
GM Zed |

So...One of my players has decide he has overloaded himself and will be making a gradual exit from this game...
I am looking for one, maybe two replacement players...we are at quite a good place for swapping characters in/out...so would like a quick replacement / recruitment activity...
We have:
A human fighter, a dwarf gunslinger and an Aasimar Oracle / Illusionist....We are losing an Arcane Trickster....
Roles that would be favourable to the group: healing and skills / trap spotting...
This adventure has moved to the Mana Wastes. Your character should have a tie to the wastes somehow and should either be living or travelling there when the quest starts.
The ‘Crunch’
All Paizo created classes other than Summoner, Ninja and Samurai are acceptable; all characters will begin at level 12 with a 15-point ability buy.
Maximum HP at Level 1 for your class (and average HP per level thereafter; 3.5 for d6, 4.5 for d8, etc...round up at level 12.
Core and Featured races from the Advanced Race Guide are acceptable (Uncommon and Custom races will not be considered).
Two traits maybe selected (preferably thematic to your Character’s background)
Starting gold is 108,000 to be spent how you wish.
Non-evil alignments only.
All character options must originate from Paizo published Pathfinder products; No 3rd Party Materials.
The selected persons should be able to commit to posting at least once per day during the week (and I will give priority to people who have a track history of doing so).

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Presenting:
Sumak DeVir
Cavalier 1/ Nature (Seeker) Oracle 11
Small Halfling / Humanoid (Halfling)
Init +0; Senses Perception +14, Keen Senses
==DEFENSE==
AC 27, touch 18, flat-footed 23 (+6 armor, +3 shield, +4 dex, +1 size, +2 Luck, +1 Insight)
hp 70 (11d8+1d10)
Fort +8, Ref +6, Will +9
Armor Elven Chain, Light
Shield Heavy Steel Shield
Defensive Abilities Fearless (PFCR 26), Underfoot (PFAPG 21)
==OFFENSE==
Spd 15 ft/x4
Melee Masterwork Cold Iron Longsword +17/+12 (1d6+6) 19-20/x2 CM +1
MeleeMasterwork Adamantine Lance +17/+12 (1d6+9) 20/x3 CM +1
==STATISTICS==
Str 22, Dex 10, Con 10, Int 10, Wis 9, Cha 20
BAB +9, CMB +14, CMD +30
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Furious Focus (PFAPG 161), Improved Share Spells (PFAPG 163), Shield Focus (PFCR 131), Power Attack (PFCR 131), Quicken Spell (PFCR 132), Shield Proficiency (PFCR 133), Spirited Charge (PFCR 134), Saving Shield (PFAPG 173)
Skills Bluff +10, Diplomacy +10, Disable Device +16, Handle Animal +11, Knowledge (religion) +4, Knowledge (planes) +4, Perception +14, Ride +17, Spellcraft +13
SU Seeker Magic (PFSc: SFG 59)
MC Oracle Curse (PFAPG 43 - 44), Mystery Nature(PFAPG 43), Revelation: Bounded Mount, Natural Divination, Nature's Whispers(PFAPG 45), Tinkering (PFSc: SFG 59)
Traits Fate's Favored (Faith) (PFUCgn 55), Magical Lineage (Magic) (PFAPG 329)
Racial Traits Outrider, Underfoot
Languages Common, Halfling
==Magic==
Eq'd Magic Belt of Giant Strength +4, Bane Baldric, Eyes of the Eagle, Boots of Speed, Trapspringer's Gloves, Jingasa of Fortunate Soldier, Headband of Alluring Charisma +4, Scarab of Golembane, Cloak of Resistance +3
Ioun Stones Dusty Rose Prism, Typical
Gear Rod of Extend Lesser (6000), Saddle War (5000)
==ANIMAL COMPANION==
Fred the Wolf 10
Init +4; Perception +9
==DEFENSE==
AC 30, touch 14, flat-footed 25 (4 armor, +4 dex, +12 natural armor)
hp 85 (10d8+40)
Fort +11, Ref +11, Will +4
==OFFENSE==
Spd LAND 50 ft
Bite +13/+8 (1d8+12) [Trip]
==STATISTICS==
Str 26, Dex 18, Con 19, Int 6, Wis 12, Cha 6
BAB +6, CMB +15, CMD +28
Feats Furious Focus (PFCR 122), Bodyguard (PFAPG 151), Combat Reflexes (PFCR 119-120), Eldritch Claws (PFAPG 158), Power Attack (PFCR 131)
Skills Acrobatics +6, Climb +6, Escape Artist +2, Fly +2, Intimidate -2, Perception +9, Stealth +7, Survival +3, Swim +6
Special Qualities Low-Light Vision, Scent, Link, Share Spells, Evasion, Devotion, Multiattack
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Cash left to spend around 4 500 gp

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For your persual, I submit Nathaniel Belorne.
A scavenger who it rich in the Wastes, but paid the price with a mutation that left him an outcast.
Male Half-Elf Alchemist 6/Rogue 6
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +17
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Defense
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AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 58 (12d8)
Fort +7, Ref +15 (+2 bonus vs. traps), Will +5; +2 vs. enchantments, +4 bonus vs. poison
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep; Resist poison resistance
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Offense
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Speed 30 ft.
Melee +3 agile rapier +14/+9 (1d6+8/18-20)
Ranged +2 reliable pistol +12 (1d8+2/×4) and
bomb +14 (3d6+5 Fire)
Special Attacks bomb 11/day (3d6+5 fire, DC 18), sneak attack +3d6
Alchemist Spells Prepared (CL 8th; concentration +13):
2nd—alchemical allocation, alter self, barkskin, invisibility
1st—adjuring step, anticipate peril (DC 16), anticipate peril (DC 16), cure light wounds, polypurpose panacea, shield
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Statistics
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Str 11, Dex 21, Con 10, Int 20, Wis 12, Cha 12
Base Atk +8; CMB +8; CMD 23
Feats Brew Potion, Point-Blank Shot, Rapid Reload, Rapid Shot, Skill Focus (Perception), Snap Shot, Sword and Pistol, Throw Anything, Two-weapon Fighting, Weapon Finesse, Weapon Focus (pistol)
Traits magical knack, reactionary
Skills Acrobatics +17, Appraise +9, Bluff +13, Climb +5, Craft (alchemy) +13 (+19 to create alchemical items), Diplomacy +13, Disable Device +22, Disguise +5, Escape Artist +10, Fly +9, Handle Animal +2, Heal +16, Intimidate +12, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +6, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +17 (+20 to locate traps), Ride +7, Sense Motive +10, Sleight of Hand +11, Spellcraft +20, Stealth +17, Survival +6, Swim +5, Use Magic Device +5; Racial Modifiers +2 Perception, alchemy
Languages Azlanti, Celestial, Common, Draconic, Elven, Infernal, Osiriani, Osiriani, Ancient
SQ discoveries (spontaneous healing, vestigial arm, vestigial arm), elf blood, fast poisoning, mutagen, poison use, rogue talents (combat trick, finesse rogue, firearm training), swift alchemy, trapfinding +3
Other Gear mithral shirt, +2 reliable pistol, +3 conductive rapier, alchemical cartridge (paper) (50), belt of incredible dexterity +4, handy haversack, headband of vast intelligence +4, alchemy crafting kit, thieves' tools, masterwork, trail rations (10), waterskin, 34,549 gp
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+5 (11/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+5 fire damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Alchemist) +2 CL for a specific class, to a max of your HD.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Spontaneous Healing (15 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Sword and Pistol Firearm/crossbow attacks don't provoke AoO from foes you threaten with a melee weapon.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Basically, I'm playing the Vestigial Arm discoveries as accidental mutations from the Wastes. My idea is that he was just a rogue, scavenging out in the Mana Wastes. He found the Headband of Vast Intelligence, and that was what spurred him to become an alchemist with the knowledge of both the body and magic being dumped into him. (Those are the two skills the headband confers) Unfortunately, his first few experiments went wild and caused him to grow the Vestigial Arms. Now he's more content to continue scavenging in the Wastes than stay in town where he'll get dirty looks from everyone.