===Offense===
Speed 30 Ft
Melee +2 Called Scimitar +11 (1d6+2/ 18-20x2)
Ranged +1 Called Everloaded Pistol +15 (1d8+1/ x4)
Special Attacks Sneak Attack +2d6; Studied Combat +1d6; Legal Judgment 1/d
Investigator extracts known
2nd 3/d
1st 4/d
===Statistics===
Str 10 Dex 20 Con 14 Int 18 Wis 17 Cha 10
BAB +9 CMB +9 CMD +15
Feats Awareness, Quick Draw, Dodge, Mobility, Point-Blank Shot, Leadership, Shot on the run, rapid reload
Skills Diplomacy 15, Intimidate 15, Craft(Alchemy) 19, Know(Local) 19, Perception 18, Sense motive 18, Stealth 20, Disable Device 20, Acrobatics 13, Know (nobility) 19, Sleight of hand 13, Bluff 8, Survival 13
Traits Reactionary; Tactician
Special Qualities Poison use; Swift Alchemy; Studied Strike +1d6; Sneak Attack +2d6; Trapfinding; Trap Sense +1; Poison resistance +4; Studied Combat; Keen Recollection; Poison Lore; Alchemy; Inspiration; Hematomancy 3/d; Eye for Detail; Deductive Examination 3/d; Follow clues; forensic Thaumaturgy; Canny sleuth; Deeds(); Grit; Gunsmithing; Legal Judgment 1/d; Extracts (1st-4/2nd-3); Investigator Talent (Quick Study; Underworld Inspiration)
gear Amulet of Natural Armor (+2); Catching Cape; Lyre of Building; Endless Bandolier; +1 Called Everloaded Pistol; +2 Called Scimitar; Coat of Bayan (Intelligent +4 Studded Leather Armor)
Special Gear
Coat of Bayan:
Lawful Neutral
+4 Studded Leather armor
Empathy, Senses 30Ft, Read Magic
Zone of Truth 3/D
Can sense CE creatures at 60Ft.
Purpose to defeat CE
Under scrutiny of other law enforcement members, Buck Blackhart seems to be one of the best detectives on the force. Avidly worshiping Abadar, the god of law and judgment, he deeply cares about justice, and is beyond loyal to the Crown of Taldor. Buck delights most in catching the less than useful nobles breaking the law. After all, purging the empire of traitors is definitely an implicit part being a guardsman, even more so when you are division chief. While Buck won’t go out of his way to entrap members of the aristocracy, he has absolutely no qualms with putting them in manacles and dragging them to jail in public if the need arises. Publicly Dashing a corrupt senator’s reputation, or that of a Comte or Duke who’s coffers lay dormant in a time of need for the empire brings high esteem to Buck’s division, and to a lesser extent, the Crown.
Buck’s time as Detective Chief Inspector, however, is coming to a close. As of the last year, The Blackhart family is no longer of the lower class. Raised in status and granted wealth, Buck intends to make a name for his newly noble family by providing the Taldorian Empire a much needed service. He intends guide hi family into the annuls of history by weeding out those other nobles who are less than loyal to the empire. His hope is to return Taldor to its once former glory.
Still finishing the Cohort, he's going to be a Magus. I am creating him based on the character guidelines presented at the top of this thread, and will be adjusting his money to more appropriately reflect a character of his level. In the spoiler below, I've included information about how I determined my cohort's level for the GM's approval.
This is how I Calculated the Leadership score for Buck Blackhart
Level+Cha = 12+0
Fairness and Generosity +1 - Fair
Stronghold +2 - (City Guard house)
Leadership score = 12+0+1+2 = 15
Cohort = 10th level, 20 1st level followers, 2 2nd level followers, 1 3rd level follower

Alynthar42 |

Here's Alynthar with a few more items. His remaining ~59,000gp will be spent on making undead and enchanting his staff (I'll decide the enchantments if I get picked). He'll also be getting a bag of holding to keep his undead in.
ALYNTHAR
Male Wizard 12
Init +12; Senses Perception +12, Low-light Vision
==DEFENSE==
AC 21, touch 19, flat-footed 15 (+6 dex, +2 natural armor, +3 deflection)
hp 89 (12d6+12)
SR 0
Fort +6, Ref +11, Will +9
==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Quarterstaff +7/+2 (1d6) 20/x2 monk, CM +1
Melee Masterwork Cold Iron Melee Dagger +7/+2 (1d4) 19-20/x2 CM +1
Ranged Masterwork Light Crossbow +13/+8 (1d8) 19-20/x2 CM +1
Ranged Masterwork Cold Iron Thrown Dagger +13/+8 (1d4) 19-20/x2 Returning
Special Attacks Power over Undead (PFCR 81)
==STATISTICS==
Str 10, Dex 22, Con 12, Int 27, Wis 10, Cha 18
BAB +6, CMB +6, CMD +25
Feats Craft Magic Arms and Armor (PFCR 120), Craft Wondrous Item (PFCR 120), Greater Spell Focus (PFCR 125), Greater Spell Penetration (PFCR 125), Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Skeleton Summoner (PFUM 155 - 156), Spell Focus (Necromancy) (PFCR 134), Spell Penetration (PFCR 134), Varisian Tattoo (PFAP: RotR (PG) 14)
Skills Appraise +16, Craft (alchemy) +17, Craft (trapmaking) +17, Escape Artist +7, Fly +13, Handle Animal +5, Intimidate +12, Knowledge (arcana) +23, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +12, Knowledge (nature) +13, Knowledge (nobility) +14, Knowledge (religion) +15, Knowledge (planes) +15, Linguistics +16, Perception +12, Spellcraft +23, Stealth +8
SQ Arcane Bond (PFCR 78), Life Sight (PFCR 82)
Traits Focused Mind (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Drow Sign Language, Goblin, Ignan, Infernal
Eq'd Magic Belt of Incredible Dexterity +4, Robe of Bones, Mariner's Eyepatch, Winged Boots, Storm Gauntlets, Headband of Vast Intelligence +6, Amulet of Natural Armor +2, Ring of Protection +3 (R), Ring of Spell Storing, Minor (L), Cloak of Resistance +1
Gear Rod of Silent Spell (11,000 gp)
If that needs to be adjusted, please let me know. I've never had a character get to level twelve, so I don't really know how to outfit them. A friend of mine is arguing that my AC is too low, for example.
Again, his fluff is available on my profile (and has been updated).

thunderbeard |

@Wabbit: Ah, got stances and styles confused. Leaving a monastery makes sense. Didn't realized Deadly Fist gave you a 19-20 crit range—I'm now picturing an incredibly broken Deadly Fist build that uses a Keen enhancement and Pummeling Style to abuse the heck out of critical feats, and it's scary. Also, the Pathfinder OGL specifically doesn't include setting content, but all Religion Traits require worship of a specific deity, as explained here, and it's usually pretty easy to figure out who that is in Golarion. (In a game or setting with a different pantheon, the trait requires you to worship a god of monastic self-perfection, as noted by the SRD's url including "/wisdom-in-the-flesh-god-of-perfection").
@Blackhart: You might be going for Gunslinger for flavor reasons, but if not, the Steel Hound Investigator gets you all the advantage of one level in Gunslinger, while also letting you take an extra level of one of your classes and avoid quadruple-classing.
@Alynthar: You should be able to cast Mage Armor once and have it last all day, for 4 more AC. ALSO:
You can get undead at level 5, if you're a cleric, which is how I've usually used them and seen them used in games. (Though you have to be level 9 to get a skeletal Tyrannosaurus). Since creating undead is both costly and an actively evil act according to most religions, those clerics are usually neutral or evil, though anyone can use Skeleton Crew at the same level to make non-evil undead, and I've seen it come up in two separate Skull & Shackles games.
With Command Undead (the spell, or the feat), you can capture "wild" undead even lower, at levels 1-4, depending on your class. An Undead Lord Cleric can get a corpse companion at level 1. You've just got to be a bit creative, and not insistent on being good and benevolent about it, since most of the friendlier gods of Golarion (and many other pantheons, but not all) frown quite strongly on any sort of necromancy.
There are also settings like Eberron, Planescape, or some of the Pathfinder 3pp ones where zombies are very much more the norm, but outside of Ustalav or the Darklands you'll likely get rocks and pitchforks thrown at you by the peasantry almost anwywhere you travel with a horde of zombies.

thunderbeard |

1. Drow Sign Language is a secret language, like Druidic; you can't learn it unless you're best buddies with a Drow who's willing to sell out his cultural heritage, which usually requires a pretty interesting backstory to pull off.
2. You're calculating gold wrong. Without Forge Ring, your two rings cost their full price of 18k gp each; the rest of your gear is worth about 90k, which is about 45k after feat reduction, giving you ~30k gp left (I wasn't sure of the exact price of Storm Gauntlets).
3. Are you sure you're CG, and not CN? Your backstory talks a lot about murder, revenge, and armies of the dead.
4. You'll also probably want to pay some of your starting gold to expand your spellbook, but I'd only worry about that once characters are chosen.

Alynthar42 |

@Thunderbeard- Thanks. I was using sCoreForge for the math, and forgot that the math doesn't work right if you have a creation feat. 30k should be fine, though. As for Drow Sign Language, could you point me to where that rule is? I looked for it a while back when a group of humans was using the language to communicate in a RL game I played a while back. Ever since, I've always made sure my character took a point in linguistics to learn it. And yes, I'm sure I'm CG. Alynthar just has... interessting morals. For example, Fastar deserves to be punished, so torturing him is not an evil act. Using undead isn't evil, so long as he uses them for good purposes, like killing bandits and saving kittens from trees.

thunderbeard |

On this page, 'Like Druidic, drow sign language is a "secret" language.' Which means you can't gain it through normal means, but someone could conceivably teach you. I've also been in games where characters could use a point of linguistics to create a simple sign language of their own, and had this used as a party language option, which might make more sense if you want a way to direct your minions via hand signals.
And the alignment system is usually defined based around whether you think you're doing good or evil, but whether you're generally benevolent/sympathetic/gain joy from helping others or prefer causing pain/death. Alynthar's definitely doing what he would define as the "greater good," but so were a lot of history's villains and antiheroes; and phrases like "It may be wrong to murder one person, but not another," "willingness to use necromancy for personal gain" and "he is aggressive and harsh, and tends to rely on intimidation rather than diplomacy, using his skills as a necromancer to terrify others into following his will" tend to give me pause. Good-aligned characters may want vengeance, but they rarely want to torture someone to death over and over again.
Also, creating undead is specifically called out in a number of places as an act of evil desecration that requires an Atonement spell if your class has a Good-alignment restriction. Most people in Taldor hate and fear the undead that they're unlikely to accept help from them (see: the Last Crusade). Even if you're offering help through necromancy, you're creating an army of mindless enslaved servants from graves you robbed/defiled. But a moral code that involves only creating skeletons from people who willingly donate their bodies to you after their death, or something similar, might go a long way in easing the general evil of the whole act.

Alynthar42 |

Okay, if you want to debate the necromancy issue, I suggest you go to my thread here so that we don't annoy the other members of this thread. And, personally, I agree that murder is not always wrong. For example, I would be perfectly willing to murder Hitler were I alive in his time. And I don't see how being aggressive counts against him. If he had to get past a group of guards for some reason, he could either scare the crap out of them or cajole them. Which do you think a guy like him is more likely to do?

thunderbeard |

All I'm saying is it's not really a "nice guy" trait to try and scare the crap out of every single person you meet, which is how you had it written up.
Saying that a character is behaving neutrally isn't "counting against them." Plenty of interesting heroes aren't paragons of virtue (see: pretty much every famous historical paladin in the history of the crusades). I'm just suggesting that if you want to make his good alignment an important part of the characters, it would help to elaborate more on his morality (maybe more stories of challenges he's dealt with or how he dealt with them, etc.) beyond a single paragraph describing all the ways in which he frightens/kills/wants to torture people in his backstory, because right now anger and fear are coming across as his main personality traits. And maybe look into ways to disguise undead, because any paladins or good-aligned clerics in most parties will probably try to destroy them the second they appear unless they have a good reason not to.

Detective Robert Blackhart |

@Thunderbeard: I looked into that, but didn't want to give up the poison use, and for some reason the "Amateur Gunslinger" feat always just made me feel uneasy. So, yes, I decided to go with the Gunslinger for both the Fluff, and the mechanics. You'll note that I also could've grabbed the Detective Bard and jumped into having the Discerning Eye ability (Which I get from both Grand Marshal and Sleepless Detective).
I ultimately felt the fluff was more important on all of these.
@GM: As a note, I've switched up my Cohort concept. He's almost all crunched out though, and he's a 10th level Cavalier (musketeer) with a HEAVY focus on dual wielding pistols. Working on his equipment then I'm done. I was contemplating for extra fluff making him a Keleshite, but I'm not so certain just yet.

WabbitHuntr |

@thunderbeard
I'm fairly certain that Pummeling Style was never playtested with a Deadly Fist and their crit range of 19-20. I can understand your concerns.
Options in decreasing levels of power :
A) leave the 19-20 crit range as is
B) reduce the range to 20 and give improved critical as bonus feat
C) reduce the range to 20
Which option is most acceptable for this game will depend upon GM assessment of the campaigns power level.
As far as the Wisdom in the flesh trait
I can see Gareth worshipping Irori as a god of self perfection. . Yet I feel he may be better suited to Ragathiel god of righteous vengeance as that fits better with his M. O. of being an wanderer rooting out corruption and evil
I'll replace that trait if necessary.

Angelpalm |

As far as I am concerned monks should have been able to expand their crit range naturally. Critical hits are the games expression of targeting weak spots and can only be used on certain creatures. Too me that is something that is pretty core in martial arts especially in a lot of the older styles that these games try to emulate.
And I am not worrying about making a cohort for now, too much work to make one good character as it is.

Phoenix Hunter |

Opilio Damasus
Male Human Order of the Dragon Cavalier (musketeer) 10
LN Medium Humanoid(Human)
Init +9 Senses Perception +12
===Defense===
AC Touch Flat footed
HP 100 (10d10)
Fort +7 Ref +7 Will +5
===Offense===
Speed 30Ft
Melee
Ranged
Special Attack Challenge 4/d (allies +2 attack; +10DMG, -2AC)
===Statistics===
Str18 Dex18 Con10 Int 12 Wis 14 Cha 14
BAB +10/+5 CMB +14 CMD 28
Feats Point-Blank Shot, Weapon Focus (Pistol), Weapon Specialization (Pistol) Point-Blank Master, Two-Weapon fighting, Improved Two-Weapon fighting, Rapid Shot, Snap Shot, Improved Critical, Friendly-Fire Maneuvers, Coordinated Shot, Rapid reload (Pistols), Improved Critical (Pistols)
Skills Sense Motive +15; Intimidate +15; Diplomacy +15; Bluff +15; Craft (Gun) +14; Profession(Inspector) +15; Perception +12
Languages Common, Gnomish
Special Qualities Tactician, Greater Tactician, Swift Powder, Cavalier’s Charge, Banner (+3 v. Fear, +2 during charge), Order of the Dragon, Strategy, Gifted Firearm, Aid allies
Traits On Guard, Reactionary
Gear

thunderbeard |

Eh, Deadly Fist was 3pp, so there's no reason they would have. The easy workaround, as a DM, would be to prevent a Deadly Fist from using a Keen unarmed enhancement while Pummeling, and then its not an issue.
And if you used to be a monk but gave that up, giving up the worship of Irori alongside it could be a possible character development. Or having more than one god—there's no rule that I know of against worshiping more than one deity, unless you're a cleric or inquisitor.

CommandoDude |

Background for now, crunch still working on. Is it okay if my items aren't finalized by the submission date? There's still a lot to think about.
Lexarius is the third son of Menelaus Rubicon, an unlanded duke who's family titles all reside within the lost land of revolutionary Galt, and Eustacia Rubicon, a well connected - and more importantly very rich, socialite of the royal court. Despite his rich upbringing, Lexarius - or Lex, never cared much for the politics of the social gatherings his family was forced to attend to. With four other siblings, two older brothers and two younger sisters, there was plenty for them to do in his stead. Despite belonging to Taldor's upper class, Menelaus was a military man at heart, and a retired general in Taldor's Army, who wet his blade more than once on the Empire's southern borders in the usual skirmishes - and was lucky enough to avoid the brunt of the pointless brushfire wars that embroiled segments of the Taldan Phalanx at the behest of the nobility.
Lex and his eldest brother Cyrus at least took to their father's martial bent, and both were eager to become fine warriors. Which suited his brother Gavrill and his younger sister Iris just fine, while they spent their time with their scheming mother and the decadent court intricacies. Kyra, being the youngest, was too young in those early years to really be anything but a babe in the woods that was dotted on. Cyrus eventually secured himself a Lieutenantship among the Imperial Navy, while Lex sought a posting with the Taldan Army, vigorously taking to the countryside to rid the roads of bandits wherever he could. Lex quickly earned himself a reputation as a diligent officer and an unbribable one, who only pushed his soldiers as hard as necessary. He even distinguished himself on one occasion by persuading the Captain of another contingent to stand down in the middle of a squabble by other minor nobility, earning him the appreciation of the common soldier. Above all else, he dreamed of trying to restore the Empire to its glory.
However, it was at a dinner party of which he'd been forced to attend that fate had changed his course. It was there that he met Princess Eutropia, a stunning beauty that had somewhat enraptured him. He couldn't figure out how to approach her until he spotted someone slip something into her drink when she looked away, leading him to quickly storm forward and knock the glass from her hand. The man was apprehended later, and was rewarded appropriately, though he could have asked for a meaningless title or promotion, he instead requested to be placed in Eutropia's personal guard, where he could speak with her more at length about her ideas, eventually becoming enraptured with her political ambition. He decided that she was one of two keys that would unlock the future for Taldor, and pledged himself to her cause.
Unfortunately, his brother Cyrus was soon found dead, murdered aboard his ship. His eldest brother's death crushed both him, and his father, who became a recluse in mourning - a shell of his former self. To this day, Lexarius suspects his older brother Gavrill of being complicit in the murder, and had since tasked the youngest of them - Kyra, with watching over father and keeping him safe from other such attempts.
1. Seat Eutropia on the throne. Though Lexarius finds Stavian a competent and successful monarch, he disdains the game of politics that the Taldan court has become, which Stavian embodies. Above all else, he wishes for her to abolish the Bearded and sweep the senatorial class mostly from power.
2. To find and retrieved the Worldbreaker. He believes this to be the second key to Taldor's future. With the Worldbreaker returned, Taldor need no longer fear Qadira and would be free to turn north and reconquer Galt.
3. To become commander of the entire Taldan Army. Lexarius believes if he is able to return the Worldbreaker, he may be able to ask Stavian a suitably high position to achieve such. At which point, he could finally end the infighting of the Phalanx and Horse.
1. He quite fancies Eutropia, despite the impropriety of such feelings, especially from her own guard no less. He has kept it to himself and would never jeopardize her position about it though.
2. He witnessed his brother Gravill speaking with a cohort of his and their first sister Iris the night before Cyrus was murdered. He did not think anything of this, and now suspects they were plotting Cyrus' death.

thunderbeard |

Here's a handy update of who I've seen on the table, as we get to the last day of recruitment. (Not a lot of new proposals, although I did my best to converse with new submissions and keep the thread bumped)
I may have missed some details! If so, sorry.
(Interesting coincidences: We've got multiple Elan Awakened Blades, as well as two divine servants of Iomedae. A bunch of sorcerers/wizards, but no other full casters whatsoever, though there's 4-5 characters who would make good backup healers).
Arcane Casters:
-Alynthar the Unchained (Alynthar12), Tiefling Wizard (Necromancer, CG, scary dude, knowledge skills)
-Belain Felaris (Cap'n Crunch), Human Sorcerer (Imperious)/Evangelist of Iomedae (LG, religiously driven, seems focused on buffs and dazing spell support, social skills)
-Enothai Lantherion, Elf Wizard (Enchanter, CN, seems focused on charm and attack magic, knowledge skills)
-Ioame de Iseld (Jonahkan), Human Sorceress (Words of Power, Arcane/Brutal bloodlines), (NN, Leadership, conjuration/attack spells, some social and magic skills)
Martial/Damage-Focused:
-Eldeor Thornfist (JohntheVast), Elven Barbarian (Superstitious) (CG, dexterity-focused, leadership->crafter cohort, survival skills)
-Gaius Coranatus (Phylotus), Sylph Magus (CG, melee striker, buffs and battlefield control spells, knowledge and mobility skills)
-Velius Kross (LordLuke), Human Monk (LN, zen archer, fights equally well at melee range, mobility/stealth/perception skills)
-Detective Blackhart (Phoenix Hunter), Human Investigator/Sleepless Detective/Other (LN, gun-user, leadership->gun cohort, scouting/social/other skills, trapfinding)
Path of War (Martial+Tactical Support):
-Karl "The Dragon" Franz (rorek55), Half-Elf Warlord/Dragon Fury (NG, throws down various morale bonuses, leadership->crafter cohort)
Psionic (Martial+Unique Abilities):
-Huscarl Carrack Athelstan (Roonfizzle Garnackle), Human Aegis/Ulfen Guard (alignment?, con/armor-focused, leadership, perception/social skills)
Path of War + Psionic:
-Meredith Mulberry (Angelpalm), Elan Warder/Cryptic (NG, dex-focused, psionic stuff, on a boat, leadership->crafter cohort siege mage, knowledge/stealth/trapfinding)
-Gareth (WabbitHuntr), Elan Everyclass (NG, psionics and stances, scouting skills, trapfinding)
Martial+Healing/Buffs:
-Sir Darren Carter (thunderbeard), Human Cavalier/Cleric (CG, religiously driven, teamwork feats and boosted channeling, social, disguise and perception skills, lyre of building)
-Scipio Arnisant (drbuzzard), Human Fighter/Mighty Godling (LN, religiously driven, various debuffs, full channeling, knowledge/social/perception skills)
-Esterh Pennycoat (Algar Lysandris), Aasimar Fighter/Oracle (Wood) (social skills and stealth, spells/alignment unclear)
Needs more info:
-Phoenix Hunter (I only see cohort stats, not character stats)
-Imperius (Bane88), Inquisitor of Iomedae (LN, religiously driven, crunch finished but unposted)
-Sir Lexarius Rubicon (CommandoDude)

Ioame de Iseld |

"I'll have you know peasant that this noble lady is entirely capable of healing the honorable and noble wounds her allies might've suffered in battle protecting her and furthering her Princess's cause."
I have some out-of-combat optimised healing via the Infernal Healing spell, and that I've equipped my improved familiar with a wand of Cure Light Wounds that can he activated using the Use Magic Device skill for emergencies or additional out-of-combat healing.

thunderbeard |

Also, a wand of CLW isn't really any more useful in battle than a cantrip, and only heals ~270hp before it's gone—it might be worth buying a bigger wand, if you can afford it.
For comparison, Darren can heal an average of 420 hp a day from channel (4d6 to each character 6 times) and then more with spells, while Scipio could heal 525 (6d6 5 times), and Esterh dumping all her spells into spontaneous cure would heal about 690, though the channelers would heal about twice as much if cohorts/mounts/familiars were also in the healing raius. Infernal healing in every one of your spell slots nets a total of 320 hp over half an hour of casting time, which is enough to heal about two members of the party, but if you get the greater version as well that bumps you up to 560.
Ah, fair enough, Meredith. Too late for me to edit that, though.

Ioame de Iseld |

** spoiler omitted **
Ah, fair enough, Meredith. Too late for me to edit that, though.
Ah, that's true... I'd read the description and blanked the bit about 'devil's blood'... that's no good with my character background, so I'll either have to bin it or ask that it be acceptable with it being demon's blood (abyssal healing?)...
I was mostly thinking about the Cure Light Wounds as something for emergencies... but if the thought is that it's important I'll rework something so there's room for a more expensive wand of healing. Or more wands of healing - I'm not too worried about my familiar's action economy.
Please don't take Ioame's tone too seriously... I was just trying on abrasive noblewoman... it doesn't fit too well. I think I'll make her a bit nicer than that, at least once she gets to know people.

Detective Robert Blackhart |

SO I've got all of the bones of my crunch in.
Detective Blackhart can be seen in his crunchy completion in his profile. His Cohort's profile will be appearing soon, but the skeleton of his crunch is posted.
I will be having to detail out the fluff, as this is a 12th level character with a Cohort, and a jacket with a personality and history itself.
The basic fluff is as follows (And is partially included in my earlier submission):
Detective Chief Inspector Blackhart was the lead guard over the Crownsgate area of Oppara. Last year, the Emperor chose him to raise into the nobility due to his exemplary service to Crown and Country. Detective Blackhart would often chase fugitives into other countries to bring them back to justice.
This last year for the Detective has been a heaped mess of running his guard compliment, choosing who will replace him in those duties, and setting up his new noble house and all of the different tasks that comes with that. As part of this process, Detective Blackhart's Nephew, Opilio Damasus has pledged his service as a Musketeer of the Order of the Dragon to his Uncle Blackhart. Blackhart often has Opilio act more as a lieutenant and steward than a body guard, but Opilio is never found too far gone from his uncle's side.
There is another subject to address. Detective Blackhart is often caught talking to himself when he's on a case or in heavy thought. Only those close to him know that his jacket is a magically awoken piece of armor. What others can't know is that the jacket is the only reason Detective Blackhart hasn't fallen into a state of anger and disillusion at his job, a saving grace, when most guards who've worked as long as the Detective usually begin hating society.
As a part of the creation of his noble house, Detective Blackhart has designed his house to stand against the corruption in Noble houses. Now, Detective Blackhart's definition of "Corruption" means houses that don't do anything to raise the empire to its once boundless glory. In the last year, he's taken to using his remaining power in the City guard to haul heads of noble houses out of their homes in broad daylight and charge them with treason and sedition. He only does this when he has absolutely ironclad proof of these accusations.