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Valjoen- Deadly Aim, sure.
Fnord- Re: prestige classes, sure.
Re: Crossbows, I'm okay with it. If someone really wants to be a crossbow archer over a longbow archer, I'd rather find a way to make it happen than worry about a d10 vs a d8. I understand that is not for everyone, and that's okay.
Ouachitonian- yes to VMC.
Nate- yes, 2016 can DIAF.
TLW- yes, that's okay.

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Working on some form of Magus/Fighter. I'll probably be using the Bladebound and Lore Warden archetypes. One question about the Lore Warden: it gains Combat Expertise as a bonus feat at level 2 in addition to the normal fighter feat, should I just take a different feat that requires it instead?
Yes.

Hjálmarr Magnusson |

This is Rikash chiming on the character I'm working on. I've got a brief synopsis below and am working on the profile. I'll be continuing to refine Hjálmarr and will reply again when I'm happy (happier, anyway) with him.

thelizardwizard |

N Medium Humanoid (Human)
Alternate Racial Traits: Dual-Talented
Init +0; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC: 19, touch 14, flat-footed 17(+6 armor, +4 dex, +1 shield)
HP: 26(1d10+1d8+8) Nonlethal: 4 Temp HP: 4 regens 2/min
Fort: +6, Ref: +6, Will: +4
Burn: 2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
Ranged
Kinetic Blast: +7/+8
-Damage: 1d6+5/6
------------------------------
STATISTICS
------------------------------
Str: 10, Dex: 18, Con: 18, Int: 12, Wis: 14, Cha: 08
Base Atk: +2; CMB +0; CMD 10
Traits: Armor Expert,
Drawbacks:
Feats:
1- weapon focus (Kinetic Blast), Iron will, Point blank shot
2- Weapon finesse, Deft hands
Skills (20points)
perception: 2
Stealth: 2
Sense Motive: 2
Acrobatics: 1
Sleight of Hand: 2
Disable Device: 2
Bluff: 1
Diplomacy: 1
Climb: 1
Appraise: 1
Spellcraft: 1
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
------------------------------
SPECIAL ABILITIES
------------------------------
Force Ward
Element(s) aether; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.
You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed.
If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward's rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit points don't recover while this ability is inactive.
Infusions:
Extended Range
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.
Utility wild talents:
Basic Telekinesis
Element(s) aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.
Telekinetic Finesse
Element(s) aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.
Davin was born as the son of a city guardsman in Absalom nothing about his birth was strange, save perhaps how golden hued he was and his extreme health. For years Davin lived a normal life, a loving mother and father until about the age of 13 he manifested his mental powers. As you may expect Davin was completely enamored by his abilities and soon began to practice and use his mental abilities for even the most mundane tasks (such as cleaning, picking things up, opening doors etc) and took quite the fancy of throwing playing cards. Determined to be non-arcane in nature by a local wizard he was deemed blessed. Contrary to his ancestry, Davin grew tired of structured life and soon came upon an extreme wanderlust and so, at the age of 19, left his family in search for adventure along with his long time childhood friend Mia, like him blessed at birth with powers, however hers were magical in nature, she had trained under a sorcerer for years before the two had a chance meeting at a market store. With both desiring to see and experience the world the too set off, with suggestions for cities to visit and sites within them. However, not long on the rode Davin came across a tomb, and after a small bit of convincing the two set down it. It was quite larger than expected with several rooms and even another lower level and had a surprising number of traps and locks that pushed Davins powers to their limits, his spoils were not but some dusty tomes and a golden ring found by Mia and given to Davin. On their way out they were ambushed by brigands at the entrance who managed to collapse the roof surely crushing, or at least severely injuring, the two companions. However Davin was able to catch and hold the immense ruble long enough to push Mia into the clear before one of the bandits put a crossbow bolt into his side, from pain and exhaustion he felt himself slipping into unconsciousness and in a last ditch effort created a safe bubble around him so no rubble crushed him. The last thing he saw before going dark was Mia knocked out.
So started Davin’s search, involving himself in any missing person, or related incident or bandit bounty even traveling abroad to cities far away in hopes of gaining a lead on Mia, even going to supposed treasure spots, in hopes that maybe, just maybe, he would run across Mia, or perhaps someone who had seen her. Alas, he found almost nothing.
Appearance and Personality:
Appearance
Davin isn’t a hero, his work is dirty, and often times he goes about things illegally, breaking and entering, kidnapping for questioning, brutal questioning methods, basically the worst of PI work, however to him, the ends justify the means. He keeps the darker side of his work from his mother and father, who would certainly not approve, and while he isn’t proud of all that he has done, he would do it again. The more time he spends searching and gaining nothing, the darker his mood, and so his deeds, become.
He has been given a nickname in the shadows, "The Dealer", both in remark to the cards he uses as weapons, the lethality of them, and the precision of which he works. Most anyone that leaves any sort of trail is eventually dealt their "justice".
Bit more for his personality(stole quite a bit from a GM)-
- 2-3 Notable quirks of your character, often times runs his playing cards through his fingers, Covers his mouth and rubs his chin when telling a lie or half-truth to someone he cares about.
- Goals, what does you character want to accomplish/what drives him? – At first, it was to find Mia and hopefully do some good for the world, then it became more about ridding the world of evil men, with finding Mia merely as a figurehead goal so to speak. Now, well, he just does it. His idealist motives have been eroded away.
- Which of the 7 virtues you feel your character embodies: Diligence, of course.
- Which of the 7 deadly sins you feel your character most likely to succumb to. : Wrath.
answer the following as your character would-
Loyalty, or Honesty?: Loyalty, Honesty isn’t always the best policy
Compassion, or Justice: Justice, compassion is only for my loved ones
Charity, or teaching : Teaching, I’ll give a man nothing, but I’ll show him how to get it
Love, or Fear : Fear, Fear gets better results in my line of work, Love is a privilege.
Obedience, or free thinking: Free thinking, Obedience leads to tyranny, tyranny leads to corruption, corruption leads to strife and evil
Pride, or Greed: Pride, I’d rather be proud of my works, than rich in my ill earned gains.
Group, or Individual: Individual, the worlds made of individuals, some are more important than others, group good isn’t always the best.
What is Right?, What is wrong?
Right is what creates, its what builds, it allows growth, trust, and joy to grow. Wrong is that which destroys, that which harms folk. However, in the end, Right and Wrong is based on each person. However, to me, Right is what is good. Life, love, trust, creation. And I will go to any lengths to protect these and the ones I care for.
finally, answer this question as your character would
You see your most cherished companion in mortal danger, you have the means to save them however, if you choose to do so you will in their place send a group of several other people you do not know to their doom. What, do you do.
I save my companion, no hesitation, I’d look for a way to save both, of course I would, any decent man would. But if left no other option, they aren’t worth the life of my companion.
-What was your childhood like?
A: Happy, it was surprisngly normal with a fairly well off family, his father was a merchant, and his mother dabbled in herbs and alchemy.
-What is your relationship to the gods and religion?
A: He is skeptic. He believes that the gods rarely, if ever, truly care about mortals. He sees them as power hungry and greedy beings, forcing folk to worship them like some dog for scraps of bread or power. He has heard stories that even gods can die. He believes that.
-What is your physical appearance, bearing, mannerisms, and quirks?
A: Looks , 2-3 Notable quirks of your character, often times he runs his playing cards through his fingers, Covers his mouth and rubs his chin when telling a lie or half-truth to someone he cares about. Is rather quiet most of the time, cannot stand ignorance.
-Do you have an easy way with strangers?
A: Nope, not really. unless I am interrogating them.
-Do you play well with others?
A: Depends. Long as they are agreeable, don't question me to much, allow me to work, and are half-decent people? Ya, easily.
-What draws you to the life of an adventurer?
Wanderlust, looking for... someone important to me. My line of work makes lots of enemies, best to constantly move around, safer that way.
-Do you identify with a particular animal or element?
Wolf, and air. I go where I want, and don't like restraints. I don't need help, but I can see the use and... joy, in having a family or group to work with. A close knit group can even enhance ones performance dramatically.
-What do you find creepy?
Ughhh, do I have to answer? Fine, I hate, hate, spiders. Its the legs man. They just.. ugghh.
-What specific goals do you have, if any?
Find Mia, other than that? I suppose I'm just looking for something to give me hope again. Restore my faith in the world or something like that.
-What secrets do you have?
-What does someone else know about you that you do not?
what became of Mia, where my powers come from.
-Do the ends justify the means?
Yes.
decided to just stick with my kineticist idea

TriShadow |

Okay, here we go. I will make an alias if selcted:
Risquelyn "Risk" Virisix
Risk ~ Risquelyn Virisix
Female drow bard 2/cleric of Desna 2/gestalt 2 ( Pathfinder RPG Bestiary 114)
CG Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Perception +8
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 20 (2d8+4)
Fort +4, Ref +6, Will +5; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and
sonic, +1 trait bonus vs. poison
Immune sleep; SR 12
Weaknesses light blindness
—————
Offense
—————
Speed 40 ft.
Melee mwk aldori dueling sword +2 (1d8/19-20) or
mwk starknife +5 (1d4+3/×3)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 14], inspire
courage +1), channel positive energy 6/day (DC 14, 1d6)
Spell-Like Abilities (CL 2nd; concentration +5)
At will— detect magic
1/day—dancing lights , darkness, faerie fire , feather fall , levitate
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—bit of luck
Bard Spells Known (CL 2nd; concentration +5)
1st (3/day)— ear-piercing scream UM (DC 14), hideous laughter (DC 14), vanishAPG (DC 14)
0 (at will)— dancing lights , dim, mage hand , open/close (DC 13), prestidigitation
Cleric Spells Prepared (CL 2nd; concentration +4)
1st—endure elements , liberating command UC, longstriderD, protection from evil
0 (at will)— bolster spirits , create water , enhanced diplomacy , guidance
D Domain spell; Domains Luck, Travel
—————
Statistics
—————
Str 11, Dex 16, Con 12, Int 10, Wis 15, Cha 17
Base Atk +1; CMB +1; CMD 14
Feats Breadth Of Experience (Bonus 2nd level), Divine Fighting Technique (Desna's Shooting Star) (Bonus 1st level~taken and 2nd), Drow Nobility (1st level)
Traits adaptive magic, criminal, scheming survivor
Skills Acrobatics +3 (+7 to jump), Appraise +4, Diplomacy +7, Disable Device +11, Escape Artist +7,
Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history)
+7, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (planes) +7, Knowledge (religion) +3,
Linguistics +5, Perception +8, Perform (dance) +8, Perform (oratory) +8, Perform (sing) +8, Sense Motive
+3, Sleight of Hand +7, Spellcraft +4, Stealth +7, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Elven, Osiriani, Undercommon
SQ agile feet (5/day), bardic knowledge +1, hedonistic, poison use
Other Gear mwk studded leather, mwk buckler, mwk aldori dueling sword ISWG, mwk starknife, bedroll, belt
pouch, candle (10), flint and steel, hemp rope (50 ft.), holy symbol with compartment UE, holy text
(Desna)UE, masterwork backpack APG, masterwork Lute, masterwork thieves' tools, mess kit UE, pot, soap,
spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Desna, wrist sheath, spring loaded (2),
47 gp
Special Abilities
—————
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread
good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of
travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (120 feet) You can see in the dark (black and white only).
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced:
full-rd thrown starknife deals 1d4 hits.
Drow Immunities - Sleep You are immune to magic sleep effects.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20
negates)
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (8) You have Spell Resistance.
-What was your childhood like?
Risquelyn (Risk) Virisix was born and raised in the Fierani Forrest in the elven kingdom of Kyonin. This community was able to look passed the color of her skin to see the goodness within her soul. She was well educated and experienced most everything an elf could ask for. While she lacked the discipline to attend the Arcanium, her faith in Desna was strong. She willingly devoted her life to the church. Risk still had an innate gift for magic and began to use it to enhance her musical talent. The time came for Risk to travel the world and spread Desna’s word and witness the glory of a free life.
-What is your relationship to the gods and religion?
Risk’s mother was a priestess of Lloth. However, in a fever dream, Desna came to her and showed her what her life could be like with love and kindness in her life. This vision filled her heart, causing the pregnant Ilsia to flee to the surface world. Risquelyn (Risk) was raised with care among the Desnans. Her mother became a holy warrior to defend the faith and Risk has joined the clergy in appreciation of the hope her life has above ground.
-What is your physical appearance, bearing, mannerisms, and quirks?
Silver white hair serves as a contrast to her perfectly ebon skin. She keeps her hair long, but uses a variety of hair styles to present different looks. Her years of performing has literally given her a dancer’s grace. Her mirthful blue eyes take in much of the world around her. Due to the nature of her heritage, she often keeps her skin covered when in the presence of strangers, including the addition of a veil. Many mistake her as being from the desert land of Osiria, and Risk does little to dissuade them from this early on. This is more for them than it is for her. She wants others to get to know who she is so they will not judge her by her blood.
-Do you have an easy way with strangers?
Despite concealing her true heritage, Risk is naturally charismatic and has a way of putting people at ease. She has a song for every occasion and music that gets toes tapping and hands clapping. She is quick to smile, but rather enjoys bringing laughter and happiness to others.
-Do you play well with others?
Risk is very much a team player. She understands that working together is the way to achieve a shared goal. She has a strong sense of community and desire to see others be successful.
-What draws you to the life of an adventurer?
While the forests of her homeland are beautiful, Risk yearned to see more of the world. She understands the gift Desna has bestowed on her family and does not want to squander it. While she realizes the fear and hatred she will be faced with, Risk feels that she must face this obstacle in order to experience everything Desna has to offer.
-Do you identify with a particular animal or element?
Risk has an affection for both butterflies and dragon flies. She remembers the stories her mother would tell of how swarms of these insects acted as a guide through the caverns and forest.
-What do you find creepy?
Risk is not a fan of spiders. Part of her unease is that she fears Lloth can see through the spiders and will come to take revenge on her mother for leaving.
-What specific goals do you have, if any?
It is Risquelyn’s hope that she will one day discover a prophesy her goddess has left for her to discover.
-What secrets do you have?
While Risk has grown up witnessing and appreciating love, she is afraid to fall in love herself. Deep down, she fears Lloth will come for her and her mother, and Risk does not want to be responsible for bringing harm to someone she cares for.
-What does someone else know about you that you do not?
Risk is not an only child. When Ilsia left the Underdark, she abandoned her family, including a son and daughter. Desna showed her that they would never forsake the Spider Queen to turn to the light. Ilsia has never spoken of this.
-Do the ends justify the means?
No. Personal freedom is the greatest gift from the gods. To put anything above the rights and will of others is wrong. However, these things are worthy of sacrifice.

drbuzzard |

Ok, got my build together. Decided to go for some versatility with a fighter/alchemist. Nice thing about alchemists is they can wear heavy armor with now downside, so he will be able chuck bombs while tanking.
Bjorn Olaffsson is the first son of Olaf of the Red Hand, a Ulfen from the Land of the Linnorm King who had quite the reputation as a raider. In fact he caused enough trouble across the coasts of northern Avistan that he was cursed by a witch from one of the villages that he raided (pillage, then burn). This resulted in his firstborn son being a tielfing. The little boy was really quite ugly. His father, who used his spoils to establish a small holding with keep, still loved the boy and trained in the martial arts. However the rest of the kids in the area had no such love and treated him rather poorly. Instead he took to books, concentrating on learning. Olaf had obtained many books in his raids, and some of them had survived Olaf's indifference.
Bjorn found a book on alchemy among the trove, and it inspired him. So when he wasn't working on his skills with arms and armor, he spent the rest in a makeshift lab. He also became fascinated with clockwork devices and locks, and become adept in working on those as well. His father being wealthy, could afford to set him up for this, and it kept him from getting in fights with the other boys. The little devil had taken to using his smarts to take down the other kids verbally, instead of beating them up, and it was getting more complaints from parents than the bruises.
Knowing that Bjorn really couldn't replace him as the local lord, Olaf trained his second son, Lars, to rule. Bjorn was encouraged to go off as an adventurer, with a good bit of kit. Bjorn. despite his appearance is really a kindhearted soul, and understood the position his curse had placed his father in and took off to adventuring without complaint. It was a good opportunity to find more interesting reagents anyway.
-What was your childhood like? A mix of being bullied and being forced to bully back. It eventually drove him to be fairly reclusive.
-What is your relationship to the gods and religion? He took up following Cayden Calean when he took up a wandering lifestyle. It seemed to suit his disposition. He is not the most pious fellow, but will offer devotion once in a while.
-What is your physical appearance, bearing, mannerisms, and quirks? He's a rather ugly fellow, with scaled reddish skin, horns and a vestigial tail. He tends to try to kep his appearance on the down low, wearing either full helms or hoods. He is reserved in speech as he really doesn't want to interact with people since they usually just him poorly on his appearance and just doesn't want to deal with that. When he does have to deal with people, he has a razor wit which he can use to bring a grown man to tears.
-Do you have an easy way with strangers? No, he has little use for strangers.
-Do you play well with others? He's been forced to be a loner for much of his life, but the people who treat him fairly earn solid devotion.
-What draws you to the life of an adventurer? He had to get clear of his family lands for their sake as he was a dark reminder. He also looks forward to the opportunity to explore and learn.
-Do you identify with a particular animal or element? Fire! Fire!
-What do you find creepy? Snakes. There's not a lot of snakes up north.
-What specific goals do you have, if any? Nothing much specific, just learning.
-What secrets do you have? He tries to keep his connection to his father quiet.
-What does someone else know about you that you do not? The reason he's a tiefling was a curse. His family didn't know this and just assumed it was infernal blood popping up from rather twisted ancestor.
-Do the ends justify the means? No.
Bjorn Olaffsson
Tiefling alchemist (crypt breaker) 2/fighter 2/gestalt 2 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 20 (2d10+4)
Fort +5, Ref +6, Will +1 (+1 vs. fear); +2 bonus vs. poison
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged bomb +6 (1d6+5 Fire) or
. . throwing axe +5 (1d6+2)
Special Attacks bomb 6/day (1d6+5 fire, DC 15)
Spell-Like Abilities (CL 2nd; concentration +0)
. . 1/day—darkness
Alchemist (Crypt Breaker) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—bomber's eye[APG] (2), comprehend languages
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 18, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot, Quick Draw, Throw Anything
Traits adaptive magic, bruising intellect, scholar of the great beyond
Skills Acrobatics -2 (-6 to jump), Appraise +8, Bluff +0, Climb +1, Disable Device +6, Intimidate +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (nature) +9, Knowledge (planes) +10, Perception +6, Sleight of Hand +2, Stealth +0, Survival +5, Swim +1; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Infernal, Orc
SQ alchemy (alchemy crafting +2), crypt breaker's draught, discovery (precise bombs [4 squares]), poison use, trapfinding +1
Combat Gear acid (5), alchemist's fire (5), antiplague[APG] (2), antitoxin (2), smoke pellet, smog (4), troll styptic; Other Gear breastplate, buckler, throwing axe (4), alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork thieves' tools, mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 3 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+5 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

nate lange RPG Superstar 2012 Top 32 |

I'm not at all committed to anything yet but I'm pretty tempted to make a guy who's just indestructible... a tiefling paladin/skald with fey foundling, racial favored class bonus for pally, and the lesser celestial totem rage power at 3rd level... at 4th level his lay hands would heal him for 2d6+12 each time (as a swift action).
My biggest problem with the idea is that it doesn't feel specific to the setting/AP... I'm going to keep considering more northern ideas (like vikings and dwarves) before I settle on anything...

"River" |

I made an alias for River and changed his build a bit* and fleshed out his Q&A a bit more.
* I'd used medium armor which doesn't work with battle dance and had too many background skills - there's a bug with herolab's gestalt add-on and that.
They don't fit the story I have in mind for River but I noticed a things what would have provided nice synergies: A muse-touched assimar would have given +2 on perform (nice with versatile performance) and have cold resist 5 (among others). Fey Foundling would also be awesome but that's because it's brokenly strong :)

Javell DeLeon |

Gonna throw this guy in there: Droguk
Was in a Winter game a while back that died. The mechanics need adjusting for gestalt but this is the gist of him.

Cnut Bjornsson |

This is Ouachitonian, presenting Cnut Bjornsson. Cnut is a Milanite Ranger who travel Avistan serving his goddess, the Everbloom. Along the way, he has developed power to exert some innate control over elemental fire. While he does not yet really understand his gift, he confidently attributes it to the blessing of the Everbloom. One day he hopes to liberate the homeland his ancestors fled long ago; Raemerrund, an Ulfen kingdom overrun long ago by the cold armies of Bab Yaga. He hopes that his gift of holy flame will help him in this quest.
Edit: just realized I still need to do the questionnaire. I'll have it posted in this alias later tonight.
Ok, questions answered in a spoiler in this alias's profile.

JoshB |

This is Totho Farstrider, a brawling priest of Cayden Cailean. He has been wandering the roads of Taldor, preaching the good word and sharing the draughts of his god's blessing with the world.
He woke up (with a hangover) in Heldren's inn this morning.
Totho Farstrider
Human brawler 2/cleric of Cayden Cailean 2/gestalt 2
CG Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 18, touch 10, flat-footed 18 (+8 armor)
hp 26 (2d10+6)
Fort +5, Ref +4, Will +5
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee armor spikes +5 (1d6+6) or
. . armor spikes flurry of blows +3/+3 (1d6+6) or
. . gauntlet (from armor) +6 (1d3+6) or
. . gauntlet (from armor) flurry of blows +4/+4 (1d3+6) or
. . rapier +5 (1d6+6/18-20) or
. . unarmed strike +6 (1d6+6) or
. . unarmed strike flurry of blows +4/+4 (1d6+6)
Ranged sling +3 (1d4+4)
Special Attacks brawler's flurry, channel positive energy 4/day (DC 12, 1d6), martial flexibility 4/day
Domain Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—touch of chaos
Cleric Spells Prepared (CL 2nd; concentration +4)
. . 1st—cure light wounds, divine favor (2), longstrider[D]
. . 0 (at will)—detect magic, light, read magic, spark[APG] (DC 12)
. . D Domain spell; Domains Chaos (Revelry subdomain), Travel
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Statistics
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Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 13
Base Atk +2; CMB +5; CMD 17
Feats:
Combat Expertise,
Domain Strike[UC],
Heavy Armor Proficiency,
Improved Unarmed Strike,
Power Attack,
Pummeling Style[ACG],
Selective Channeling,
Weapon Focus (unarmed strike)
Traits:
fate's favored,
reactionary,
restless wayfarer
Skills Acrobatics -1, Heal +8, Intimidate +5, Knowledge (local) +5, Knowledge (religion) +4, Perception +7, Spellcraft +4, Swim +1
Knowledge (geography) +5, Knowledge (history) +4, Profession (barkeep) +6, Profession (brewer) +6,
Languages Common, Varisian
SQ agile feet (5/day), brawler's cunning, martial training
Gear:
armor spikes half-plate, rapier, sling, sling bullets (20), backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (cayden cailean), iron holy symbol of cayden cailean, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of cayden cailean, 8 gp, 8 sp
oil of bless weapon
oil of magic stone
potion of cure light wounds
potion of magic fang (2)
healer's kit
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Special Abilities
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Cleric:
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Revelry) You know how to best celebrate the good times in life.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Touch of Chaos (5/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Brawler:
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +0/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Feats:
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Domain Strike (Touch of Chaos [5/day] [Sp]) Use a domain power through unarmed strike
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Selective Channeling Exclude targets from the area of your Channel Energy.
-What was your childhood like?
A: Totho was born into a caravan of gypsies and saw more of the world before he was ten than most folk see in a lifetime. The caravan members served as a rambunctious extended family. The men (and some of the women) earned money on the side by hosting wild parties and brawling contests. The children of the caravan followed in their parents footsteps and grew up ducking and throwing punches.
-What is your relationship to the gods and religion?
A: Totho developed a sudden interest in religion after seeing one of his caravan’s leaders brought back to life after an accidental death during one of the caravan’s fights. Andreas, the priest of Cayden Cailean took Totho in and started his training in the clergy.
-What is your physical appearance, bearing, mannerisms, and quirks?
A: Totho is a tall, sandy-haired, broad shouldered human. He wears a worn and stained traveling cloak and clothes. A holy symbol of Cayden Cailean hangs on a chain around his neck and a skin full of ale is always at hand. He recently worn an extravagant set of spiked half-plate armor in a drunken card game and is still getting used to the bulk and weight.
2-3 Notable quirks of your character: Totho always has a coin to spare for a child in need, even if they are obviously playing him. He gets bored easily staying in the same place and always comes up with a reason to continue his travels.
-Do you have an easy way with strangers?
A: Totho has never met a stranger, he always has a smile, kind word, and a draught of his god’s blessing for those he meets on the road.
-Do you play well with others?
A: Totho is a good comrade and trustworthy companion for his friends.
-What draws you to the life of an adventurer?
The draw of the distant horizon and the blessing of Cayden Cailean pulls Totho to walk the wild roads of the world and live the wild life.
-Do you identify with a particular animal or element?
Totho always tosses a chicken leg to a dog when he has the chance. The natural good nature and loyalty of a dog inspires him.
-What do you find creepy?
Black witchcraft and evil magic that pulls families apart.
-What specific goals do you have, if any?
Protect the weak, gather the flock, and throw a massive party to celebrate the end of the world.
-What does someone else know about you that you do not?
The priest Andreas saw a vision of Totho’s future and that he was destined for great things when they first met.
-Do the ends justify the means?
Rules can be broken and he doesn’t have much use for laws, but evil begets evil.

thelizardwizard |

drbuzzad, what did you have in mind? I'm still trying to come up with a good fit for the AP(so many ideas, only for me to painfully decide that they just don't fit well enough), I'm thinking an arctic druid/(ranger/monk/fighter/barbarian??) with the northern ancestry trait. Perhaps we knew/know each other?

Rhal, the Styx Boatman |

Anyone know of any winter themed fey races that can be PCs? I know of at least 1 official Paizo fey race, but nothing winter themed. The only thing I can find to make it winter themed is the Winter-Touched Fey template from Reign of Winter book 1. Unfortunately it changes alignment to evil.
I am working on building a Fey from Chillblight that doesn't necessarily agree with the evil ways of its people in Chillblight.

drbuzzard |

drbuzzad, what did you have in mind? I'm still trying to come up with a good fit for the AP(so many ideas, only for me to painfully decide that they just don't fit well enough), I'm thinking an arctic druid/(ranger/monk/fighter/barbarian??) with the northern ancestry trait. Perhaps we knew/know each other?
Like Sundakan said, it's easy enough to be traveling through town and end up where the stuff happens. We could either be relations or simply from the same village. My background has me as a tossed out son of a nobleman in the Land of the Linnorm Kings (Ulfen central region). He left to go adventuring, and if he didn't go solo, other people can be from the same town. We could just pick a fairly small place there as a starting point. Also given Bjorn's dislike for personal interaction, having a friend on hand to handle the face work would be logical.

YoricksRequiem |

Aside from Skill Focus, Athletic and its cousins, and Master Craftsman, what other noncombat feats are there? I'm getting a headache trying to browse the srd for them.
Uhhh all of these. And also these. And These. There are tons.

Valjoen_GM |

Here is my submission. Aerryndöl is a Winter Witch/Archer who will likely go Arcane Archer. She's free-spirited and often a bit crass with a sense of superiority.
Female sylph fighter (archer) 2/gestalt 2/witch (winter witch) 2 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, 104, Pathfinder RPG Bestiary 2 258)
CG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 22 (2d10+2)
Fort +3, Ref +3, Will +4; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
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Offense
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Speed 35 ft.
Ranged composite longbow +3/+3 (1d8+5/×3)
Special Attacks hexes (cackle[APG], evil eye[APG], misfortune[APG])
Spell-Like Abilities (CL 2nd; concentration +0)
1/day—feather fall
Witch Spell-Like Abilities (CL 2nd; concentration +6)
Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 2nd; concentration +6)
1st—command (DC 15), sleep (DC 15), snowball (DC 16)
0 (at will)—detect magic, guidance, message, read magic
Patron Winter
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Statistics
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Str 14, Dex 17, Con 10, Int 19, Wis 12, Cha 7
Base Atk +2; CMB +3; CMD 17
Feats Cloud Gazer[ARG], Deadly Aim, Extra Hex[APG], Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot
Traits pragmatic activator, reactionary, warded against witchery
Skills Appraise +6, Craft (bows) +7, Handle Animal +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (nature) +9, Linguistics +6, Perception +6, Sense Motive +3, Spellcraft +9 (+10 to identify spells cast by evil arcane spellcasters.), Use Magic Device +9
Languages Aquan, Auran, Common, Draconic, Elven, Ignan, Terran
SQ breeze-kissed, cold flesh, witch's familiar (rabbit named Arcane Familiar)
Other Gear composite longbow (+2 Str), 700 gp
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Special Abilities
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Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Cloud Gazer See through fog, mist, and clouds without penalty. Triple sight distance if cloud is magical.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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1: Point Blank Shot; (F) Rapid Shot; (B) Extra Hex: Evil Eye; (Q) Power Attack; (Q) Deadly Aim; (W) Hex: Misfortune
2: (F) Precise Shot; (B) Cloud Gazer; (W) Hex: Cackle
3: Extra Hex (Flight)
4: (F) Weapon Focus (Longbow); (B) Improved Familiar
5: Weapon Specialization (Longbow)
6: (F) Vital Strike; (B) Elemental Focus: Cold; (W) Hex:
7: Manyshot
8: (F) Greater Weapon Focus (Longbow); (B) Airy Step; (W) Hex:
9: Wings of Air
10: (F) ; (B) Greater Elemental Focus: Cold; (W) Hex: Spell Hex
11: Improved Vital Strike
12: (F); (B) ; (W) Hex:
13:
14: (F); (B)