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Here is a sample stat block for a Winged Folk I built using the advanced race guide.
Winged Folk
The Winged Folk are a race common throughout the lands of Xytegenia and Galicia. They have the appearance of a human with a pair of large feathered wings sprouting from their backs. Adept at both melee and ranged combat, and often capable of using magic, they are a powerful race indeed.
Appearance
Apart from the great wings that allow them to soar the skies, the Winged Folk appear to be ordinary humans. The skin of the Winged Folk may vary in shades of pale to dark brown. Their hair, which is typically worn long and unkempt, may be brown, red, or blonde.
The lifespan of the Winged Folk is thrice that of humans, and they begin to show the physical signs of aging at a much slower rate.
Due to this extended lifespan, most of the Wing Folk are wise and well learned, though the many young males tend to be brash and violent. Young Hawkmen eager for a fight often become mercenaries or join human armies, embroiling themselves in the wars of men. Although many young Winged Folk will outgrow their impetuous ways as they mature, others will often continue their careers as warriors for many years. These more experienced Hawkmen will thus follow the paths of either the Vartans or the Ravens.
Humanoid (0 RP)
Standard (0 RP)
Male Winged Folk
+2 Constitution, +2 Wisdom, -2 Intelligence
Male winged folk are robust and strong willed but are somewhat less inclined to intellectual pursuits.
Female Winged Folk
+2 Dexterity, +2 Charisma, -2 Intelligence
Female winged folk are delicate and attractive but like other winged folk are not known for their intellectual capacity.
Linguist (1 RP)
Winged Folk Speak common and Aurian as their starting languages
Low Light vision (1 RP)
Winged Folk have eyes like a hawk and thus have the low light vision quality.
Flight (6 RP): Winged folk have a fly speed of 40 feet with poor maneuverability. Fly is always considered a class skill for them and it can be used untrained.
Skill bonus (4 RP): Winged Folk have a +2 racial bonus to Fly and Perception checks. Perception is always a class skill for them.
Total Race Points: 12 RP
Alternate Racial Traits:
Lyrical Voice (Female Winged Folk Only): Some Winged Folk have beautiful singing voices and are very good at diplomatic pursuits. They have a +2 bonus to Diplomacy and Perform checks and treat one of these skills as a class skill if it is not already. This replaces the normal skill bonus.
Blessed of Harnella: It is said that the Winged Folk are the children of the Wind Goddess. Some among the race have natural affinity with Air Magic. Sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Winged folk spellcasters with the Air domain use their domain powers and spells at +1 caster level. In addition to this they get energy resistance 5 Thunder & Sonic & Electricity. This replaces the Skill Bonus for their race.
Chosen of Zoshonel: A more violent branch of the winged folk devote themselves to war and destruction and have a natural affinity for the element of fire. Winged folk of this branch are often marked with black wings and called "Raven Men" by others. Sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Winged folk spellcasters with the Fire domain use their domain powers and spells at +1 caster level. In addition to this they get energy resistance 5 Fire & Acid & Electricity. This replaces the Skill Bonus for their race.
Brutal Bludgeoner (Male Winged only): Some Winged Folk pursue physical pursuits and train in bludgeoning weapons. Their racial stats are +2 strength, +2 constitution, -2 intelligence. They also gain weapon proficiency with all clubs and hammers (including exotic ones) and get a +1 racial bonus to attack rolls when using such weapons. The trade-off is that they lose the skill bonus racial feature.

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Within reason Corerue. I don't see a winged folk being certain classes. In the games they were restricted to a small number of classes. I may consider allowing lizard men and lamia as possible Demi human races as well for choices. For lamia I would probably use the Naga race out of thunderscape with some modifications. For lizard men, there is already a stat block in the race guide.

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We already have a ranger in the group. Female Winged Folk are generally bards, sorcerers or oracles (Or other caster types). The males tend to be warrior breeds among the race. As for the Valkyrie class, it fits more into the Magus class as generally the Valkyrie is a Caster/Warrior hybrid class. (While they technically use Spears in Ogre Battle, in tactics ogre they are proficient with swords). I might allow some Spear-related build to be used with a Magus to fit the theme). Then again as Winged Folk get a penalty to intelligence they don't make very good Magus.

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Interesting roll Narkus. Your card is the Lovers.
Card Effect: You can use the Honeyed Tongue spell once per day. Your caster level is equal to character level.
Question
It’s almost impossible to find a perfect mate. Which of the following do you most look for in a partner?
1. Tenderness
2. Purity
3. Physical beauty
As for Lurking Tyranny's question, yes you will start out working for the Liberation Front.

DM Corerue |

Still tryin to find a good trait to use for Haar, may choose lesser noble or Merchant as they would be fitting. Merchant would get us an extra 10% when we sell stuff... Lesser noble has an extra 100go ti start and +1 diplo and K-Noble.
If anyone one has a good suggestion for a noblemen like trait please share.
Then our second trait is our tarot card right Darkfire?
Haar Rámalóce
Human Dragon Tamer (*Dragonrider*) 1
NG Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +4
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Defense
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AC 17, touch 13, flat-footed 15 (+3 armor, +1 shield, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee greatsword +2 (2d6+1/19-20)
Ranged composite longbow +4 (1d8+1/x3)
Dragonrider Spells Known (CL 1st; concentration +4):
1st (2/day)—cure light wounds, grease (DC 14)
0 (at will)—light, mage hand, mending, prestidigitation (DC 13)
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Statistics
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Str 13, Dex 16, Con 12, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot, Rapid Shot
Traits Lesser Noble
Skills Diplomacy +7, Intimidate +7, Knowledge (arcana) +7, Knowledge (geography) +7, Perception +4, Ride +2, Spellcraft +6, Stealth +5, Use Magic Device +7
Languages Dwarvish, Elvish, Trade Tongue
SQ bardic knowledge +1, hero points
Other Gear parade armor, buckler, arrows (50), greatsword, longbow, backpack, blanket, winter, cooking kit, flint and steel, signet ring, torch (5)
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Special Abilities
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Bonded Dragon Steed (Ex) A dragonrider has a mystic bond with a youthful true dragon, a bond that guarantees the dragons loyalty to the rider (as long as it is treated with respect), and allows the dragonrider to tap into some of the bonded steed's arcane power. A character
Link (Ex) A dragonrider and his bonded dragon steed always know the direction to each other, and are aware of any conditions the other is suffering. The bond between the Rider and their Soulbonded Dragon is a telepathic link, allowing them to communicate upto 10ft away per level while on the same plane.
Martial Weapons (Greatsword, Longbow) A dragonrider is proficient with all simple weapons, plus any one martial melee weapon and one martial ranged weapon.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Delphyne
Dragon Steed, Silver
LG Small dragon steed
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7
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Defense
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AC 19, touch 11, flat-footed 15 (+2 Dex, +1 Size, +6 natural)
hp 26 (+2)
Fort +4, Ref +5, Will +5
Immune fire, paralysis, sleep
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Offense
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Speed 40 ft., fly 50 ft. (clumsy)
Melee bite +2 (1d6+1) and
. . 2 claws +2 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon
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Statistics
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Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Flyby Attack
Skills Acrobatics +6, Climb +5, Escape Artist +6, Fly +1, Intimidate +6, Perception +7, Stealth +11, Survival +6, Swim +5
SQ focus:, hero points, link
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Special Abilities
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Breath Weapon (15-ft cone of Cold, 1d8) (4/day) (DC 12) Every steed deals one kind of damage, and has either a line or a cone. Each breath weapon allows a Reflex save for half damage, the save DC for a dragon steed’s breath weapon is 10 + one-half steed’s hit dice + steed’s Constitution modifier. A dragon
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (30 feet, Clumsy) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Link (Ex) A dragonrider and his bonded dragon steed always know the direction to each other, and are aware of any conditions the other is suffering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Haar's role in the group will be Ranged and Utility casting. He is a modified version of Dragonrider that Darkfire is allowing me to test out. He takes the Bard Progression and Spell list instead of the normal Dragonrider (wizard) spell list.
Instead of starting with a Medium/Large, Rideable flying dragon steed with wonky stats and progression. I decided to take the approach of the dragon growing as the pair progress in levels. I created a table based off the dragon progression in the bestiary and reduced it to around 1/4-1/3 the dragons normal progression.
So it won't be until 5th level until they can comfortably fly together. It's possible at 3rd but Delphyne would be a medium creature. SGG allows Medium dragons to bear their rider only but being able to ride their dragon will be difficult. I was trying to make it more even so other classes didn't get outshined...
If anyone wants to see the spreadsheets and compare them they can. I also have a lvl 9 Dragonrider I have used before in my Alias. Min is his name. He was in a way stronger campaign and not the most optimized build.

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Astrid Ne'Sulne your tarot card is The Devil! (Insert evil laugh here)
Tarot Effect: You can cast Darkness once per day as a spell-like ability. This has a caster level equal to your level.
A demon you have called forth has demanded your most dear possession instead of granting you a wish. What does it demand?
1. Your money
2. Your life
3. Your family
(Just so you know Nestharot is Chaotic Neutral. She is the Goddess of Storms after all)
As for the Lover's ability for Narkus Vistar I shall give you the following:
Tender Carcass: Once per day your touch can give yourself or a touched person a second save against a poison or disease effect. If used within an hour of infection/poisoning and the save is successful, it counts as though you passed the initial save and the target is no longer affected.

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Dragons are intelligent in this setting. After in Ogre Battle 64 you talk to a dragon at one point and he seemed cunning enough. And the dragons do have dialogue in the tactics ogre when you try and sell them or release them from your party. Generally it is the younger dragons who might work with a Dragon Tamer. The older dragons however are far more independent.

Narkus Vistar |

@Darkfire: I was wondering if you mind if I changed my sorcerer to the third party class Death Mage as I think that might fit better for the character to be drawing on dark, and shadowy powers, but I can keep it an undead bloodline sorcerer if you want whichever seems better for the setting.

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I would allow the death Mage class, as there are Necromancers. Don't expect the Lodissians to like you though. They may do evil things but necromancy is something they revile greatly. Not to mention most civilized people hate necromancy, although certain ruthless rulers have had a history of employing them.

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Ok well the 9 gives you the Strength Card
Card Effect: Strength +1
Question
What do you think is the most important thing to remember when walking the path of the warrior?
1. Justice
2. Glory
3. Faith
As for the size of Ovis island, calculating that each step on the map (in the game) represents a standard 12 hour day of travel (As the day advances one step each movement) with an average foot speed of 2 miles an hour and taking into consideration extra space Ovis is roughly 200 miles (East-West) and 180 (North-South). So roughly 36000 Square Miles. I hope that is a sizeable enough area to run a campaign.

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OK Astrid, I shall give you the following power for your selection.
Living Sacrifice: Once per day you may transfer a condition from one ally to yourself by touch as a move action. The target is cured of the condition (But still keeps any damage from the effect) and you yourself must make a save as though you were the target of the effect.
Ok forgot to mention, Starting gold is average for your class so Astrid you have far too much gear for your stating character as Breastplate is 200 gold.
As for favored weapons for Clerics and other religious types I am flexable of what you choose. You can chose any one Martial or Simple weapon as your Deity Favored Weapon as the Goddesses often wield differing weapons in various manifestations. In terms of spells that might manifest such weapons, for the Elemental Goddesses, they typically take the form of a Quarterstaff bearing the holy symbol of the respective Goddess. For Nestharot, her holy symbol is a purple bolt of lighting.

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Ok for the Glory answer I'll give you:
Glorious Renown: Once per day when you defeat an enemy in combat you and all allies within 30 feet gain a +2 morale bonus to their next attack roll. This can only be used when defeating a creature with a CR equal to or greater than your class level.
For Lurking I shall give you:
Faith's Reward: Your faith in battle empowers you. Once per day when you miss a you may roll 1d8 and add the result to your attack roll.

Alexander Grayson |

This is my submission for the campaign.
Falx is a roguish warrior with a specialty in the sickle. He may go duelist, but I'm not sure yet.
His Backstory:
Falx was raised in a small rural farming town that was normally very self-sufficient. However, when he was a teenage, the town was attacked by a tribe of orcs. They slaughtered nearly everyone in the village. The only reason Falx is still alive is that he got a lucky strike against the orc warrior that had killed his family. However, he would have died in the wilderness anyway had a traveling bard troupe not picked him up. They took him to the nearest town where he was able to enlist with the guards. They trained him in the use of simple weapons you can find anywhere, including the sickle he still carried with him.
1d22 ⇒ 15

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You got Temperance as your card.
Card Effect: You can cast Lesser Restoration once per day. Caster level is your character level.
Question
A messenger from the gods has appeared before you. What does this messenger look like?
Answers
1. An old man with a staff
2. An ill dressed youth
3. A beautiful girl