
scranford |

This is one of the three AP's I haven't been involved with that I'd like to.
I'm thinking a magic user of some sort. Here go the stats, and I'll work up a concept.
4d6 ⇒ (2, 6, 6, 6) = 2018
4d6 ⇒ (2, 3, 2, 4) = 119
4d6 ⇒ (5, 1, 6, 1) = 1312
4d6 ⇒ (3, 4, 4, 6) = 1714
4d6 ⇒ (6, 6, 4, 3) = 1916
4d6 ⇒ (4, 4, 3, 6) = 1714
4d6 ⇒ (2, 5, 1, 5) = 1312
So 18,16,14,14,12,12 pretty awesome!

JGray |

At the risk of sounding like a stereotype, would a Fetchling Oracle work in the setting and campaign?
If so...
Roll 1: 4d6 ⇒ (2, 4, 1, 5) = 12 = 11
Roll 2: 4d6 ⇒ (5, 2, 5, 1) = 13 = 12
Roll 3: 4d6 ⇒ (4, 1, 2, 5) = 12 = 11
Roll 4: 4d6 ⇒ (2, 1, 5, 1) = 9 = 8
Roll 5: 4d6 ⇒ (2, 2, 5, 4) = 13 = 11
Roll 6: 4d6 ⇒ (2, 1, 5, 4) = 12 = 11
Roll 7: 4d6 ⇒ (6, 2, 1, 6) = 15 = 14

FangDragon |

Ooh Vikings.
4d6 ⇒ (4, 1, 1, 5) = 11 10
4d6 ⇒ (3, 1, 6, 6) = 16 15
4d6 ⇒ (1, 3, 4, 5) = 13 12
4d6 ⇒ (5, 4, 1, 3) = 13 12
4d6 ⇒ (2, 5, 6, 6) = 19 17
4d6 ⇒ (5, 2, 4, 4) = 15 13
4d6 ⇒ (6, 3, 5, 5) = 19 16
Hmm not bad. So would a human evangelist cleric of desna fit? I need to go find the players supplement :)

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Something Fighty
Let's see what the rolls say.
1 - 4d6 ⇒ (1, 1, 3, 3) = 8 = 7
2 - 4d6 ⇒ (5, 5, 6, 3) = 19 = 16
3 - 4d6 ⇒ (2, 4, 2, 4) = 12 = 10
4 - 4d6 ⇒ (1, 5, 4, 4) = 14 = 13
5 - 4d6 ⇒ (3, 4, 3, 6) = 16 = 13
6 - 4d6 ⇒ (2, 5, 6, 1) = 14 = 13
7 - 4d6 ⇒ (4, 4, 4, 5) = 17 = 13
Now this is pretty discouraging lol.
Half Orc Winterborn.
Ulfen blood, Barbarian.
Tentative Planing.
Any alignement/magic items/class restriction?
Traits? Are they being used?
Also How is HP handled?

Joshua Hirtz |

Curiosity may just be the death of me rolls...
Roll 1: 4d6 ⇒ (2, 2, 5, 4) = 13 (13 - 2 = 11)
Roll 2: 4d6 ⇒ (4, 4, 2, 2) = 12 (12 - 2 = 10)
Roll 3: 4d6 ⇒ (6, 1, 3, 4) = 14 (14 - 1 = 13)
Roll 4: 4d6 ⇒ (5, 1, 3, 5) = 14 (14 - 1 = 13)
Roll 5: 4d6 ⇒ (5, 3, 2, 4) = 14 (14 - 2 = 12)
Roll 6: 4d6 ⇒ (6, 2, 3, 5) = 16 (16 - 2 = 14)
Roll 7: 4d6 ⇒ (1, 2, 1, 6) = 10 (10 - 1 = 9)
14, 13, 13, 12, 11, 10, 9
...curiosity sated.

Johnny-Panic |

27 Point Buy, I GM I will take that puppy any day over rolls.
Q: Psionics Classes??
If "yes" thinking, dhampir Vetala-Born (Ajibachana), Psion Kineticist (Psychokinesis).
Str [12][Mod+1] [Base 13] [+2] [2Points] [Race] [Item]
Dex [16][Mod+3] [Base 16] [+4] [5Points] [+2Race] [Item]
Con [12][Mod+1] [Base 12] [+2] [2Points] [Race] [Item]
Int [22][Mod+6] [Base 22] [+7] [13Points] [+2Race] [+2Item] [+1Level]
Wis [12][Mod+1] [Base 10] [+4] [5Points] [-2Race] [Item]
Cha [10][Mod+0] [Base 10] [+0] [0Points] [Race] [Item]
If "No" Thinking Elf Slayer Sniper, [Comp Long Bow]
Str [13][Mod+3] [Base 13] [+3] [3Points] [Race] [Item]
Dex [22][Mod+6] [Base 22] [+7] [13Points] [+2Race] [+2Item] [+1Level]
Con [10][Mod+0] [Base 10] [+2] [2Points] [-2Race] [Item]
Int [16][Mod+3] [Base 16] [+4] [5Points] [+2Race] [Item]
Wis [12][Mod+1] [Base 10] [+2] [2Points] [Race] [Item]
Cha [12][Mod+1] [Base 10] [+2] [2Points] [Race] [Item]

Ira kroll |

Human Bard
Bard 4
STR 9
DEX 16
CON 14
INT 10
WIS 10
CHA 22 (Started as 17. +2 from being human. Bump +1 at 4th level. Headband +2)
FORT/REF/WILL = +3/+7/+4
INIT +3
BAB +3
HP 28
AC 21 Touch 14 Flat 18
Rapier +2 (1d6-1)
Shortbow +6 (1d6-1)
Chain Shirt +1
Darkwood shield
Ring of Protection +1
Headband of Alluring Charisma +2
Skills
========================
Acrobatics (4 ranks) +7
Appraise 0
Bluff (4 ranks) +13
Climb -4
Diplomacy (versatile performance) +13
Disguise +5
Escape artist +3
Fly +3
Heal 0
Intimidate (4 ranks) +12
All Knowledge +2
Linguistics (4 ranks) +7
Perception 0
Perform oratory +12
Ride +3
Sense motive (versatile performance) +13
Stealth (4 ranks) +10
Survival 0
Swim -1
Use Magic Device (4 ranks) +12
Languages: Auran, Common, Draconic, Grippli, Terran
Bard Song 22 per day
Feats:
Lingering Performance
Extra Performance X 2
Spells
----- Cantrip DC 16 ---------
Daze
Light
Mending
Open/Close
Prestidigitation
Resistance
-------- First DC 17 ----------
Confusion (Lesser)
Ear-piercing Scream
Expeditious Retreat
Feather Fall
Hideous Laughter
Saving Finale
Timely Inspiration
Vanish
-------Second DC 18 ----------
Blistering Invective
Glitterdust

GM Calvus |

Hp is in rolls. First 4 levels max hp however.
psionisisit are yes if you give a good backstory, but please understand common people may not be comfortable around your character.
No evil
three traits, no drawbacks.
Not doing an AP, mainly because I want to let the players explore more.
Sorry if that disuades you. I will however put as much effort as possible to make it a good game.

Jason Lillis |

Always up for trying out a roll:
1) 4d6 ⇒ (6, 1, 2, 3) = 12 - 1 = 11
2) 4d6 ⇒ (1, 6, 3, 3) = 13 - 1 = 12
3) 4d6 ⇒ (4, 2, 6, 6) = 18 - 2 = 16
4) 4d6 ⇒ (1, 2, 2, 1) = 6 - 1 = 5 (DROP)
5) 4d6 ⇒ (5, 4, 5, 5) = 19 - 4 = 15
6) 4d6 ⇒ (4, 3, 2, 5) = 14 - 2 = 12
7) 4d6 ⇒ (1, 6, 5, 2) = 14 - 1 = 13
11, 12, 16, 15, 12, 13
Thinking Human Rogue 4, stats below, DOT to come back later after work. Interested!
STR 16
DEX 18
CON 12
INT 13
WIS 12
CHA 11

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4d6 ⇒ (2, 2, 6, 1) = 11=10
4d6 ⇒ (5, 6, 4, 1) = 16=15
4d6 ⇒ (6, 6, 4, 2) = 18=16
4d6 ⇒ (6, 4, 4, 4) = 18=14
4d6 ⇒ (1, 3, 5, 4) = 13=12
4d6 ⇒ (6, 3, 2, 3) = 14=12
4d6 ⇒ (4, 2, 6, 3) = 15=13
So, 16, 15, 14, 13, 12, 12.
Cool. I've got an idea for a Human (Ulfen) Brawler (Shield Champion), a disgraced huscarl who swore never to pick up a sword again after failing to defend his liege.

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4d6 ⇒ (6, 1, 4, 6) = 17 16
4d6 ⇒ (2, 3, 1, 6) = 12 11
4d6 ⇒ (3, 5, 1, 4) = 13 12
4d6 ⇒ (6, 6, 1, 6) = 19 18
4d6 ⇒ (6, 6, 3, 5) = 20 17
4d6 ⇒ (2, 3, 2, 1) = 8 drop
4d6 ⇒ (2, 5, 6, 5) = 18 16
wow. well then. I could do just about anything and be effective... let me seee.
Actually think I will go for a plain old fighter. Thinking something along the lines of a trained warrior, not the beserkers, someone that takes pride in his technique and training, a leader, as well as a fighter. Believes staying calm in a fight is the key to victory. though just spit balling here. lol
Str: 20
Dex: 16
Con: 18
Int: 12
Wis: 16
Cha: 11

Bobo D |
Scores as follows (human):
Int 20 (17+2race+1level 4)
wis 12
cha 14
str 7
dex 16
con 11
Steel hound archetype (guns!) (kinda balanced guns!)
He is 5"8' maybe 5"9' but skinny as a rail. Dark brown hair frames a face not quite fair, but not ugly, with a far off look. His odd looking purple eyes, while bright and inquisitive arent quite there. Its like he's looking past you, and you sometimes catch him muttering under his breath or talking to someone who isn't there. If you catch him in a calm mood he is prone to drone on and on about the most inane subjects, sometimes lapsing into languages you don't quite recognize. But then there are those times when he is focused. You know those times, you know that look. Its impossible to forget how he looks when he's focused. How driven he seems, how his eyes first settle, then dart about as if he's manipulating numbers in his mind. How he starts asking questions making leaps that no one follows but himself. In those times he is searching. You don't know what for; not even he may know what he's looking for. But he's searching... always searching.
He has a voice in his head that is either divine in nature or just insanity. He gets along well enough in a group to not alienate himself too much, and finds that people end up valuing him for his insights and knowledge more than for his personality. He wields two beaten up pistols of uncertain origin, covered in glowing runes of some ancient cuneiform script.
Edit: i don't think he's gonna be the party face....

Dragonflyer1243 |

All right, here's the crunch for Soral Darkrent, my Half-Elven Mystic Theurge submission. He'll take his first level of Theurge next level, and will eventually return to wizard to focus on arcane casting. I'm afraid that I won't have time to finish and upload the background tonight, but here's the crunch.
NG Medium Humanoid(Human, Elf)
Init +5; Senses Low Light Vision; Perception +9
====================
Defense
====================
AC 14, touch 13, flat-footed 12
HP
Fort +5, Ref +4 Will +9 (Immune to sleep and +2 vs. enchantment)
CMD 15
Restorative Touch 6/6
Channel Energy 1d6 3/3
====================
Offense
====================
Speed 30 ft.
Melee
Spiked Gauntlet +1 (1d4)
Range
Light Crossbow +3 (1d8/19-20)
Fire Bolt +3 (1d6)
BAB +1
CMB +3
1/day Dancing Lights, Faerie Fire, Darkness
Fire Bolt 6/6
Versatile Evocation 8/8
====================
Statistics
====================
Str 10, Dex 14, Con 12, Int 21, Wis 16, Cha 10
Skills: Appraise +9, Disable Device +3, Knowledge(Arcana) +10, Knowledge(Dungeoneering) +9, Knowledge(Engineering) +9, Knowledge(Geography) +9, Knowledge(History) +9, Knowledge(Local) +9, Knowledge(Nature) +9, Knowledge(Nobility) +9, Knowledge(Planes) +9, Knowledge(Religion) +9, Linguistics +9, Perception +9, Sense Motive +8, Spellcraft +12, Stealth +6
Feats: Improved Initiative, Craft Wondrous Item, Scribe Scroll
Languages: Common, Elven, Dwarven, Giant, Draconic, Undercommon, Sylvan
Traits: Elven Reflexes, Magical Knack(Cleric)
Domains: Fire and Healing(Restoration)
Opposition Schools: Necromancy and Divination
====================
Wizard Spells-CL 3rd, Concentration +8
====================
Cantrips
====================
Light; Read Magic; Mage Hand; Message
====================
Lvl 1 Spells-DC 16
====================
Mage Armor; Burning Hands; Magic Missile
====================
Lvl 2 Spells-DC 17
====================
Mirror Image; Scorching Ray
====================
Cleric Spells-CL 3rd, Concentration +6
====================
Cantrips
====================
Detect Magic; Detect Poison; Purify Food and Drink
====================
Lvl 1 Spells-DC 14
====================
4/4
Bless; Summon Monster 1; Burning Hands(Domain)
====================
Special Abilities
====================
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
====================
Gear
====================
1 Mithral Buckler
1 Bonded Ring
1 Ring of Protection
1 Cloak of Resistance
30 Crossbow Bolts
Wizards Kit
Cold Weather Outfit
Headband of Intelligence
Cracked Dusty Rose Prism Ioun Stone
Wayfinder
2 Potions of Cure Light Wounds
2nd Level Pearl of Power
1st Level Pearl of Power
548 Gold
====================
Wizard Spells Known
====================
Level 1: Mage Armor, Burning Hands, Magic Missile, Shield, Enlarge Person, Vanish
Level 2: Scorching Ray, Mirror Image, Resist Energy, Glitterdust

Feuerrabe |
stats: Roll 4d6 7 times drop the lowest, or a 27 point buy.
Does that mean a) we may roll and decide to use point buy 27 if the rolled scores are worse than that, or b) we're bound to use the stats we rolled if we decide to roll?
And, if b) were the case, would you mind if I posted a statistical markers for the dice rolling method you suggest? And do you take the effectiveness of a character into account when you select a group - i.e. is it more likely to be chosen if you're lucky when you roll?

J'Larky |

Still have to finilize and shop, but mainly done.
Here are some background notes on my Elven Arcanist (Transmuter): I'll write up a complete background as time allows.
- Grew up in a small isolated elven community
- He and all his close friends growing up wanted to be Druids or rangers
- At the onset of his training years, the career tests slated him to be trained in the arcane arts instead.
- As his friends teased and taunted him, he became sullen and withdrawn
- After the first two years of training he was asked to pick a career. It was obvious... Transmutation.
- If he couldn't count on the forces of nature to give him beast form, he would force them to do so.
- He threw himself into his studies, and became an accomplished if unpopular star student.
- His drive isolated him from his childhood friends, and his short temper, and lack of interest in social skills kept him from making new ones.
- Finally he was given his freedom to leave the school as a graduate. Some say it's because of his accomplishments, some they were ready to be rid of him.
- While part of an extended patrol, early in his career, something terrible happened. He came stumbling back into the village naked, and was the only one to survive the patrol. He can't remember what happened, nor was any sign of the patrol ever found.
- This taught him that he must learn to work with others better, and that a team could succeed where an individual might fail.
- Though his village did not hold him responsible for the loss of the patrol, he could sense a resentment under the surface. It was time to leave his isolated existence and see what else the world had to offer.
- He would return someday however, and show his friends how to really take on the form of a beast... or whatever he wanted.
Instead of making a new profile, I'm resurecting an old one. I'll change the picture, and attached profile as soon as I finish the crunch.

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Fighter 4 Viking archetype
Human-heart of the fields alt. Racial
Traits: seeker, reckless, indomitable faith
Drawback:pride
Str:20
Dex:18
Con:16
Int:12
Wis:16
Cha:11
Feats: power attack, twf, improved shield bash, weapon focus longsword, weapon specialization longsword, shield focus, double slice,
Skills:
Linguistics-3
Perception-4
Acrobatics-4
Sense motive-2
Know. Dungeon-1
Climb-2
Swim-2
Survival-1
Know. History-1
Know. Religon-1
Know. Nature-1
Sleath-2
Arms and armor: mithril chain shirt(4300), +1 longsword (2300) +1 QuickDraw light shield(1200)

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Dot. I've got a concept for a Arcane Trickster-to-be, a Sylph man who venerates Nethys and has come to explore these lands to see what magics they hold. Mechanically, he'll be a scout and spellcaster, with a leaning towards blasting spells (though he'll obviously prepare other spells, as well).
Male Sylph Admixture Wizard 2/(Mindchemist/Vivisectionist) Alchemist 1/(Snakebite Striker) Brawler 1
Going to go with the point buy.
13 Str - 13 (-03 points)
16 Dex - 14 (-05 points) + 2 racial
12 Con - 14 (-05 points) - 2 racial
19 Int - 16 (-10 points) + 2 racial + 1 level
12 Wis - 12 (-02 points)
12 Cha - 12 (-02 points)

Moon-dancer |

Tribeof1 here, with my human brawler (mutagenic mauler, shield champion). I added mutagenic mauler because I think it works well as a Norse ulfwerener and I didn't want to have to get all fiddly picking feats for martial flexibility.
Stats are in the alias, I'm reposting background here:
“You see that fellow in the corner, the dark-haired one with the black shield but no sword-belt? That’s Calder the Cursed, used to be called just Calder Halvarsun. What do you mean you’ve never heard of him? Well, buy me a mug and I’ll tell you the tale.”
“Calder there was once the sworn sword of Sven Scale-Splitter, a raider lord who pillaged the Lost Coast from Riddleport to Magnimar. Calder was one of his favorites, not just a huscarl but one of the ulfwerener, the warriors who drink the blood-draught and take on the masks of beasts in battle.”
“Of course, old Sven might not have loved him so well if he knew the kinds of games Calder was playing with Sven’s daughter when the nights grew cold. Ingrid, she was called, and well named, blessed with beauty and the favor of the goddess Desna.”
“Well, Sven and his following were wintering in a holdfast near Jol. Calder was supposed to be watching at the wall, but he’d snuck off to find a warm hayloft with Ingrid when raiders - assassin’s sent by Opir Eightfingers, most say - came clambering over the palisade. They had old Sven stitched to his bedroom wall with his lungs pulled out his back before anyone raised the alarm.”
“Ingrid was inconsolable, blaming herself and Calder for her father’s death. She called down a curse, vowing never to look upon Calder again. With her eyes gone milky-white and blind, she hexed Calder, too, swearing any sword or axe he held would turn against him.”
“Calder didn’t believe it, at first. When Ingrid’s brother tried to claim a blood price against him, he grabbed up his sword and went on the attack. But he didn’t take two steps before he tripped on an old bone and sliced his own leg open to the bone.”
“Ingrid didn’t let them kill him, though, angry as she was. She exiled him, instead, sending him out with his armor and shield, old Sven’s sigil painted over in black. They say he’s been wandering since, trying to make amends. Killed a troll a fortnight ago with nothing but the sharp edge of his shield and some of that flaming oil the southerners make.”

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Actually, I'll give rolling the dice a shot. I usually roll terribly, so I didn't even try before.
4d6 ⇒ (6, 6, 6, 1) = 19 = 18
4d6 ⇒ (5, 1, 2, 5) = 13 = 12
4d6 ⇒ (2, 3, 6, 6) = 17 = 15
4d6 ⇒ (2, 4, 5, 5) = 16 = 14
4d6 ⇒ (4, 6, 4, 3) = 17 = 14
4d6 ⇒ (2, 6, 2, 3) = 13 = 11 (dropped)
4d6 ⇒ (5, 4, 5, 1) = 15 = 14
...wow. Yeah, using those. D:
14 STR - 14
18 DEX - 15 + 2 racial + 1 level
12 CON - 14 - 2 racial
20 INT - 18 + 2 racial
14 WIS - 14
12 CHA - 12
Born to a pair of humans, Wiiran's heritage only showed itself when he reached his teen years. One day, while tending to his family's crops, he could suddenly feel the wind flowing around him. It wrapped him in its embrace, and when the initial shock of the newfound sense faded, the boy charged back to his home. Running faster than he ever had, like the wind itself was carrying him, the sylph boy made it home and found his parents gasping at him. His once jet black hair had turned to silver, and his blue eyes were now as bright as any sapphire. Over the next few weeks, Wiiran could not handle the attention he received, and within the month he left his family's home for Absalom. It was in the great city that he learned of Nethys, and here that he began his wandering quest for arcane knowledge and power.
Brought to the Land of the Linnorm Kings to see what kinds of magic arts can be found here, Wiiran's enthusiastic personality and friendly outlook has allowed him to avoid most of the prejudice his lineage would normally bring in this place. Despite this bubbly exterior, though, the sylph finds himself a bit puzzled and uncomfortable with the barbarous ways of the Ulfen folk. Still, he is excited to discover the magic of the north, and he continues his journey with a grin on his face.

Rance! |

4d6 ⇒ (6, 2, 6, 1) = 15 15-1=14
4d6 ⇒ (4, 2, 6, 1) = 13 13-1=12
4d6 ⇒ (6, 2, 2, 2) = 12 12-2=10
4d6 ⇒ (2, 6, 6, 5) = 19 19-2=17
4d6 ⇒ (1, 6, 6, 3) = 16 16-1=15
4d6 ⇒ (5, 1, 3, 5) = 14 14-1=13
4d6 ⇒ (4, 1, 4, 2) = 11 11-1=10
Stats are 17, 15, 14, 13, 12, 10 Dropped 10.
I am planning to make a Human Swashbuckler (Inspired Blade)
A note to anyone who reads this profile, the characters mindset is used for humor purposes only. If used in a campaign it will be kept PG13 at worst. The intention of this characters personality is comic relief only.
---------------
Rance has short brown hair and fair completion. He is very attractive in a boyish kind of way. He is also surprisingly charismatic when he wishes to be, though when things do not go his way he reverts into a childlike behavior that is not easily reconciled.
"All the beautiful women belong to me!"
A sadistic warrior, Rance is motivated by his sexual instincts instead of love or justice. Hes not above taking various odd jobs when money runs out, but his true goal in life is to be with all the beautiful women he lays eyes on. He'll go to any extreme to prove his "love" for a woman. Even risking his life. (As he has at the request of many women who hoped he'd die in battle.) His heroics have saved quite a number of damsels in distress. He is very uncomfortable in the face of romance from other girls that end up genuinely falling in love with him. Rance is extremely possessive and protective of women and finds rape detestable. (It only feels good if it's consensual.) Many evil men have been killed for mistakenly considering Rance's tastes were like their own.
At 13 his perverseness awakens. He became quite a pro at flipping girls' skirts.
At 14, he had his first experience with the village chief's second daughter. Later on, he made moves on the village chief's elder daughter, as well as numerous other girls in the village (8 girls). As a result, he got chased out of the village. Upon being chased out he met and tried to bed a female warrior at first sight. After getting beaten up by her, she took him under her wing. Rance then began adventuring with the female warrior, named Kairen Vasaam.
At 15, Kairen, taught him how to interact with girls though he mostly ignored these lessons. He was also trained in basic survival techniques and swordsmanship. He continued to try and bed the female warrior at every chance, but was defeated every time. He grew to respect her as a teacher and a mother figure.
At 16, the female warrior died during an adventure while saving a man named Petros Lorrimor. The man promised to repay Kairen sacrifice but to this day Rance has heard nothing. Rance is left alone again.
At 18, Rance learned of a religion that employed male prostitutes into their numbers. He traveled far and wide to find a temple of Calistria and was quickly put to work. After four years he found himself growing tired of the lack of challenge in these women. The itch to adventure stirring up in him he prayed to Calistria to lead him to a land full of beautiful women. (Still not knowing any tenants of the faith itself.)

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Man, I always underestimate how long it'll take me to throw a character sheet, and then a profile, together will take! But it's okay, because it's always a bunch of fun. :)
Here is crunch and fluff for
Wiiran Lightstep, Sylph Arcane Trickster-in-training.
Male Sylph
(Admixture Evoker) Wizard 2
(Mindchemist/Vivisectionist) Alchemist 1
(Snakebite Striker) Brawler 1
NG Medium Outsider (Native)
Init +6; Senses Darkvision, Perception +9
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13. . (+4 Dex, +2 armor, +1 natural) [19 AC, 14 touch, 15 flat-footed w/ Mage Armor)
HP 40 (2d6+1d8+1d10+10)
Fort +6, Ref +9, Will +6
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OFFENSE
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Speed 35 ft. (Light Armor)
Melee Morningstar +4 (1d8+2/20/x2)
. . Dagger +4 (1d4+2/19-20/x2)
. . Unarmed Strike +4 (1d6+2/20/x2)
Ranged Dagger +6 (1d4+2/20/x2)
Special Abilities versatile evocation (Su) 8/day, sneak attack (Ex) (+2d6), cognatogen (Su)
Wizard Spells - (CL4, Concentration +13)
. . 1st (5/day) burning hands [DC16] (1), color spray [DC16] (1), detect secret doors, enlarge person, feather fall, forced quiet [DC16], grease, mage armor (1), magic missile, obscuring mist, protection from evil, vanish (1)
. . 0 (at-will) acid splash, arcane mark, dancing lights, detect magic (1), detect poison, flare [DC15], ghost sound [DC15], light, mage hand, mending, message (1), open/close, prestidigitation, ray of front, read magic, resistance
Alchemist Extracts - (CL1, Concentration +10)
. . 1st (3/day) comprehend language, reduce person, ant haul, endure elements, expeditious retreat (1), shield (1), true strike
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STATISTICS
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Str 14, Dex 18, Con 12, Int 20, Wis 14, Cha 14
Base Atk +2; CMB +4; CMD 18
Feats Toughness, Scribe Scroll (bonus), Brew Potion (bonus), Throw Anything (bonus), Deific Obedience, Improved Unarmed Strike (bonus)
Traits Magical Knack (Wizard) (Caster level +2), Reactionary (+2 Initiative), Trap Finder (+1 Disable Device, Disable Device is a class skill, can disarm magical traps)
Skills Acrobatics 0 ranks (+4), Appraise 0 ranks (+5), Bluff 0 ranks (+1), Climb 0 ranks (+2), Diplomacy 0 ranks (+1), Disable Device 4 ranks (+12), Disguise 0 ranks (+1), Escape Artist 4 ranks (+11), Fly 0 ranks (+4), Heal 0 ranks (+2), Intimidate 0 ranks (+1), Knowledge (arcana) 4 ranks (+12), Knowledge (religion) 4 ranks (+12), Knowledge (local) 1 rank (+9), Knowledge (nature) 1 rank (+9), Knowledge (planes) 1 rank (+9), Perception 4 ranks (+9), Sense Motive 0 ranks (+2), Spellcraft 4 ranks (+12), Stealth 4 ranks (+15), Survival 0 ranks (+2), Swim 0 ranks (+2), Use Magic Device 1 rank (+5)
Languages Common, Auran, Draconic, Dwarven, Elven, Gnome, Halfling
Combat Gear flask of acid (5), flask of alchemist's fire (5), flask of liquid ice; Other Gear 10pp 20gp 0cp 0sp, +1 silken ceremonial armor, morningstar, dagger (5), bonded ring of sustenance, cloak of protection +1, amulet of natural armor +1, assisting gloves, handy haversack, wizard's spellbook, alchemist's formula book, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torch (10), trail ration (5 days), waterskin [Light encumbrance]
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SPECIAL ABILITIES
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Favored Class: Wizard (HP)
Sylph Racial Traits (Breeze-Kissed, Like the Wind and Whispering Wind alternate racial traits)
Arcane Bond: Bonded Item (Sp)
Evoker
. . Admixture focus
. . Intense Spells +1 (Su)
. . Versatile Evocation (Su) (8/day)
. . Opposition Schools: Enchantment and Necromancy
Scribe Scroll
Alchemy (Su)
Sneak Attack (Ex) (+1d6)
Brew Potion (Ex)
Cognatogen (Su) (see cognatogen)
Throw Anything (Ex)
Brawler's Cunning (Ex)
Martial Training (Ex)
Sneak Attack (Ex) (+1d6)
Unarmed Strike
Born to a pair of humans, Wiiran's heritage only showed itself when he reached his teen years. One day, while tending to his family's crops, he could suddenly feel the wind flowing around him. It wrapped him in its embrace, and when the initial shock of the newfound sense faded, the boy charged back to his home. Running faster than he ever had, like the wind itself was carrying him, the sylph boy made it home and found his parents gasping at him. His once jet black hair had turned to silver, and his blue eyes were now as bright as any sapphire. Over the next few weeks, Wiiran could not handle the attention he received, and within the month he left his family's home for Absalom. It was in the great city that he learned of Nethys, and here that he began his wandering quest for arcane knowledge and power.
Brought to the Land of the Linnorm Kings to see what kinds of magic arts can be found here, Wiiran's enthusiastic personality and friendly outlook has allowed him to avoid most of the prejudice his lineage would normally bring in this place. Despite this bubbly exterior, though, the sylph finds himself a bit puzzled and uncomfortable with the barbarous ways of the Ulfen folk. Still, he is excited to discover the magic of the north, and he continues his journey with a grin on his face.