
EmissaryOfTheNorth |

Dotting, redotting and rolling.
Statty Stat: 5d6 ⇒ (4, 2, 5, 5, 3) = 19
14
Statty Stat: 5d6 ⇒ (1, 2, 5, 3, 5) = 16
13
Statty Stat: 5d6 ⇒ (1, 2, 1, 6, 3) = 13
11
Statty Stat: 5d6 ⇒ (4, 4, 3, 1, 2) = 14
11
Statty Stat: 5d6 ⇒ (6, 2, 5, 1, 5) = 19
16
Statty Stat: 5d6 ⇒ (6, 6, 2, 5, 5) = 24
17
I have a clear picture in mind for my Hero(tm), gotta go over the rules to see how it will play with Gestalt and stuff.
Questions regarding 3rd Party Content: Path of War? Yay? Nay? It will depend?

Orodhen |

Stat Roll 1: 5d6 ⇒ (4, 2, 1, 3, 5) = 15 12
Stat Roll 2: 5d6 ⇒ (4, 6, 1, 2, 2) = 15 12
Stat Roll 3: 5d6 ⇒ (2, 4, 5, 3, 2) = 16 12
Stat Roll 4: 5d6 ⇒ (1, 2, 4, 2, 5) = 14 11
Stat Roll 5: 5d6 ⇒ (6, 6, 3, 2, 4) = 21 16
Stat Roll 6: 5d6 ⇒ (6, 2, 2, 4, 2) = 16 12
Yeesh, these rolls.
Was thinking of playing a Barbarian/Pyrokineticist.

Ouachitonian |

One thing I'm confused about:
Roll 5d6, keep the top three of five, repeat six times, toss the lowest.
"Repeat six times, toss the lowest"? We need six rolls, don't we? Should we be rolling 5d6 seven times? Until clarification, I'll roll six and ignore the tossing.
5d6 ⇒ (3, 5, 5, 6, 5) = 24=16
5d6 ⇒ (5, 4, 1, 4, 3) = 17=13
5d6 ⇒ (1, 3, 4, 2, 2) = 12=9
5d6 ⇒ (5, 3, 4, 4, 6) = 22=15
5d6 ⇒ (3, 1, 3, 2, 3) = 12=9
5d6 ⇒ (3, 6, 3, 5, 1) = 18=14
Huh. Not what I was hoping for, exactly. Still plenty viable, just can't be too MAD.
Question: can we take a template in place of class levels? Say a Paladin 5/Half-Dragon 2 Sorcerer 3

Orodhen |

One thing I'm confused about:
Quote:
Roll 5d6, keep the top three of five, repeat six times, toss the lowest.
"Repeat six times, toss the lowest"? We need six rolls, don't we? Should we be rolling 5d6 seven times? Until clarification, I'll roll six and ignore the tossing.
I wouldn't mind an extra roll, haha, the dice gods have not been kind to me!

oyzar |

5d6 ⇒ (3, 6, 3, 3, 2) = 17 12
5d6 ⇒ (3, 1, 1, 6, 5) = 16 14
5d6 ⇒ (4, 3, 1, 5, 3) = 16 12
5d6 ⇒ (1, 5, 5, 6, 1) = 18 16
5d6 ⇒ (6, 5, 2, 6, 1) = 20 17
5d6 ⇒ (4, 6, 3, 6, 6) = 25 18
Those stats could have been worse...
For anyone wondering where the character building guidelines are, check the campaign info tab.

GM Wolf |
1 person marked this as a favorite. |

Chapter 1 was finished by my first group which has been disbanded. Moving on to Chapter 2.
5th level
Gestalt classes
Roll 5d6, keep the top three of five, repeat six times, toss the lowest.
official Pathfinder materials only
3rd party material allowed only with extreme prejudice.
Here are the rules for character creation, with an example in campaign info:
Name: Your name must include some sort of cool title to distinguish yourself as an epic hero.
Flavor Text: Include some sort of catchphrase, tagline, or character quote for a little flavor. If any of you have played Borderlands, think of the cutscene text that pops up when you first encounter a boss or npc.
Alignment: Non-evil preferred. If you want to play an evil character, use the villains from children's cartoons as a guidelines; they often coexist with the good guys just fine, and they never cause any lasting harm.
Races: All the Paizo Races are allowed, as well as custom races but you must explain why your race is different visually and the reason it has happened/done. If a new race all together give me some background on the race itself too. 10 point start.
Classes: We will be using gestalt rules, with the following addition: Whatever class you choose to receive your favored class bonus shall be considered your primary class, and must be taken at every level. Wizards are NOT required, and this is by no means a wizard centric campaign. Unfortunately, I am only going to be allowing Paizo classes and archetypes, as I don't want to have to deal with the sudden onslaught of class abilities that I've never seen before.
Ability Scores: Roll 5d6, keep the top three of five, repeat six times, toss the lowest. No scores below 7 or above 18 before racial modifiers, and remember to add one point for leveling up!
Identifying Characteristics: Age, hair, eyes, birthplace, etc. I'd image some 5th level characters (aka sorcerers) would have some cool physical features.
Crunch: basic character sheet (feats, skills, rogue talents, rage powers, etc). You can take two traits or a bonus feat, and if you want, you may take a Tragic Flaw to gain an extra feat. This page has some funny and serious (mostly funny) flaws, but I haven't read all of them, so I reserve the right to ban certain flaws. See below for some homebrew feats that are allowed in this campaign.
Equipment: First off, you should list some 'favorite' of your character's, be it a weapon, spell, or signature martial arts move. Then give me a list of some key equipment items. Under that list your remaining gold total as 'Assets'. Assets can include straight wealth or items that you forgot to buy or don't want to write down at the moment. The starting wealth for a 5th level character is 10,000 gp.
Backstory: background, what have you done? After all you are a 5th level hero! Allies, enemies, family, NPC Contact, etc.

GM Wolf |

Ouachitonian wrote:I wouldn't mind an extra roll, haha, the dice gods have not been kind to me!One thing I'm confused about:
Quote:
Roll 5d6, keep the top three of five, repeat six times, toss the lowest.
"Repeat six times, toss the lowest"? We need six rolls, don't we? Should we be rolling 5d6 seven times? Until clarification, I'll roll six and ignore the tossing.
Yes, you get to roll it seven times. Once, then repeat six times.

GM Wolf |

One thing I'm confused about:
Quote:
Roll 5d6, keep the top three of five, repeat six times, toss the lowest.
"Repeat six times, toss the lowest"? We need six rolls, don't we? Should we be rolling 5d6 seven times? Until clarification, I'll roll six and ignore the tossing.
5d6=16
5d6=13
5d6=9
5d6=15
5d6=9
5d6=14Huh. Not what I was hoping for, exactly. Still plenty viable, just can't be too MAD.
Question: can we take a template in place of class levels? Say a Paladin 5/Half-Dragon 2 Sorcerer 3
If you were to take half dragon or some other race that gives you a level adjustment that is fine but it will eat from your total levels. Thus Half-Dragon 2, Sorcerer 3/Paladin 3.

Fraust |

5d6 ⇒ (3, 5, 3, 2, 3) = 16 11
5d6 ⇒ (4, 6, 4, 5, 4) = 23 15
5d6 ⇒ (3, 3, 3, 6, 1) = 16 12
5d6 ⇒ (6, 6, 3, 6, 6) = 27 18
5d6 ⇒ (5, 5, 2, 3, 3) = 18 13
5d6 ⇒ (2, 3, 2, 1, 2) = 10 07
5d6 ⇒ (3, 2, 5, 3, 5) = 18 13
Will work up an sorcerer/summoner (UC or no?). Curious on the primary class thing. Say I picked sorcerer as primary, could I be something like sorcerer 5/summoner 3/rogue 2?
Also, is there any way I could negotiate Malformed Vocal Cords without having an actual breath weapon? Not a big deal if it's a no. That being the case I might go for straight up mute, or do the half dragon thing if that's an option.

Simeon |

Rolling stats!
5d6 ⇒ (4, 1, 4, 1, 2) = 12 10
5d6 ⇒ (4, 3, 5, 5, 2) = 19 14
5d6 ⇒ (3, 2, 5, 2, 1) = 13 10
5d6 ⇒ (5, 1, 6, 1, 5) = 18 16
5d6 ⇒ (4, 2, 2, 1, 4) = 13 10
5d6 ⇒ (3, 2, 1, 5, 4) = 15 12
5d6 ⇒ (3, 3, 5, 3, 4) = 18 12
Not too bad, I'll think on what to make and have a character up reasonably soon.

GM Wolf |

5d6 11
5d6 15
5d6 12
5d6 18
5d6 13
5d6 07
5d6 13Will work up an sorcerer/summoner (UC or no?). Curious on the primary class thing. Say I picked sorcerer as primary, could I be something like sorcerer 5/summoner 3/rogue 2?
Also, is there any way I could negotiate Malformed Vocal Cords without having an actual breath weapon? Not a big deal if it's a no. That being the case I might go for straight up mute, or do the half dragon thing if that's an option.
Fraust, you could be a split class but I would strongly suggest not to do so.
Yeah you can half malformed vocal cords without a breath weapon.
Half Dragon is a possibility but you would be stuck losing two levels. Half Dragon Sorcerer3/Summoner 3
--------------------
No pscioncs

Alaric the Barbarian |

i could see this being very interesting and will give my rolls a spin.
Stats: 5d6 ⇒ (4, 5, 2, 1, 1) = 13=11
Stats: 5d6 ⇒ (4, 3, 5, 1, 2) = 15=12
Stats: 5d6 ⇒ (4, 4, 6, 5, 4) = 23=15
Stats: 5d6 ⇒ (3, 5, 3, 5, 1) = 17=13
Stats: 5d6 ⇒ (4, 3, 6, 5, 5) = 23=16
Stats: 5d6 ⇒ (1, 4, 6, 5, 5) = 21=16
Stats: 5d6 ⇒ (5, 6, 2, 6, 6) = 25=18
Stats: 18, 16, 16, 15, 13, 13
Woohoo not bad at all.
I am strongly considering building an arcane bloodrager/ battle oracle. With these stats I could build a melee force to be reckoned with.
For story I am toying with an arcane bloodrager who despises his arcane blood and has debuted himself to the divine (oracle). He would have a distrust of arcane magic users but as long as they are not enemies he would work with them and grow to like them. I would probably kit him out with some of the anti magic rage powers through the prima list archetype but his nickname would be the Anti Mage.

Sir Drystan Goldenflame |

This is Ouachitonian, presenting Sir Drystan, Knight of the Golden Flame (the full title wouldn't fit when I created his profile)
Identifying Characteristics, Crunch, Backstory, Equipment, etc are all in the alias.
Drystan is a paladin, blessed with the powers of Draconic blood and even transformed into a half-dragon by his god, Apsu. Due to the template, he's effectively only at level 3, so he won't start getting spells until next level. Right now, he's just a frontliner/tank. Soon he'll be a pretty capable secondary healer. Also, he can fly. While evil dragons and their ilk are his first and foremost enemy, he's happy to combat any evil he comes across. After all, Apsu even allied with his wayward son Dahak (evillest of all evil dragons) to defeat the Rough Beast, eons ago.

EmissaryOfTheNorth |

Okay, I finally decided what I will be doing. For now I will roll the seventh set of stats to see if I can swap one of those 11s.
Only thing I will say until I have everything set is I am mixing Bolt Ace Gunslinger with an Inquisitor of Iomedae, his name is going to be Lieutenant H. Cornelius the Lawful and his Borderlands Style catchphrase is going to be Cross the Law, Get Crossbow'd.
Stats: 5d6 ⇒ (2, 4, 2, 5, 4) = 17 So a 13, good!

Mayze |

GM Wolf, hit points for levels 2-4? Also, should I use the unchained summoner or regular, or possibly use the spell list and pounce (though I probably won't actually use pounce either way) fixes, but still have the variety of eidolons?
Name: Mayze
Flavor Text: Mayze the Dervish, greatest spearwoman alive. In truth a much better archer than spearwoman...
Alignment: Never been a huge fan of alignment, but somewhere on the good spectrum, leaning more toward chaotic. Think Malcolm Reynolds, Han Solo...least as far as morality is concerned.
Crunch: Major bits are detailed in this alias. Going to avoid crossing lots of I's and dotting lots of T's till I know if I've been picked.
Equipment: Favorite thingy is her +1 long spear, as how can you be the greatest spearwoman alive without a badass spear decorated with fetishes and trophies from your impressive kills. She also has a +1 composite long bow matched to her impressive strength and an efficient quiver full of a variety of arrows (and wands if you're cool with putting wands in the javelin holes). Then 1,239 gold worth of assets.
Backstory: Daughter of a powerful family of arcane casters back in Varissia, Mayze has always been something of a black sheep. While she never exactly resisted her innate magical abilities, she always seemed to channel them into avenues running at odds with those of her family. This eventually lead to her abandoning her family name as well as her homeland, in search for adventure in other lands.
She seems to have found a new home in Katapesh. Not only is it a land where no one recognizes her, but she has also been tricked and sold into slavery twice...both times fighting her way fee and escaping into the harsh desserts. Truly this land is the perfect place to build her reputation as a great adventurer!

Minerva Vaeros the White Death |

This is the character I am submitting for consideration. She is a zen archer/inquisitor that wishes to reign arrows on the forces of evil. Adventuring outward on a mission for her secret organization of good is what has brought her to this land.
I have held back on skills to see the rest of the party so I can diversify our knowledges and have a feat in reserve.

oyzar |

So far it looks like I have the following completed submissions:
Sir Drystan Goldenflame
Oh and I will be closing any new submissions once I have three submissions.
Wait, so this is first come, first served? Would be nice to mention that ahead of time. Looks like there are three submissions already, so I guess I'm late? Though I guess they aren't all finalized... Or does it mean you'll close to interest and we still got time to finish our characters?

oyzar |

I got one more roll: 5d6 ⇒ (1, 6, 1, 5, 6) = 19 17
Name: Nazetoz Da'Zhar Backstabber of Darkness
Flavor Text: They are to caught up in their own darkness to notice me sneaking up to burn them all away!
Alignment: Neutra Good
Races: Drow Noble
Classes: Magus (Kensai, Bladebound) 5 // Unchained Rogue 1 / Wizard 3 / Arcane Trickster 1
Obviously Magus is the favored/primary class. I hope it's fine to go arcane trickster on the other side, I qualify entirely on the other side.
Str 12
Dex 17 +1 lvl 4 + 4 race +2 belt = 24
Con 17 -2 race = 15
Int 18 +2 race +2 headband = 22
Wis 16 +2 race = 18
Cha 14 +2 race = 16
Identifying Characteristics:
Image
Age: 150
Eyes: Purple
Hair: White
Skin: Black
Height: 6'5
Weight: 190 lbs
As a drow Nazetoz stand out wherever he goes. He really does prefer to go without much in the way of clothes, but he understands that it's very likely to cause conflict, as such he often wears a cloak with the hood pulled up. Some people might have heard about what he did to stop the destruction of Kyonin though and he hopes that even more tales about him will spread so he no longer have to cover up. In combat he usually tosses the cloak aside, being only covered by pants and his magic.
Favorites:
Nazetoz' scimitar Kuro Rakirai is his most prized possession, his closest friend, his mentor, a funnel for his magic, a bond to his godess and an extension of himself. The sword helped made him what he is today and he frequently listens to it for guidance and converses with it telepathically on all sorts of things.
Nazetoz knows a lot of spells, but his favorite is to wreathe his weapon in the holy flames of the everlight in order to burn his enemies to ashes. That's what he defaults to if he's unsure what to do in combat.
Nazetoz does love to sneak about, that’s how he survived down in the underdark, that’s how he found out about the plot to destroy the elves and that’s how he helped stop that ploy. Though that’s not his favorite pastime, because that is skinny-dipping. He used to love bathing in the lightless pools of the underdark, but he loves even more to do so under the warm desert sun, showing off his magnificent body for all to see.
NG Medium Humanoid (Elf)
Init +7; Senses Perception +17
-------------------------------=DEFENSE=-------------------------------
AC: 23, Touch: 22, Flat-Footed: 11 (+1 armor, +7Dex, +5int, +0 shield,+0 NA)
HP: 38 {+5d8,+2*5Con}
Fort: +6, {+4Base,+2Con}
Reflex: +11, {+4Base,+7Dex}
Will: +8,{+4Base,+4Wis}
CMD 26 {+3Base +1Str +7Dex +5Int + size}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +4; {+3Base +1Str + size + misc}
Base Atk: +3;
Melee:+10{+3Base,+7Dex}
Ranged:+10{+3Base,+7Dex}
--Melee:+10
--Ranged:+10
-------------------------------=STATISTICS=-------------------------------
Str: 12, Dex: 24, Con: 15, Int: 22, Wis: 18, Cha: 16
-------------------------=Traits=----------------------
Magical Lineage: Shoacking Grasp
Missionary (Sarenrae, Sense Motive)
----------------=Flaws=-----------------
Skinny Dipper
----------------=Race Traits=-------------------
Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level.
Spell-Like Abilities: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses- Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
--------------=Feats=-----------------
Rogue 1: Weapon Finesse
Flaw: Combat Expertise
Wayfinder resonance: Blind-Fight
1: Accomplished Sneak Attacker
3: Dervish Dance
5: Hero of Legend (Second Darkness)
Magus 5: Moonlight Stalker
-=Languages=- Common, Undercommon, Elven, Drow Sign Language, Draconic, Aquan, Aklo
---------------=Adventuring Skills=- (48 points; 8+3*2+4 class, 5*5 INT 5 headband)---------------
^Acrobatics*(Dex)____+11{+1rank,+7Dex,+3class}
^Bluff(Cha)____+9{+3rank,+3Cha,+3class}
^Climb*(Str)____+5{+1rank,+1Str,+3class}
^Diplomacy(Cha)____+7{+1rank,+3Cha,+3class}
^Disable Device*(Dex)____+15{+5rank,+7Dex,+3class}
^Disguise (Cha)____+3{+0rank,+3Cha}
^Escape Artist*(Dex)____+15{+5rank,+7Dex,+3class}
^Fly*(Dex)____+7{+1rank,+7Dex,+3class}
Heal(Wis)____+4{+0rank,+4Wis}
^Intimidate(Cha)____+3{+0rank,+3Cha}
^Knowledge (Arcana)(Int)____+14{+5rank,+6Int,+3class}
^Knowledge (Dungeoneering)(Int)____+10{+1rank,+6Int,+3class}
^Knowledge (Local)(Int)____+10{+1rank,+6Int,+3class}
^Knowledge (Nature)(Int)____+10{+1rank,+6Int,+3class}
^Knowledge (Planes) (Int)____+10{+1rank,+6Int,+3class}
^Knowledge (Religion) (Int)____+10{+1rank,+6Int,+3class}
^Perception(Wis)____+17{+5rank,+4Wis,+3class,+2race,+1ioun,+2alertnss}
^Ride*(Dex)____+7{+0rank,+7Dex}
^Sense Motive(Wis)____+11{+1rank,+4Wis,+1trait,+3class,+2alertness}
^Spellcraft(Int)____+10{+1rank,+6Int,+3class}
^Stealth*(Dex)____+15{+5rank,+7Dex,+3class}
Survival(Wis)____+4{+0rank,+4Wis}
^Swim*(Str)____+5{+1rank,+1Str,+3class}
^Use Magic Device(Cha)____+3{+0rank,+3Cha}
---------------=Background Skills=- (0 points)---------------
^Appraise(Int)____+6{+0rank,+6Int}
^Craft (Int)____+6{+0rank,+6Int}
Handle Animal (Cha)____+3{+0rank,+3Cha}
^Knowledge (Engineering)(Int)____+10{+1rank,+6Int,+3class}
^Knowledge (Geography)(Int)____+10{+1rank,+6Int,+3class}
^Knowledge (History)(Int)____+10{+1rank,+6Int,+3class}
^Knowledge (Nobility)(Int)____+6{+0rank,+6Int}
^Linguistics(Int)____+6{+0rank,+6Int}
^Perform (Dance)(Cha)____+8{+2rank,+3Cha,+3class}
^Profession(Wis)____+4{+0rank,+4Wis}
^Sleight of Hand*(Dex)____+13{+3rank,+7Dex,+3class}
ACP -0
*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Magus (Bladebound, Kensai):
Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Arcane Pool (Su) (6) The arcane pool of a magus has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack instead of the free melee touch attack normally allowed to deliver the spell. This attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
Black Blade (Ex) At 3rd level, the bladebound magus’ gains a powerful sentient weapon called Kuro Rakirai, a black scimitar. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Kuro Rakirai: +1 Scimitar Int: 12 Wis/Cha: 8 Ego: 8 Languages Common, Undercommon, Elven, Drow Sign Language, Draconic, Aquan, Aklo
Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
[b]Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.
Rogue:
Sneak Attack: (2d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 3d6. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Wizard
Arcane Bond: Kuro Rakirai
School: Evocation (Admixture)
Opposed Schools: Enchantment, Abjuration
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
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.
Arcane Trickster:
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
-------------------------------=Spells Prepared=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Wizard(4): Penumbra, Detect Magic, Message, Acid Splash
Magus(3): Arcane Mark, Disrupt Undead, Prestidigitation
------------------------------=1st (0/day)=------------------------------
Wizard(6): True Strike, Mage Armor, Color Spray, Heightened Awareness, Reduce Person
Magus(5):, Shocking Grasp, Blend, Shocking Grasp, Shocking Grasp
------------------------------=2nd (0/day)=------------------------------
Wizard(5): Blur, Frigid Touch, Glitterdust, Glitterdust
Magus(3): Bladed Dash, Blur, Blur
-------------------------------=Spell books=-------------------------------
-----------------------------=Wizard Spellbook=--------------------------------
1st(10): Mage Armor, True Skill, Touch of Blindness, Dazzling Blade, Heightened Awareness, Silent Image, Sow Thought, Protection from Evil, Feather Fall, Blend
2nd(2): Mirror Image, Visualization of the Mind
3rd(3): Haste, Displacement
-----------------------------=Magus Spellbook=--------------------------------
1st(12): Blade Tutor’s Spirit, True Strike, Snowball, Vanish, Grease, Long Arm, Comprehend Languages, Floating Disk, Reduce Person, Monkey Fish, Chill Touch, Shield
2nd(4): Bladed Dash, Glitterdust, Blur, Frigid Touch
-----------------------------=Book of Harms=--------------------------------
1st: burning hands, color spray, corrosive touch, hydraulic push, hypnotism, magic missile, ray of enfeeblement, shocking grasp
2nd: acid arrow, darkness, ghoul touch, gust of wind
3rd: fireball, lightning bolt
-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Kuro Rakirai (Scimitar +1 black blade)
Headband of Vast Intelligence +2 (4000 GP, Knowledge Arcana)
Belt of Dexterity +2 (4000 GP)
Cracked Incandescent Blue Sphere (200 GP, Perception)
Wayfinder (500 GP)
Book of Harms (900 GP)
Copy Haste into book (135 GP)
Copy Displacement into book (135 GP)
Copy Penumbra into book (7.5 GP)
Masterwork Thieves Tools (100 GP)
2 Javelins
Haramaki (3 GP)
Spell Component Pouch (5 GP)
Ink (8 GP)
Spellbooks
5 Candle (5 CP)
2 Chalk (2 CP)
Torch (1 CP)
Whetstone (2 CP)
Sack (1 SP)
Parchment (2 SP)
Flint & Steel (1 GP)
Waterskin (1 GP)
4 Travel Rations (2 GP)
-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.
-=Money=- 0 GP 1 SP 0 CP
Despite being born to the noble house of Da'Zhar, growing up in the underdark among the drow was dangerous. Being a noble just meant greater potential to fall, as they continually had to step on those below them to stay up in rank. As a male Nazetoz was always regarded as a lesser being, destined to serve his sisters and his house in their ploys for greatness. He didn't much like being regarded as second rate, but it wasn't much he could do about it either.
What he could do though, was excell in his training. He was quite talented with both magic and sword. And he was perhaps even better at sneaking about, seeing without being seen. This kept him alive through the treacherous dealings of the various houses as he avoided most confrontations and used his skills in combat when he could not.
Somehow Nazetoz wasn’t too thrilled by the normal sadistic pursuits of the drow. Instead he enjoyed going skinny-dipping in the dark light-less pools of the underdark and to explore about. On one such trip, he came upon something weird, a shrine trapped underwater, probably from some tunnel collapsing or opening up as the earth shifted. The shrine itself was dry though and the curious Nazetoz eagerly studied the contents therein.
There he learned about the glory of the Everlight, the gifts of mercy and kindness and the possibility of redemption. Nazetoz had a revelation. He realized how wrong the drow were in how they lived their lives and how he was wrong for participating. Nazetoz also found something else therein, a beautiful black scimitar. Upon grabbing it, the drow male was struck with wonder, the blade spoke to him. It told him even more about Sarenrae and it’s mission down there, to redeem a dark soul like his own.
Burdened with his new knowledge Nazetoz snuck back to his city. There he came upon something most curious. A meeting between his mother and the matron of the first house. It was weird because he could have sword the two women hated each other and that until that day they wanted nothing more than to tear each other’s guts out. As he listened from the shadows he learned that they had indeed put aside their differences for something greater, a ritual to bring down a comet to wipe the elven nation of Kyonin from the face of the earth.
Naturally the talk of genocide made Nazetoz sick and it made the sword go crazy. Still, Nazetoz wasn’t stupid. He realized he would just die in vain if he tried to oppose the plan by himself. Instead he ventured out to the underdark to find someone to help him. There luckily he discovered a group of adventurers who somehow had gotten to know about the very same thing. After somehow managing to avoid being killed on sight they eventually agreed to work together.
With Nazetoz’ help, the adventurers managed to infiltrate the drow city, figure out what was going on and finally put a stop to the ritual. In the final confrontation Nazetoz ended up going up against his mother and though it pained him, he showed her no mercy as he ended her evil life.
Naturally Nazetoz did no longer want to stay in the underdark after that. He surfaced in the desert and is looking to see what else he can accomplish in the name of his goddess, Sarenrae.

Alaric the Barbarian |

You are correct Ozyar but the two half dragons have taken a two level hit on both sides of the gestalt for the more powerful race. They have only three levels on either side of the gestalt whereas your character still has all 5 levels on both sides of the gestalt. They have paid for their race, the choice you made is a straight upgrade and if allowed there would be no reason for everyone not to go draw noble as it is clearly a far superior choice to any base race.
Lead Pathfinder designer Jason Bulmahn states that Drow Noble characters should be one level less than characters of standard races but this information was rolled into the CR of the creature, rather than being separate as it should have been. While messageboard posts are not considered official errata, GMs are encouraged to consider this when trying to determine how powerful Drow Noble characters might be.
Just put that there for reference to a more professional opinion