
DM ShadowBloodmoon |

So here it is... ever want to play the Pathfinder Society Scenarios but just didn't want to get into the Society or be restricted by the rules there? Have a character you would love to fill in the background for and play as part of the world s/he lives in and not just mission to mission? Love the story more than the rolling?
This campaign is for you.
I am running the PFS Scenarios, starting with First Steps, then Season 0 and so on, with some obvious (and not so obvious) modifications. With that in mind, here are the concepts I'm going with. Feel free to weigh in with your thoughts as we go through this process.
- 15 pt buy. You're going to be heroes, but not yet.
- Max Hp at start, average each level.
- Races.. Absalom is a big city with lots of variety, but they are still human dominant. Exotic races need to make sense. If the story is awesome, I will more than likely allow it.
- Classes- I have all the Paizo books, including Occult Adventures, have fun.
- Allowed Sources- Paizo stuff only. I have all the current Paizo books, but none of the third party stuff.
- Starting Money is average for class.
- I like the Unchained Rules, so if you want to play an Unchained class, that's cool with me. That said...
- Unchained Background Skills are in effect, you get two extra skill points at first level to spend on background skills. If you are not familiar with these rules, let me know and I will explain them to the best of my ability. I don't believe they are in the PFSRD.
- Overclocking Spells- Unchained
- Spell Rolls vs. Saves- Unchained
- Wound Conditions- Unchained
I think that is it for now. Remember in your background that I am looking for story. What was your character like before they joined the Society? What did they do for a living? Why did they join? What does your family think about your decision?
We will be starting at the end of your graduation from PFS recruit training, so if you want backplay with the characters once we begin, that is highly encouraged. Memory montages are always fun...
All that said, let the questions and submissions begin...

DM ShadowBloodmoon |

I plan on incorporating them as close to in sequence as possible, as long as the story takes us there. My thing is that this is a collaborative story so I also don't want to railroad it. Much... That said, yes, there will be factions and faction missions.
One thing I need to add is posting time. As I mentioned in the Interest thread, my time is not as vastly available as some and there may be times I will not be on for a couple of days. If it's longer than that, I will of course let everyone know, like my trip coming up at the end of September. That said, I try for a 24 hour window. If no one has posted in that time frame, I will attempt to move things forward as I can.

Orn Longclaw |

Okay... so I still have to do the inventory, but I have the basic build and background of my entry.
Introducing Orn Longclaw, kobold kensai magus and former member of the Truescale tribe from Andoran and newly inducted Pathfinder. Essentially, after the events of Crown of the Kobold King, he gathered what kobolds were slaughtered by the heroes he helped and tried to find a new home. With few options, he gets approached by a Pathfinder who offers him a chance to find a new tribe and join the Society so he can help earn supplies to keep them safe.
I know, he's a bit... out there in terms of concepts, but at least give him a look through. I still haven't decided on his second trait yet, but he's getting there.

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Here is my Dwarf Investigator:
Despite his criminal family, this well respected Dwarf maintained his air of dignity. Few bore him ill will, and those that did sulked cautiously in the shadows, too afraid to cause a confrontation. Yes, Odryk was still a model citizen, handsome, smart, a proper gentleman! Not to mention the best drinking companion in town! He was determined to get his family honor back.
(From the Manuscript of Odryk Brukdn's Autobiography)
The Brukdns have been on everyone's lips of late, at least in Janderhoff anyway. It seems the eldest member, Killigan Brukdn has been found guilty of several crimes, starting with Burglary, and ending with the murder of his long time partner Heldrig. What this means for Odryk, is that suddenly his fathers dirty secrets have come to the light, and his unblemished honor is besmirched.
No one blames Odryk. He's spent decades raising ranks through the guard and has become known as a small time hero, his attention to detail and dedication to the job praised by all. It was Odryk himself who turned his father in after a four day search. It was no surprise when the powers above exiled Killigan. What did shock the community was Odryk appearing at the city gates with his father, beardless, announcing his resignation.
The Brukdn clan was pardoned from the cultural ostracizing that typically comes with exiling a clan member, but even so Odryk added -slagsun to his name and declared to everyone present that he would make amends by any means necessary. He set off to join the Pathfinder Society, hoping that doing some good in the world would help him put his families criminal activities behind him.
Male Dwarf Investigator 1
LG Medium humanoid (Dwarf)
Init +2; Senses Darkvision 60 ft.; Perception +5
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Defense
--------------------
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 Armor +1 Shield)
Hp 10 (1d8+2)
Fort +2, Ref +4, Will +3; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 20 ft.
Melee (Light) 1d20+2
Melee (Non Light) 1d20 +1
Rapier 1d6+1 18-20/x2
Longspear 1d8+1 x3 Brace; Reach
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 16, Wis 12, Cha 6
Base Atk +0; CMB +2; CMD 13
Feats: Weapon Finesse
Traits: Student of Philosophy, Influence
Skills: Bluff -2 (+3 to convince a lie is true), Craft: Alchemy +8, Diplomacy +2(+7 to persuade), Disable Device +5, Knowledge: Geography +7, Knowledge: Arcana +7, Perception +5, Sense Motive +8, Spellcraft +7, Use Magic Device +3.
Languages Common, Dwarven, Orc, Undercommon, Goblin
Inspiration Points: 4/rest
+1d6 on Skill checks (Knowledge, Spellcraft, Linguistics do not expend inspiration points, saving throws and attack rolls cost 2 points)
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Special Abilities
--------------------
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are looking.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Trapfinding: 1/2 Investigator level (Min.1) to perception checks to find traps.
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Extracts
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1 (2/day) - Enlarge Person,Cure Light Wounds, Long Arm, Heightened Awareness, Endure Elements
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Gear
--------------------
Rapier 1d6 18-20/x2 S
Longspear 1d8 P x3 Brace; Reach
Studded Leather Armor: +3AC -1Ap
Buckler +1AC -1AP
Silk Rope 50ft
Glass Bottle x 5
Back Pack
Manacles
Waterskin
12gp

Winter Phoenix |

@DM Shadowbloodmoon - If you want, during the times that you're unable to run, I can pick up for you. We can discuss it via PM if you'd prefer.
I am definitely interested and I will have a character set up by this evening. I do have to note that I'm almost half a world away from most (about 8 hours ahead of US Central time) so my posts will come in the or morning-afternoon or late night for those in the US.
I am not familiar with the Unchained stuff yet so I might need a briefing on it.

DM ShadowBloodmoon |

Okay.. looking good so far. I realize they aren't finished, but the stories look good.
A couple of things I noticed so far..
Orn- Looks like all you need is to get your background skills picked out. You get two extra skill points to spend on things like certain craft, knowledge and profession skills, appraise, and sleight of hand. Then just any other purchases you may want to make.
Odryk- You have 1 more skill point to spend according to my calculations- 6 class, 3 Int, 2 Background. Also, you can only have 1 of each kind of Trait. You have 2 Social Traits.
I may be wrong, it's been known to happen, but that's what I see so far. Otherwise, looks good guys. Getting anxious to get this started.
@Winter Pheonix- Actually I may take you up on that offer if I need to. Thank you for that. I am curious why Paizo hasn't put the Unchained stuff in the SRD, but I can tell you whatever you need.

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Odryk- You have 1 more skill point to spend according to my calculations- 6 class, 3 Int, 2 Background. Also, you can only have 1 of each kind of Trait. You have 2 Social Traits.
Replacing influence with Accelerated drinker if you're willing to rule that extracts count as potions, otherwise I'll take Deep Marker.
Making class skills: bluff+7, craft (alch)+7, diplomacy +7, disable device+6,kno (arcana)+7,perception +5, Sense motive +5, spellcasting +7, use magic device +2
Background skills: Kno (Geography)+7, Linguistics +7 (Elven)

DM ShadowBloodmoon |

@Iraldia- I will be putting in the campaign info space a quick over view of those rules after I finish here. Iraldia's history looks good, but I am concerned with her background. How does she rationalize living and working with the very same people she hates? I'm looking forward to seeing her finished sheet. Remember this is also a 15 point buy, not 20. Did the other campaign she is in end?
@Dragon and @Gilvesh- Looking forward to seeing what you come up with.
@Xynen- As far as the Traits go, I've done some research as far as Accelerated Drinker goes and I'm going to rule that they are different enough to keep the trait specialized. Potions are spell completion items, extracts are as full spells. So Deep Marker it is.

Orn Longclaw |

Oh, right, Unchained rules. I'm gonna have to read up on those again. Welp, that makes things even better!
I forgot to ask, how are we doing XP and leveling up? Are we sticking to the PFS '3 missions = 1 level up' or are we going traditional XP or will we just decide whenever we've done enough that the time to level up has come?

Vaseida Avaedan |

Alright, the Dragon here, the character will wind up something like this. She's inspired by the artwork of the cleric in the CRB, (obviously) and was made for a wrath of the righteous game that never went anywhere, so the fluff will need some adjustments. The sheet in her profile should be accurate, though.

DM ShadowBloodmoon |

Is wound conditions this variant rule?
Yes! That is the one. I thought it had to be on PFSRD somewhere.. So now I have linked them to the Campaign page.

Vaseida Avaedan |

Vaseida Avaedan wrote:Is wound conditions this variant rule?Yes! That is the one. I thought it had to be on PFSRD somewhere.. I'll be working on getting those rules posted in the campaign info tomorrow morning.
All right. It looks fairly interesting, although the prospect of losing CL as we take damage burns quite a bit.

Gilvesh |

Alright here is Kelwin the Arcanist. I went ahead and took some face skills too, since everyone else so far has had negative charisma ;)
Kelwin
Elf Arcanist
TN Medium Humanoid (Elf)
Init +3; Senses Perception +6, Low-light vision
Traits: Illuminator, Extremely Fashionable, Survivor
Drawback: Power Hungry
FCB: Arcanist +1 Arcane Reservoir/Level
------------------------------------------
DEFENSE
-------------------------------------------
AC 14, touch 12, flat-footed 12
hp 6
Fort +0, Ref +2, Will +2
Immune Sleep
+2 vs enchantment
--------------------------------------------
OFFENSE
--------------------------------------------
Speed 30
Ranged:
Light Crossbow +2 1d6 19-20 x2
--------------------------------------------
Special Abilities
--------------------------------------------
Arcane Reservoir: 5
Consume Spells
Exploit: Potent Magic
--------------------------------------------
Spells
--------------------------------------------
Cantrips - Detect Magic, Dancing Lights, Ghost Sound, Prestidigitation
First - Sleep, Color Spray
+2 to overcome spell resistance
--------------------------------------------
Statistics
--------------------------------------------
Str 7, Dex 14, Con 10, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -2; CMD: 10
Feats:
Magical Aptitude
Skills:
Bluff +3
Diplomacy +9
Intimidate +3
Kn. Arcana +8
Kn. History +8
Linguistics +8
Perception +6
Sense Motive +5
Spellcraft +10
UMD +8
Languages:
Common, Elven, Celestial, Draconic, Sylvan, Goblin, Gnome, Auran
--------------------------------------------
Gear
--------------------------------------------
Backpack
Bandolier x2
Spell Component Pouch
Light Crossbow
Bolts x20
Quarterstaff
Sling
Explorer's outfit
Spellbook
Kelwin is a tall, lithe figure, wearing a dark hooded cloak and carrying a walking stick.
He is somewhat at odds with his elven brethren, due to a vigilante attitude and willingness to use dark powers in the name of fighting a greater evil.
He really does have the greater good in his heart, but his methods are often abhorrent to others.
Because of this, he identifies more with other spellcasters - who generally have a similar attitude - than he does with his own race.

Kelanna Levin |

I have interest, but the character for which back-story I have in my mind works with a certain Archtype, specifically the White Haired Witch. So before I commit to writing down this storm of back story brewing in my head I'd like to ask one of the simplest fixes for the Archtype- DM Rulings.
1 Does it do everything that the Prehensile Hair Hex does as well? As the upgraded form of it seems to lack any text about using it like a extra limb, and leaves out all manipulation rules and using Int as it's Str for load numbers. Can it be used to Channel touch spells as a normal Natural Weapon can?
2 It mentions that it uses the Witches Int for Damage instead of Str, however it makes no mention of using Str for it's Hit. It seems odd that you get bonus damage for your animated magical hair from how smart and magical you are, but still have to use your muscles to make the magical moving hair hit the target.
3 Replacing Str in the CMB for it's grapple and other maneuvers with Int, under the same logic as the above, you do damage with it based on your Int, why do you have to be strong psychically to make magical hair hold people?
Yes I know it's a really poorly written Archtype, but it's flavor is just too darn sweet for me to pass up, and a little DM Rule goes a long way.

DM ShadowBloodmoon |

@Vaseida- I know what you mean, but remember that it works on bad guys too... If it comes to being too deadly, then we can scale back to normal rules. As far as Character goes, you have two Faith traits. One will have to be changed to a different type of trait. I was also confused as to which armor you have, scale mail or chain mail. Which would also affect your spending, since you start with 105gp as a cleric. Unless I'm missing something. Otherwise, looks good. We'll probably be starting sometime next week, so you should be okay.
@Gilvesh- Looking good. What other three 1st level spells are in your spellbook? I am also curious which Survivor trait you took (i.e. from which book..). Mostly because I seem to be adding up your skills and coming up with a different outcome than you are on Perception (1 rank + 0 WIS +2 racial= +3. ) Also, I have you as spending 10 rather than 9 skill points. (2+1 class +4 INT +2 Background= 9).
@Kelanna- Thank you for giving me a conundrum.. In all seriousness, the Prehensile Hair Hex seems to be a lesser version of the White Haired Witch ability, since it gives a secondary natural attack rather than a primary one. That said, my guess is as far as it using STR as the attack modifier is a balance issue considering it gives you a FREE grapple check along with the attack. Of course, as I'm researching, someone wrote that it's been put into errata that it is a swift action. Either way, since it is a natural attack, you can definitely Channel with touch spells. As far as why use STR as the attack modifier, I look at it (and all attributes) not so much as the actual measurement, but as your application of it, in this case, how well do you apply the Strength you have. That said, I think that in this case, since your Int modifier is used as the CMB as well as for damage, it only makes sense that it should be in the attack roll as well. My 2cp, so I'm going to rule it that way for this game barring an official word from the Devs.
@Winter- I got it. I reread what you had written. Mea Culpa. Looking forward to seeing what you come up with.
So far we have-
Odryk- Dwarven Investigator
Orn- Kobold Magus
Kelwin- Elven Arcanist
Vaseida- Human Cleric of Sarenrae
Waiting to see Characters from Winter Phoenix, Kelanna, LilWilly and DoubleGold.
I think that is where we are at. Please correct me if I missed something.

Vaseida Avaedan |

@Vaseida- I know what you mean, but remember that it works on bad guys too... If it comes to being too deadly, then we can scale back to normal rules. As far as Character goes, you have two Faith traits. One will have to be changed to a different type of trait. I was also confused as to which armor you have, scale mail or chain mail. Which would also affect your spending, since you start with 105gp as a cleric. Unless I'm missing something. Otherwise, looks good. We'll probably be starting sometime next week, so you should be okay.
Yeah, you're right about the traits thing. It was a bit of a rushed decision, she was originally built for an AP with campaign traits, so I needed something else and thought of the 'of the Society' traits. I forgot to look up the category for it, but as you say, it was faith. I'll pick out something else.
Cleric starting wealth is 4d6x10gp, right? That averages to 140gp (3.5*4*10). And I'm getting Scale Mail, chain is too expensive, sadly. I updated the sheet to reflect that.

Kelanna Levin |

@DM ShadowBloodmoon
Thank you so much for both the timely repose, and well thought out and explained judgement. It's nicer to see a normally worthless Archtype turn into a subpar one~ Witch's are still full Arcane casters (With smaller spell lists) but can still fulfill a role other than hex spamming. I saw a Fix that also included using the Witch's CL as BaB, but that just got too crazy overpowered and didn't ask for that on purpose.
Gonna write up the Backstory but I already got the crunch done and will be in the Spoiler below, though as recruitment progresses I see less and less need for Arcane casters X~X Still never the less, I have a character, and have zero issue with being passed up for somebody else if need be; no sense in not putting out the hooks with bait on them, am I right?
Female Human White Haired Witch 1
LN Medium humanoid (Human)
Init +2; Senses Normal; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
Hp 10 (1d6+1 +3 From Toughness)
Fort +1, Ref +2, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee (Normal) 1d20-1
Melee (With Hair) 1d20+4
White Hair 1d4+4 20/x2
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats: Eschew Materials, Toughness
Traits: Two-world Magic (Jolt), Two-world Magic (Create Water)
Skills: Heal +4 (1 Rank, +3 CS), Knowledge Arcana +8 (1 Rank, +3 CS, +4 Int), Knowledge History +8 (1 Rank, +3 CS, +4 Int), Knowledge Nature +8 (1 Rank, +3 CS, +4 Int), Knowledge Planes +8 (1 Rank, +3 CS, +4 Int), Profession: Fortune Telling +5 (2 Backround Ranks, +3 CS), Spellcraft +9 (2 Ranks, +3 CS, +4 Int)
Languages Common, Sylvan, Goblin, Dwarven, Draconic
--------------------
Special Abilities
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Flexible Artibute: +2 To any Atribute. Chose Int
Bonus Feat: One Bonus Feat. Chose Toughness.
Skilled: 1 Bonus Skill Point at First level, and 1 Extra Skill point at ever level after first.
White Hair: See Archtype
Patreon: Elements (No Bonus Spells)
Familiar: Raven (+3 to Apraise Checks, Can speak Common)
--------------------
Spells Known
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Level 0
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1
Chill Touch, Cure Light Wounds, Ear-Piercing Scream, Identify, Mage Armor, Sleep, Wave Shield
--------------------
Spells Per Day
--------------------
Lvl 0 3
Lvl 1 1 +1 Bonus
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Gear
--------------------
2x Dagger
2x Wrist Sheath (One on Right Wrist, one on Left Leg)
Cards, fortune-teller's, masterwork
2x Belt Pouch
10x Pebbles (Picked up off the ground)
Outfit, Traveler's
Canteen
Beast Wistle (Avian)
Mirror, small steel
4 Rations
28 Gold Peices
P.S. Are you okay with the Cantrip Jolt being added to a character using Two World magic- as it's a Blog spell, and while it is official, some DM's don't like it.

DM ShadowBloodmoon |

@Vaseida- That is correct, I was reading the wrong entry, so yes, you have plenty to afford scale mail.
@Kelanna- Looks okay, but I have you down for 2 skill points not spent and you have 2 ranks in Spellcraft and Prof- Fortune Teller.. At first level you can only start with 1 rank in a skill. I put 1 in Prof and 1 in Know History for your background, so you have 2/7 regular skill points to spend. As far as Two-World Magic goes, I'm cool with Jolt. I'm not sure why other GM's don't allow it, but I've never had a problem with it. The problem is, you can't have two traits of the same category, let alone the same Trait...

Gilvesh |

@Gilvesh- Looking good. What other three 1st level spells are in your spellbook? I am also curious which Survivor trait you took (i.e. from which book..). Mostly because I seem to be adding up your skills and coming up with a different outcome than you are on Perception (1 rank + 0 WIS +2 racial= +3. ) Also, I have you as spending 10 rather than 9 skill points. (2+1 class +4 INT +2 Background= 9).
1st level Spells in book - Grease, Infernal Healing, Charm Person, Sleep, Color Spray, Silent Image, Blood Money, Monkeyfish. Thats one more than I get automatically - I paid gold for the extra spell.
This is the survivor trait i took:
http://www.d20pfsrd.com/traits/regional-traits/survivor
I actually only have 8 skill ranks - 2class, 4int, 2background
There are no ranks in Bluff or Intimidate yet - I have them listed on the character stat block because there are trait bonuses to them and they aren't just base ability checks.

Kelanna Levin |

@Dm Shadowbloodmoon
Ah ha, I see, well thank you for the catches of failure on my part, I will repost the fixed Crunch Down below the Backstory I just wrote up.
Tragedy struck during her 11th winter however, as not long after her birthday she was taken to the nearest city and allowed to browse the large markets with a small gift of coin. She even got herself a beautiful dress with it. While the trip there was nice, on the way back a blizzard stuck, and her carriage was caught up in the storm, falling from the slick mountain roads, and Kelanna tumbled down a ravine.
She didn't wake up for several hours, and when she did she could feel nothing but pain all over her body, save for her legs, which she couldn't feel at all. For hours she wept and cried for help but it seemed like nobody knew she was down at the bottom. She slowly started to lose consciousness as the cold started to take her and night started to fall.
A single black feather landed on her face before she slipped away, and looking up she saw a jet black raven staring down at her, tilting its head curiously. Before Kelanna could dismiss the carrion bird, its beak opened up and an indescribable voice echoed out, one she can't manage to describe even to this day. It asked a single question. "Do you want to live?"
With next to no hesitation, and despite her fear of the voice, she answered with a cracked voice 'Yes', and the bird flew down and pecked her in the neck. After a short burning sensation she felt much better, as if all the numbness in her body had disappeared, and could even move her legs. She felt fantastic, and back to normal, all save for a blinding white in her eyes, brushing it aside thinking it was snow she saw that it was her own hair.
It wasn't long after that that a few men peaked over the side of the ravine, and yelled to her. They got excited when she yelled back at them, and a little bit longer and ropes where being tossed down the cliff face as she was rescued. She happily embraced her mother; however her father stared at her dumbfounded, noticing her hair immediately.
After a long ride back to her village she was taken away and locked in her room for reasons she couldn't understand. Meals started to only come to her room, and she was never allowed to leave it, though thankfully she had a window she could look out. The winter quickly passed into spring, and the following summer a stranger in a robe came into the village and right for her home.
Coming into her room he introduced himself as Gaius, and explained that he was from the near city's wizard school; and after several minutes of poking and prodding and questioning he left back out, and started to talk with her parents again. With ear pressed to wood she over heard him say that while she had been touched by some sort of magic, it was not harmful, and that he would like to take her back with him to study at his school. She caught how angry her father was and heard him yelling at the wizard to leave, saying she would never be involved in such things ever again.
The summer quickly passed back into winter, then back into summer, and she sat locked up in her room, with naught but her mother to visit her, and books to entertain herself with; the few times her father came into her room he always seemed to avoid locking eyes with her, keeping them lowered to the floor as if over taken by a deep sadness. And every day she woke up, and every night before she went to sleep a rapping would be heard on her window, and the phrase 'Fulfill the contract' was spoken, but every time she opened the window naught was there.
Everything was peaceful, if not boring for a long while. That was, until the year of her 17th winter, deep in the summer, the tolling of loud bells could be heard, and not long after the acrid taste of smoke in the air burned at her tongue. She looked out the window and saw what looked like a small army of little green men riding wolves, holding sharp blades in one hand, and torches in the other.
The attack by the goblin war band was swift, and the hunters of the village had no time to properly react before they where upon every house in the village, the screams of humans being harmed echoed out, and not long after bright yellow flames over taking the simple thatched roofs. It wasn't long at all before the green men regrouped and headed for the largest house in the village, hers. Wasting no time she did her best to clamber out of the window as they entered the home, climbing out onto the room and leaping down onto a large wagon of hay, very painfully. She took the opportunity to sneak away from the village and into the forest below, looking up at her home with tears in her eyes.
After getting far enough away from her village that she would not be discovered she slumped down on a large stump, hands covering her face to hide her tears, when the ever familiar voice cried out from above her, 'Fulfill the contract.' Looking upwards in a look of rage at the stalking voice she saw once again the Bird she saw 7 years ago, the day that her hair turned white, the day her father stopped loving her. At first she blamed him for it all, screaming angrily at the bird until she had gotten it all out of her system. But the bird only repeated the same phrase as it had always been saying.
After her stomach started to cave, and she started to feel weak from hunger and exhaustion she looked back at the bird, that had been preening itself and muttered to it that she would. The bird fluttered down from it's roost and landed on her shoulder, and started to whisper into her ears, everything, the secrets it had seen in the years, the secrets of magic it knew, how to survive on her own. Teaching her she slowly grew in power, learning how to master simple feats of magic, learning how to catch food for herself, and heal her wounds.
After a year of this she grew tired of living all on her lonesome, eking out a living in the woods, and the raven guided her to a nearby caravan making its way along the forest edge. She quickly worked her way into the caravan, convincing the wanders to let her live with them and explore the world, while they taught her the trade skill of fortune telling. It wasn't real magic, but the commoners didn't know that, and would pay well to hear things that they wanted to hear, and using that money to buy food.
One day the hamlet that had parked outside of, saw a familiar sight to Kelanna, Green men running into the village, torch in hand. With grit teeth she left her tent, and wandered in to meet them, and when one charged her from up top a dog, he fell to a lash of snow white hair, being crushed under near it, and the dog fled. When a few others got near she turned their hands to them, and a great gout of flames spewed from the palm, lighting them up and causing them to run in terror. A couple more started to come at the danger that was the young witch, but where pegged in the head by an expertly launched volley of arrows.
Those who survive ran out of the village and away. The archer introduced himself as a Chronicler, in town to pick up some lore on a nearby ruins; and mentioned that she had talent, suggesting that she head towards the Pathfinder Society and sign up to put her skill in magic to good use.
Taking his words to heart, and looking down at the crushed goblin, and smoldering goblin clothing she agreed, if she wanted to prevent things from happening to innocent people like had happened to her own village and family, she needed to get stronger and use her talents to better the world. And with that she head off to join the Society. Raven on her shoulder letting out a smug caw.
Female Human White Haired Witch 1
LN Medium humanoid (Human)
Init +2; Senses Normal; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
Hp 10 (1d6+1 +3 From Toughness)
Fort +1, Ref +2, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee (Normal) 1d20-1
Melee (With Hair) 1d20+4
White Hair 1d4+4 20/x2
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats: Eschew Materials, Toughness
Traits: Two-world Magic (Jolt), Hidden Hand
Skills: Heal +4 (1 Rank, +3 CS), Knowledge Arcana +8 (1 Rank, +3 CS, +4 Int), Knowledge History +8 (1 Rank, +3 CS, +4 Int), Knowledge Nature +8 (1 Rank, +3 CS, +4 Int), Knowledge Planes +8 (1 Rank, +3 CS, +4 Int), Perception +1 (1 Rank), Profession: Fortune Telling +6 (1 Ranks, +3 CS, +2 Form MW Tools), Spellcraft +8 (1 Ranks, +3 CS, +4 Int), Use Magic Device +4 (1 Rank, +3 CS)
Languages Common, Sylvan, Goblin, Dwarven, Draconic
--------------------
Special Abilities
--------------------
Flexible Artibute: +2 To any Atribute. Chose Int
Bonus Feat: One Bonus Feat. Chose Toughness.
Skilled: 1 Bonus Skill Point at First level, and 1 Extra Skill point at ever level after first.
White Hair: See Archtype
Patreon: Elements (No Bonus Spells)
Familiar: Raven (+3 to Apraise Checks, Can speak Common)
--------------------
Spells Known
--------------------
Level 0
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1
Chill Touch, Cure Light Wounds, Ear-Piercing Scream, Identify, Mage Armor, Sleep, Wave Shield
--------------------
Spells Per Day
--------------------
Lvl 0 3
Lvl 1 1 +1 Bonus
--------------------
Gear
--------------------
2x Dagger
2x Wrist Sheath (One on Right Wrist, one on Left Leg)
Cards, fortune-teller's, masterwork
2x Belt Pouch
10x Pebbles (Picked up off the ground)
Outfit, Traveler's
Canteen
Beast Wistle (Avian)
Mirror, small steel
4 Rations
28 Gold Peices

Orn Longclaw |

I always thought it was kinda odd that there aren't cantrips of all the elemental types. Ray of Frost and Acid Splash are fine, but Jolt is a blog/rare cantrip and there simply is no equivalent for fire. I guess Spark, but...
You CAN go with a sorcerer and get an Arcana that changes the damage type, but I like them for the flavor. If you focus on ice or acid damage, you're good, but if you like electric or fire, you're sorta out of luck.
I dunno, maybe that's my odd perception of it.

Kelanna Levin |

Yeah, I like jolt for one reason; Static Spiky hair Xp. But regardless, I think fire one would be fun, but ultimately useless, given the amount of things that resist fire with at least 5 points (Which means it would never damage it with it's 1d3 Damage) So even though fire would be cool; it would never get much use compared to the other three types.

Winter Phoenix |

Alrighty. I think I'm going ninja.
A young Nori grew up with her father on a farm among Lord Nichitaka's lands. Her life in poverty would not be short lived. At 10, her father sold the girl to an apothecary as an apprentice in an attempt to get Nori into a decent trade. Yoshi Nao demanded much of the young girl, not only in the disciplined crafting of his remedies and alchemical items, but in physical fitness and martial arts as was common in Tian Xia society. Her natural grace lent to her steady hand and coordination while her serpentine heritage lent to her skill with poisons. Nori spent several years under Nao's tutelage.
Nori's life changed the moment a crimelord walked into the shop...
The bell on the door jingled and Nori looked up from the recipe book. Several armed men strode into the shop, pretending to survey the wares. They fanned out, covering all corners of the small store. Behind them, in stepped a woman of dark beauty and darker malice. Nori's heart began to race and she reached for the cup of water she had at hand. She took a gulp and prepared to welcome the lady.
"Welcome, Lady Xian." Nori gave a bow as was customary.
"Shut your mouth, girl" the woman sneered, "Nao is late on his payments and I have come to collect."
Nori felt a prang of anger, but managed to keep it polite.
"I'm sorry, Lady Xian. My master has left me nothing for you..."
"I will NOT hear your excuses, half-breed!"Xian practically spit on the girl. Nori's barely visible scales shown brighter as her face reddened.
"We will have the coin today or this shop will be sundered." The lady motioned to one of her men who promptly drew his katana and swung it hard, smashing several glass beakers and measuring equipment. Nori couldn't help but gasp in horror as some of her hard work was destroyed. In her discipline, the girl gripped the counter in order to keep from losing her temper. She wouldn't survive if she attacked them. But fate had other plans.
"Now... get me the coin he keeps in that barrel in the back. I know there is plenty,"Xian snickered, seeing the surprised look on Nori's face. Xian, to put a point in her arrogance, picked up the girl's cup and took a long drink. Nori only turned away, only realizing what was about to happen when she heard the lady choking. As soon as the girl disappeared into the back, she bolted for the door. The shouting began and cries for help began to echo out into the street that Nori sprinted down.
Nori's skills were not fully developed and she was soon caught by the Prefects who kept the law. They tried her for the murder of a noble but as an accident could not be ruled out, thus she was exiled from Tian Xia. For the last year of her life, she had been traveling, unsure of where to call home. Through her journey, she heard of the famous Pathfinder Society. Their reputation of accepting those strays and marginalized persons gave her hope to find some purpose outside of Tian. Hopefully, her talents would be useful to them.
Nori
Vishkanya ninja 1
N Medium humanoid (vishkanya)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0; +1 bonus vs. poison
Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +1 (1d6+1/18-20)
Ranged shuriken +3 (1d2+1)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 13
Base Atk +0; CMB +1; CMD 14
Feats Combat Expertise
Traits anatomist, criminal
Skills Acrobatics +6, Bluff +5, Climb +4, Craft (alchemy) +6, Disable Device +7, Disguise +5, Escape Artist +8, Knowledge (local) +6, Knowledge (nobility) +6, Perception +6, Perform (dance) +5, Sleight of Hand +6, Stealth +8; Racial Modifiers +2 Escape Artist, +2 Perception, +2 Stealth
Languages Common, Draconic, Elven, Vishkanya
SQ poison use, poison use, toxic
Other Gear studded leather, shuriken (5), wakizashi, backpack, thieves' tools, trail rations (5), 2 gp, 5 sp
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +1 Gain listed bonus to saves vs poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toxic (1/day, DC 10) (Ex) Can apply poisonous blood/saliva to a weapon as a swift action.

Sleggar Vellici |

I feel like this character of mine would fit quite nicely (with some slight modification from what's in the profile obviously since it was made for another game's rules)
Sleggar Vellici is a rookie Hellknight out of Cheliax who was given orders to prove himself. The Hellknight order lacked a major presence in the area and the leadership thinks sending a Hellknight to help with their problems would do wonders for the Order of the Scourge's reputation in the area. And if rumors were true the order could be put to good use helping the Pathfinder society by reminding them that Explore. Report. Cooperate. is all well and good but you have to be considerate of what the actions of the society might mean for the common person. What the removal of precious artifiacts or the insertion of the society into the governance of locality could be calamitous - he would know he's read his history.
Sleggar himself had lived a rough childhood. Life in Cheliax could be difficult sometimes. Life there was harsh - the constant civil wars and rebellions, the daily interactions with devils. He had lost friends constantly growing up, as rebels seeking their so called freedoms attacked his town, the towns of his relatives. He craved stability and order and the Hell Knights promised that. Once his parents realized that they could not reliably provide a living for their son, they relented to his wishes to join with the Hellknights as a squire. He has seen precious little of the world as he was squire to one of the order's signifer's but that gave him ample opportunity to study, to learn of the horrors that plagued the world, the reasons for the Hellknight's very existence. Serving a Hell Knight who was not by training a warrior but having no talent for the arcane arts himself, Sleggar became something of an odd fit. Smart, studious, but still strong and expected to should a burden for the order as a soldier. But a smart one. The whips the order used for mostly ceremonial purposes could actually be great weapons when wielded by an intelligent warrior.
His master finally decided that he was ready for an assignment and he was chosen for a high profile one - to be a good will ambassador for the order. Now everything Sleggar has been training for - all he had dreamed of accomplishing- was now coming to a head. He carried the hopes of not just himself, but of the people who gave him a roof, gave him years of training, gave him purpose and health and he would not disappoint them. He would show the world and these pathfinders that Hellknights are not just the bogeymen of the Andorans but a real force for order, stability, and prosperity in the world. Would he be able to stand against the darkness, protect ordinary people, bring law to the frontier. Or would he die trying.
Thoughts on the Pathfinder Society: Joining such a loosely organized and ill-defined organization as the Pathfinder Society was not Sleggar's idea and frankly he abhors the notion that there is only the loosest of command structures in place to determines who does what and when. That said, he admires their goal. They go where others will not. They explore lost regions, they support international cooperation and hope to take on the big problems of the era. As a scholar himself, Sleggar loved that idea. Being able to continue to pursue his studies and continue adding to the sum of what is known about the world while still having a chance to be a traveling force for order in the world excites the eager cadet.
Is naturally sympathetic to the Cheliax/Dark Archive faction.
Personality:
Sleggar has seen horrors but relatively speaking, he doesn't have a lot of experience with people. He is awkward, but thanks to his training with the Hell Knights, he can be very stern and has a hard time reading people. Women in particular give him pause and make him uneasy since he didn't know too many women while in training since Hellknights are a male-dominated organization. That said, at heart he is a good person mostly motivated by his need to help people. It's not optional. He thinks that people should be fair to each other and sees it as his duty to be enforce that.
Looks:
Sleggar may have had classical good looks if he had been born into a noble class. He has shortly cropped raven black hair and dark brown eyes. His face has prominent scarring on his left side from training and a burn on his neck from a housefire he survived early in his childhood. Sleggar suffered malnutrition throughout his childhood and adolescence and as such hes...a little short for a Hellknight. However, due to hours and hours of arduous training he has made the best of his poor start. His short meter and half tall frame is tight with sinew and packed with muscle. This unique set of characteristics has made finding a set of plate armor that fits him...challenging. Too tall for Dwarven models but too short for anything meant for humans unless he got it custom made. Which works out well enough, as he prefers wearing his set of darkly colored scale with his helmet while having bare legs, good for tumbling and moving in combat.
Sleggar Vellici
Male Human Lore Warden Fighter 1
LN Medium humanoid (Human - Chelaxian)
Init +4; Senses Normal; Perception +0
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 Scale mail +2 Dex)
Hp 13 (1d10+2+1FC)
Fort +4, Ref +2, Will +0;
--------------------
Offense
--------------------
Speed 30 ft.
Melee (Normal) 1d20+4
Whip 1d3+3
Heavy Mace 1d8+3
Melee (Power Attack) 1d20+3
Whip[2H] 1d3+7
Heavy Mace[2H] 1d8+7
Ranged 1d20+3
Longbow 1d8
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats:
H: Medium Armor Proficiency
1: Exotic Weapon Proficiency: Whip
1B: Power Attack
Traits: Reactionary (+2 to Initiative), Reckless (+1 to Acrobatics, Acrobatics is always a class skill)
Skills (2+2(lore warden)+1+2(background)+1(Skilled)=8/level:
Acrobatics +3 (1 rank, 1 trait 3 CB, -4 ACP)
Knowledge: The Planes +5 (1 Rank, +3 CB),
Knowledge Engineering +5 (1 Rank, +3 CB)
Swim: +3(1 rank, 3 CB, -4 ACP)
Background:
Knowledge: History +5 (1 rank, +3 CB),
Linguistics +5 (1 Rank, +3 CB)
Lore Warden:
Knowledge: Arcana +5 (1 Rank, +3 CB)
Knowledge: Dungeoneering +5 (1 Rank, +3 CB)
Languages Common, Infernal, Chelish
--------------------
Special Abilities
--------------------
Flexible Artibute: +2 To any Atribute. Chose Str
Bonus Feat: One Bonus Feat. Chose Medium Armor Proficiency
Skilled: 1 Bonus Skill Point at First level, and 1 Extra Skill point at ever level after first.
Lore Warden: +2 skill points per level, must be spent on int-based skills. All Int based skills are class skills for a Lore Warden
--------------------
Equipment - 75 lbs (light load)
--------------------
Soldier's Uniform - 5
Whip - 2
Heavy Mace - 8
Scale Mail (emblazoned with seal of Hellknight Order of the Scourge)- 30
Longbow - 3
40 Arrows - 6
Rope, Hempen (50 ft.)- 10
Hammock - 3
Small tent - 20
3 torches (on person) - 3
Flint and steel - 0
Donkey with Saddle - 0
- Donkey is carrying 97 torches, 8 sacks
Backpack - 2
2 Sacks - 1
10 bars of Soap - 2.5
1 gold piece

DM ShadowBloodmoon |

@Gilvesh- Got it. The Talent is now called Narrows Survivor, which is why I couldn't find it at first. Skill points are all straight now. Thanks.
@Kelanna- Looks good.
@Winter Phoenix- Looks nice. Only 1 thing I noticed, with money, I only have you spending 95.5 out of 140gp, which Ninjas start with as average, meaning you have 44.5 left...
@Sleggar- Looks nice, but remember you can only have 1 of each kind of trait. You have two combat traits. Also, just so you are aware, Chelish is not an actual language. Chelaxians speak Taldane (Common) first and Infernal second, so if you want another language, go for it.
Looking good so far everyone. I will probably start making selections next week. I can run with up to 6, so we should be good.

Kelanna Levin |

@ Gilvesh While your crunch is good I can't find you back-story, and I don't want to be picked over you just because you where lacking one part of your character, that would be sad.
@Dm Shadowbloodmoon Making one small Altercation to my Crunch sheet, swapping out the rather hasty decision of the trait hidden Hand, for the race Trait 'Harrow-Born, With my Harrow deck coming from one of the Gypsys I lived with for a single year. Making the change on my Profile for future reference. It's simply more flavorful for what I have in my backstory xp

Sleggar Vellici |

Male Human Lore Warden Fighter 1
LN Medium humanoid (Human - Chelaxian)
Init +2; Senses Normal; Perception +0
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 Scale mail +2 Dex)
Hp 13 (1d10+2+1FC)
Fort +4, Ref +2, Will +0;
--------------------
Offense
--------------------
Speed 30 ft.
Melee (Normal) 1d20+4
Whip 1d3+3
Heavy Mace 1d8+3
Melee (Power Attack) 1d20+3
Whip[2H] 1d3+7
Heavy Mace[2H] 1d8+7
Ranged 1d20+3
Longbow 1d8
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats:
H: Medium Armor Proficiency
1: Exotic Weapon Proficiency: Whip
1B: Power Attack
Traits: Lover of the Law ( +1 trait bonus on saves vs. charm and compulsion effects, if directed to break law, may attempt a new save at +2), Reckless (+1 to Acrobatics, Acrobatics is always a class skill)
Skills (2+2(lore warden)+1+2(background)+1(Skilled)=8/level:
Acrobatics +3 (1 rank, 1 trait 3 CB, -4 ACP)
Knowledge: The Planes +5 (1 Rank, +3 CB),
Knowledge Engineering +5 (1 Rank, +3 CB)
Swim: +3(1 rank, 3 CB, -4 ACP)
Background:
Knowledge: History +5 (1 rank, +3 CB),
Linguistics +5 (1 Rank, +3 CB)
Lore Warden:
Knowledge: Arcana +5 (1 Rank, +3 CB)
Knowledge: Dungeoneering +5 (1 Rank, +3 CB)
Languages Common, Infernal, Azlanti
--------------------
Special Abilities
--------------------
Flexible Artibute: +2 To any Atribute. Chose Str
Bonus Feat: One Bonus Feat. Chose Medium Armor Proficiency
Skilled: 1 Bonus Skill Point at First level, and 1 Extra Skill point at ever level after first.
Lore Warden: +2 skill points per level, must be spent on int-based skills. All Int based skills are class skills for a Lore Warden
--------------------
Equipment - 75 lbs (light load)
--------------------
Soldier's Uniform - 5
Whip - 2
Heavy Mace - 8
Scale Mail (emblazoned with seal of Hellknight Order of the Scourge)- 30
Longbow - 3
40 Arrows - 6
Rope, Hempen (50 ft.)- 10
Hammock - 3
Small tent - 20
3 torches (on person) - 3
Flint and steel - 0
Donkey with Saddle - 0
- Donkey is carrying 97 torches, 8 sacks
Backpack - 2
2 Sacks - 1
10 bars of Soap - 2.5
1 gold piece

DM ShadowBloodmoon |

@Kelanna- Got it. Change make sense.. Did you have a name for your familiar or should I come up with it?
@Sleggar- Changes made. Looks good. Did you name your donkey?
@Feth- I am shooting for a Monday evening (CST) final selection.
@Winter- Sounds good. I'll add that unless you change your mind. With all the stuff you already bought with the rogue's kit should put you at 29gp remaining, unless of course you want an extra backpack and extra rations..