
Duboris |

So! Gents! This is my character's crunch at the moment, and I'd be pleased if you could take a look at it. Falconer 7, a bit different from my weapon master suggestion earlier, but he had d10's for health, so I figured it didn't really matter if I changed it. That said, here he is. I'm still fleshing out his story at the moment, however, but I really want it to tie in with the local ogres as well as the Black Arrows.
That said, his name is Zadderk Crowe who survives on the outskirts of town for the most part, and happens to be quite capable when it comes to keeping himself by living off the land's fat, even if he doesn't necessarily have to. His only friend, primarily, well, as far as best friends are concerned, is his most trusted ally Dasher, a bald eagle that he nursed back into good health and bonded with. He even goes to, when the situation demands, summong more eagles to assist him (usually in the form of 1d3 eagles) although this is primarily to keep enemies at bay while his own eagle distracts and opens them up.
Zadderk primarily focuses on ranged combat, making quick decisions to launch powerful, focused arrows (Using a combination of Deadly aim and Vital Strike at the same time, as well as point blank if he's close enough though he prefers not to be) or unleash hell in as many as 3 shots currently. His arrows rarely miss based on the agility of an enemy, and given a brush with a rather slippery wizard he went through great pains to procure a Seeking +1 Heavy Crossbow so concealment was never an issue again. He didn't get the wizard, though.
More on his backstory and tactics later. Here he is in crunch form:
Zadderk Crowe
Human Ranger (Falconer) 7
LN Medium humanoid (human)
Init +5; Senses Perception +17
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 deflection)
hp 58 (7d10)
Fort +6, Ref +11, Will +5
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Offense
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Speed 20 ft.
Melee masterwork scimitar +7/+2 (1d6-1/18-20) and
. . unarmed strike +6/+1 (1d3-1 nonlethal)
Ranged +1 seeking heavy crossbow +12/+7 (1d10+6/19-20)
Special Attacks favored enemies (giants +4, humans +2)
Ranger (Falconer) Spells Prepared (CL 4th; concentration +6):
2nd—summon nature's ally ii
1st—call animal, speak with animals
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Statistics
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Str 8, Dex 20, Con 10, Int 16, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 22
Feats Crossbow Mastery, Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike
Traits giant slayer, patient optimist
Skills Acrobatics +10 (+6 jump), Climb +5, Diplomacy +7 (+9 to influence hostile or unfriendly creatures), Handle Animal +10, Heal +12, Knowledge (dungeoneering) +13, Knowledge (geography) +10 (+11 to navigate underground in Magnimar Outskirts), Knowledge (nature) +13, Perception +17 (only -1/20' while using a spyglass, instead of -1/10'), Stealth +13, Survival +12 (+14 to get along in the wild, +15 to track, +13 to navigate in the wilderness in Magnimar Outskirts), Swim +5
Languages Common, Elven, Giant, Sylvan
SQ combat styles (archery), favored terrain (forest +2), swoop for the kill, track, woodland stride
Other Gear +1 defiant hide armor, +1 seeking heavy crossbow, masterwork scimitar, belt of incredible dexterity +2, cloak of resistance +1, eyes of the eagle, ring of protection +1, area map, grappling bolt, grappling bolt, grappling bolt, grappling bolt, grappling bolt, ranger's kit, scope, silent whistle, spyglass, survival kit, masterwork, 30 gp, 1 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Area map (Magnimar Outskirts) A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs Favored Enemy (Giants).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Patient Optimist You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
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.
Scope Reduce penalty for firearm ranged attacks by 1 for each range increment.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swoop for the Kill (Ex) At 6th level, when outdoors, a falconer can direct his feathered companion to strike an enemy from high above. His feathered companion gains the following trick as a bonus trick.
Swooping Charge (DC 20; bird): The falconer's bird compan
Track +3 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Dasher
Eagle
N Small animal
Init +4; Senses low-light vision; Perception +7
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Defense
--------------------
AC 20, touch 15, flat-footed 16 (+4 Dex, +1 size, +5 natural)
hp 38 (+12)
Fort +7, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +9 (1d4+1) and
. . 2 talons +9 (1d4+1) and
. . unarmed strike +9 (1d2+1 nonlethal)
--------------------
Statistics
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Str 12, Dex 19, Con 14, Int 3, Wis 14, Cha 6
Base Atk +4; CMB +4; CMD 18
Feats Death from Above, Skill Focus (Fly), Weapon Finesse
Tricks Attack, Come, Distract, Down, Heel, Roam, Seek, Stay, Swooping Charge
Skills Acrobatics +8 (+0 jump), Fly +13, Perception +7, Stealth +13
SQ attack, come, devotion, distract, down, heel, roam, seek, stay, swooping charge
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Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Roam [Trick] The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may have enough room, but a dungeon might not. If the attack lands, the bird does 2d4 damage instead of it's usual 1d4 damage with it's bite attack, and the victim is staggered until the end of it's next turn.

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Helda Stormbridge
Female Human (Chelaxian) Ranger (Sable Company Marine, Skirmisher) 7
CG Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +12
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Defense
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AC 24, touch 16, flat-footed 19 (+7 armor, +5 Dex, +1 natural, +1 deflection)
hp XX (7d10+7)
Fort +8, Ref +12, Will +6
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Offense
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Speed 30 ft.
Melee +1 agile rapier +13/+8 (1d6+6/18-20)
Ranged +1 composite shortbow +13/+8 (1d6+2/×3)
Special Attacks favored enemies (giants +4, monstrous humanoids +2)
--------------------
Statistics
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Str 12, Dex 20, Con 12, Int 12, Wis 14, Cha 12
Base Atk +7; CMB +8; CMD 24
Feats Boon Companion, Endurance, Manyshot, Mounted Archery, Mounted Combat, Piranha Strike, Rapid Shot, Weapon Finesse
Traits beast bond, regional recluse: turtleback ferry
Skills Climb +3, Craft (blacksmith) +3, Handle Animal +12, Heal +6, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (geography) +11, Knowledge (nature) +11, Perception +12, Profession (soldier) +6, Ride +14, Stealth +13, Survival +13 (+16 to track), Swim +3
Languages Common, Giant
SQ combat styles (archery), hero points, hippogriff companion, hunter's tricks, hunter's tricks (hunter's trick [bolster companion], hunter's trick [trick shot]), track, wild empathy +8, woodland stride
Combat Gear masterwork cold iron arrow, durable (50), silver arrow, durable (50), pheromone arrow (10), slow burn arrow (3), tangleshot arrow (10); Other Gear +1 mithral lamellar (steel) armor, +1 agile rapier, +1 composite shortbow, smoke arrows (10), whistling arrow (20), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, efficient quiver, ring of protection +1, 198 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs Favored Enemy (Giants).
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hippogriff Companion (Ex) You gain a +2 bonus on Ride checks made when riding your hippogriff companion, and whenever you are within 20 feet of your hippogriff, it gains a +2 morale bonus on all saving throws made against fear effects. This ability replaces favored terrain an
Hunter's Trick (Bolster Companion) (Ex) The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the an
Hunter's Trick (Trick Shot) (Ex) As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Hunter's Tricks (5/day) (Ex) Various tricks.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Devaroux
N Large animal
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
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AC 23, touch 14, flat-footed 18 (+3 armor, +5 Dex, -1 size, +6 natural)
hp XX (6d8+18)
Fort +8, Ref +10, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed fly 100 ft. (average)
Melee bite +8 (1d6+3) and
2 claws +8 (1d6+3)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
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Str 17, Dex 20, Con 16, Int 2, Wis 12, Cha 9
Base Atk +4; CMB +8; CMD 23
Feats Armor Proficiency (Light), Improved Natural Attack (claw), Weapon Finesse
Skills Acrobatics +9, Fly +9, Perception +5, Stealth +5
SQ devotion, hero points
Other Gear leaf armor
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (100 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Helda Stormbridge is from the village of Turtleback Ferry. She grew up hearing tales about her father's exploits as a Sable Company Marine in Korvosa, before he "settled down" to join the Black Arrows of Fort Rannick. Eventually he fell in love with a local girl and despite his advanced years, conceived a child with her (Helda).
Although Helda doesn't remember much of her father, she remembers he was killed by ogres on the hook.
When Helda was old enough, she ran away from the quiet life of Turtleback Ferry and joined the Sable Company in Korvosa. Her drive and talent got her through her training, but her wanderlust and desire for adventure over duty soon became an issue.
She left the Sable Company after a reprimand for "buzzing" the towers of a local noble, taking Devaroux with her, since, as her commanding officer put it, he was "ruined" for any other officer.
Her travels brought her to Magnimar, a city much more to her liking, a bit more devil-may-care, and freedom-loving, then its southern neighbor.
She has done some merc work for the Magnimarian nobles, and this has brought her to the attention of the Lord Mayor.

Sergeant Abel Valdemar |

Okay, changed alias
I will most likely choose Zohan or Abel haven't totally decided on the rest yet.
If there's too much overlap mechanically I think we're prepared to diverge. If there's too much thematically then I did toss up originally being Sorceror, and working in a dislike of stuffy dogma-ism of predjudiced wizards. If it is that two full arcane casters is one too much I understand... in which case if that's true I'll bow out in favour of Lord Zohan, as this is only his second character alias, and I remember how hard it is to get into games when you're new.
Abel spits out the bullet into his palm as he finishes loading the barrel of his rifle.
"They just... keep... coming. We're both low on spells... But I can hold them off long enough to give you a head start."
"Go. Go get that kingdom, Lord Zohan."

DireMerc |

I liked your character and concept a bit better Duboris the falconner seems really cool.
Zadderk Crowe (ranger falconer) is accepted.
And lord Zohan is accepted. (I was looking for 1 full arcane caster)
--------------
Party:
Lucan Arcaranarian (Magus)
Karla Teg (cleric)
Andrass Teoss (inquisitor)
Lord Zohan (Wizard)
Zadderk Crowe (ranger falconer)
Not sure for the last slot I'm looking for a strong melee bruiser.

Azure_Zero |

Noya Alya Aiba will be going more Ninja, than Cleric.
So she can fill the skilled department

Zadderk Crowe |

Zadderk Crowe for your viewing pleasure!
Zadderk's past has been anything but a fortunate one. That said, we'll start with his childhood.
In his youth, Zadderk fancied himself a crackshot with a crossbow, of the smaller variety, mind you. Nowadays he uses a beast of a weapon, but that's a story for shortly later. He would always shoot, as practice, because his father had been a member of the black arrows. Zadderk revered his father, more than anything at the time, and wanted nothing more than to become a member amongst their ranks, despite his dad completely forbidding it.
Constantly, and almost every day for as long as he could, he practiced with his bow. Modification after modification, tweak after tweak, he'd finally made a weapon, though not an exceptional one. A heavy crossbow, complete with a scope and gold leaf. The weapon was gaudy to say the least, and it's feats derived more from Zadderk's own martial prowess than any specialties that it gave him.
To prove himself to his father, Zadderk shot, consistently, one grape, a single one, off of a shovel that had been placed into the ground from over 300 feet. It was one of his more exceptional shots, mind you, but the fact he was even capable of doing it on the first try, let alone 2 times out of 3 was enough to sell his father. It was just like that, that he'd managed to become an apprentice, somewhat, of the black arrows.
The title was more for fun, than anything. He wasn't actually a member but he'd managed to gain his father's favor. His mother had long left the family, or rather, his father had long left her. It was something he didn't like to think about, and his father, to him, had long made up for it.
That being said, it wasn't long before Zadderk actually joined the arrows at Fort Rannick, turning into a mountain of a man with a gruff visage, yet a warm outlook on life.
Not 2 weeks after Zadderk served with his father among the arrows had his father been felled on an ogre's twisted hook. It was hideously unfortunate, and had just been a freak mishap in regards to his dad, but the blow that severed his father's body in half placed a deep, nagging hatred in the man.
Zadderk, as one may, became bitter, and took to hunting giants, ogres, and ogrekin with a feverish obsession. He studied their haphazard incestuous anatomy, their ways, their habits, their weapons. All of it, he glared at with a fury, and eventually became too enamored in them. With the unfortunate addition of ogrekin, he even distrusted people that had survived incidents that involved them. He studied humans and giants alike, and it showed.
Zadderk became restless, going out on missions with few men to aid him, as he eventually became a higher ranking member among the black arrows. He hunted them with a rage, brutalizing the bodies after they'd died, ignoring the loss of people that may have been with him. People dying on his watch both fueled his hunger for giant blood and only served to drive him deeper into despair at the loss of his father.
Eventually, the other members of the arrows saw that his obsession was hurting him and them as well, and they couldn't take it anymore. Blinded with his hate, and sympathy for his dad, he was honorably discharged from the arrows, or would have been, if he hadn't fought them, bludgeoning a man with his fabled crossbow and breaking it over another's head.
Without the arrows, Zadderk had no one to turn to, and no home to go back to as he'd burned his father's house the week he died. Fortunately his training let him forage with no issue in the outskirts, and he was even able to keep an eye out for ogres as he did.
Shortly after doing so, during one of his excursions into the forest he found an injured bald eagle and named it accordingly, figuring that it's use as a scout would be unmatched. That said, he practiced with it without his crossbow for quite some time, eventually forming a bond with it, and named it after his father accordingly.
During his banishment, Fort Rannick fought the most grisly fight against the ogres that they'd ever fought, winning an exceptional bout against them and keeping them at bay almost completely afterwards, but that didn't concern him. He killed the ogres he'd found, and escorted those that requested him through the forest to other places, slowly ranking up his pockets with gold earned. Eventually, he found her, a crossbow, a massive one that was 4 feet long with gold trim and ingrained with small hints of darkwood.
Magically enchanted, he'd been without a proper crossbow for a long time, and this one was more than proper... Yes, it was with this that he'd do some real damage to the giants. He grinned a wide, surprisingly well-kept grin, anticipating his future with it. The ogre's wouldn't see him coming, and it he'd promised himself that he'd never miss again. Not against such a big target...
Zadderk isn't unwelcoming to friends, and in fact he could use a few, and even he knows that. That said, he's indifferent towards most, and is a normal, functioning individual when anything but giants are involved, but he isn't the type to allow an ogre, or anything along the lines of a giant to get away unscathed. He has, in a way, developed an unprecedented level of racism towards ogres of any sort, as well as giants that stems deep from within him, as the image of an ogre hook parting his father's bowels is burned into the back of his eyes.
Given that, Zadderk still longs for companionship again. While his eagle is still plenty of company, he hasn't spoken to another man of martial prowess in quite some time, and misses the capability to do so.
Zadderk isn't a tall man, and he's actually quite stalky. He's been mistaken for a dwarf quite a bit, but is still quite taller than them at a modest 5'2. He isn't tall, by any means, but he is rather wide, and is rippling with muscles made fat from the land. Long beard, a wide moustache, and eyes heavy with tears and despair, as well as a history of disposition are notable, and the madness that once wracked him shows in the wrinkles of his face, despite being only 28. His look does, however, constantly make him question whether his mother had been a dwarf or not...
His character picture is rather spot-on.

DireMerc |

you made me realize an interesting point the party actually does lack someone who can find and disable traps while the cleric and magus are both strong melee combatants.
However I dunno how I feel about your character being a
Half-Succubus(Aasimar) you realize you should be loosing at least 2 levels to compensate right? Yet your character is level 7. We need to do something to balance it out and I didn't feel like dealing with it.
Anyway right now I wanna see st00ji's Elf-barabrian/ranger if it's made with a decent background he will most likely get the spot otherwise I was planning on going with Kuras.
If someone wants to submit something that can disable traps tough I would highly consider it.

st00ji |
Lilya - some backstory. sorry im light on specifics on geography etc, im just not familiar with the setting.
Lilyas personality is as contrasting as her appearance. gentle, kindly, softly spoken, and ever looking for the good in life she is also a stout drinker, and has a wild and destructive temper which comes and goes like a summer storm - violent and unpredictable. she makes friends easily and values them highly, but her transient nature means she seldom keeps them long.
Lilya sometimes claims to speak to spirits, often using this to justify or explain her actions. she bears an abiding superstition towards anyone with true mystical powers, possibly due to a fear of her claims being debunked.
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Lilya
Elf Barbarian (Invulnerable Rager) 7
CG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +13
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Defense
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AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 66 (7d12+14)
Fort +9, Ref +9, Will +5; +2 vs. enchantments, +3 morale bonus vs. spells, supernatural abilities, and
spell-like abilities while raging but must resist all spells, even allies', +2 Trait bonus vs. mind-affecting
effects for 1 hour after drinking alcohol
DR 3/—, 6/lethal; Immune sleep; Resist fire 1, extreme endurance, fortified drinker
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Offense
--------------------
Speed 40 ft.
Melee +1 furious elven curve blade +13/+8 (1d10+4/18-20)
Special Attacks rage (18 rounds/day), rage powers (spell sunder, superstition +3, witch hunter)
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Statistics
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Str 14, Dex 20, Con 15, Int 10, Wis 12, Cha 10
Base Atk +7; CMB +9 (+11 sunder); CMD 24 (26 vs. sunder)
Feats Combat Reflexes, Improved Sunder, Power Attack, Weapon Finesse
Traits fortified drinker, warrior of old
Skills Climb +9, Intimidate +7, Perception +13, Ride +11, Stealth +6, Survival +11, Swim +7; Racial
Modifiers +2 Perception
Languages Common, Elven
SQ elven magic, weapon familiarity, fast movement
Other Gear leather armor, +1 furious elven curve blade, belt of physical might (dex & con +2), campfire
bead, cloak of resistance +2, backpack, masterwork, bedroll, blanket, winter, grappling hook, silk rope,
waterskin, 388 gp, 4 sp
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Special Abilities
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Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate
effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold
resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (18 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must
make her combat maneuver check against a CMD of 15 plus the effect's
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Witch Hunter (+2) (Ex) Bonus to damage spellcasters while raging.

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Azure_Zero |

you made me realize an interesting point the party actually does lack someone who can find and disable traps while the cleric and magus are both strong melee combatants.
However I dunno how I feel about your character being a
Half-Succubus(Aasimar) you realize you should be loosing at least 2 levels to compensate right? Yet your character is level 7. We need to do something to balance it out and I didn't feel like dealing with it.
....
I forgot that part as I was building the crunch, and it's not 2 levels, but 1 level, as the template is CR + 1.
.....
Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally.
....
That an I am weakening the template, as certain SLAs and a smite are evil and since she's good. I'm Removing them. I'm also putting the defenses closer to the 3.5 succubus by changing 2 immunities (Cold + Acid) resistance 10 of same elements.

DireMerc |

The final spot will go to Serra Halfsong the rogue. I was originally going to go with st00ji's barbarian but the group has melee covered and after checking the ap I found quite a few trap that could be deadly without a rogue.
If a spot opens up I will let you know.
For those that were not chosen it's nothing personal and I wish you luck finding other games too join.
In the future I will be starting a way of the wicked game followed by a jade regent game.

Vrog Skyreaver |

I am interested. If you would allow things from the savage species list (that was linked on the first page), i'd like to submit a character based on one of the companion characters from neverwinter nights: an awakened dire bear who is not levelling, but regaining memories of his past life as a spirit god who was worshipped by the shoanti.
A protector of the Varisian wilderness, he would eventually be taking levels in horizon walker (once he was done with his racial class levels).

DireMerc |

Ayla can join, and I'll probably allow 1 more maybe 2.
Make a post with Ayla were you meet them outside the Inn were they are gathering. You were contacted by the mayor of Turtleback Ferry (the town you are in) and offered payment in exchange for your help dealing with some ogres that have invaded the area and are trying to destroy a damn called the skull crossing to flood the town. The damn itself is a historical landmark that is over 10 000 years old.