
DM Kana |

Dear Sir or Madam,
We hereby regretfully inform you of the passing of one Professor Petros Lorrimor—renowned explorer, lecturer, and teacher of Golarion. His long life touched many of the community and his passing has affected several of his acquaintances.
As you can understand, he has left behind a will with requests to be carried out upon his passing. Hitherto, Professor Lorrimor has kept many of his affairs private. However, now with his death he has asked me to summon beneficiaries to his estate in Ravengro for the reading of his will and execution of his wishes. Beneficiaries should arrive at the Lorrimor Estate by the date listed on the attached obituary, prepared to fulfill any obligation.
Please contact us if former obligations prevent you from attending on the date provided and we will make suitable arrangements for you to be present at the time of the will.
We look forward to your arrival.
Sincerely,
Councilman Vashian Hearthmount
------
I’m looking for 4 players to join the two players who are the reason I am running this game.
Character Creation:
Ability Scores: 6 scores generated by 19 -1d6 (May be placed in any order)
Race: Core Races, Changelings, Skinwalkers, Fletchings, Tieflings and Aasimars. Other races possibly allowed, but you must impress me with your fluff. Alternate Racial Traits allowed as well.
Classes: All Paizo, including the playtest classes allowed. Archetypes are allowed, multiple if it’s legal to do so. (I see Wildblooded like a Sub-Domain for bloodlines, meaning I’ll allow it to stack with Cross-Blooded.)
Traits: 2 traits + 1 from the player’s guide
Alignment: Any non-evil.
HP: Full for level one, roll after that. If the roll is less than half the die, reroll.
Background: Who are you? Where did you come from? How did you meet the Prof?
RP Sample: This can be a short story, this can be a back and forth of you with another character here in this thread. I want to see your style of RP.
------
The Game:
Leveling: By event, instead of strict EXP
Posting Requirements: At least once per day, I’d love it if you could do more.
Maps: Google Drawings
------
Recruitment will run through 7 AM CST Monday, Dec 16, 2013.
I do reserve the right to close the thread to new entrants early if I feel I have plenty. You will still have till closing time to finish your character.

Petty Alchemy RPG Superstar Season 9 Top 16 |

Sounds interesting, I'll scrounge up the player companion (assuming there is one, I don't have much experience with the APs or Golarion fluff in general).
I'll roll some ability scores for now though, not sure what I'd play but perhaps something from Playtest.
19 - 1d6 ⇒ 19 - (3) = 16
19 - 1d6 ⇒ 19 - (1) = 18
19 - 1d6 ⇒ 19 - (3) = 16
19 - 1d6 ⇒ 19 - (6) = 13
19 - 1d6 ⇒ 19 - (2) = 17
19 - 1d6 ⇒ 19 - (6) = 13

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I'm thinking I might apply with a monk, perhaps. If not a monk, then perhaps a fighter. We'll see what inspiration strikes. :)
19 - 1d6 ⇒ 19 - (3) = 16
19 - 1d6 ⇒ 19 - (2) = 17
19 - 1d6 ⇒ 19 - (5) = 14
19 - 1d6 ⇒ 19 - (2) = 17
19 - 1d6 ⇒ 19 - (3) = 16
19 - 1d6 ⇒ 19 - (1) = 18
Let's see what we're working with. . .

Vysin Blynde |

19 - 1d6 ⇒ 19 - (6) = 13
19 - 1d6 ⇒ 19 - (4) = 15
19 - 1d6 ⇒ 19 - (3) = 16
19 - 1d6 ⇒ 19 - (5) = 14
19 - 1d6 ⇒ 19 - (1) = 18
19 - 1d6 ⇒ 19 - (2) = 17
I'm thinking a peri-blooded aasimar wizard would be quite fitting. Woudl you consider allowing a wayang?
Chance Savior will likely be the campaign trait.

Nidoran Duran |

19 - 1d6 ⇒ 19 - (2) = 17
19 - 1d6 ⇒ 19 - (4) = 15
19 - 1d6 ⇒ 19 - (3) = 16
19 - 1d6 ⇒ 19 - (1) = 18
19 - 1d6 ⇒ 19 - (4) = 15
19 - 1d6 ⇒ 19 - (2) = 17
Wow, okay. With stats like that, I guess something versatile and skill-based would be best. A bard or rogue, probably. I'll mull over it a little and whip something up.

Levelle Mahe |

Dot
19 - 1d6 ⇒ 19 - (4) = 15
19 - 1d6 ⇒ 19 - (1) = 18
19 - 1d6 ⇒ 19 - (6) = 13
19 - 1d6 ⇒ 19 - (4) = 15
19 - 1d6 ⇒ 19 - (3) = 16
19 - 1d6 ⇒ 19 - (5) = 14
I would need to re-assign the above numbers to hr stats which would make her stronger than before but Levelle was in a Harrowstone game that ended way too abruptly. I would love to bring her quiet peculiar nature back for another go.

Arabeth |

Dotting for interest.
Will be working on an Aasimar, classes will be Oracle/Alchemist. Am goinging to be in a 'World wound' adventure and I would like to see how this version of a healer/combat support character works out in a slightly less lethal seeming adventure.
Note: Yes, I will be working on functional wings from the very beginning.
Much cheers to all.

Petty Alchemy RPG Superstar Season 9 Top 16 |

Alright, my concept is a Gnome Bloodrager (Aberrant) who has been recently been infected (for lack of a better word) by an aberration, and it's twisting him into something terrifying that he desperately wants to understand. Sheet largely incomplete at this point.
In overconfident haste he bit off more than could chew, taking the first lead he found. He might have bled out from his clash with the aberration, had Professor Lorrimor not chanced upon him, not far from the road.
Teflin repaid the professor's aid by allowing him to study the strange wounds he sustained, and gave the best account he could of the constantly-shifting monster he battled. Then the professor moved on, and Teflin buried himself in a library while his wounds continued to healed, a process that took longer than usual.
He finally felt as good as new when he received the summons, and so Teflin goes to pay his respects.
"Might be he stole it from an 'onest knight. These roads ain't safe for thieves traveling alone."
The two men that blocked Teflin's path wore tattered clothes and had sickles hanging from their belts. They might be dirt farmers that smelled an opportunity, or perhaps they're what pass for highwaymen in these parts.
"Listen friends, you've already made two mistakes and you're about to make another if you don't let me pass in peace." Teflin had abnormally large ears and eyes, as well as an abnormally large sword that he loosened in its sheath to give the men warning.
"I'm not a dwarf, I'm not a thief, and I am running late already. So if you would please." One of the men snickered, but they moved slightly apart, enough space for Teflin to squeeze through.
No sooner than he took a step past the robber-farmers did the sickle cut into his chest. But there was no pain, only a numb tingling sensation. The sickle was drawn back, and the tip was covered in something black. How curious, a poison? thought Teflin, as he drew his blade with both hands and spun, cutting clean through an ankle.
The man screamed as he hobbled back and forth, trying to balance on one leg. Then the other man screamed. Then Teflin screamed, in a shrill voice that did not sound like his own. Then he remembered nothing.
The smell of death was beginning to hang in the air. Teflin was used to it. He opened his eyes and saw the sickle, but it was coated only in drying dark red blood, and his cut was the same. Not poison. These men couldn't afford something like that. But then what did I see? Teflin cleaned his blade and continued onwards to the Professor's estate, troubled by more than the death of his only friend in Ustalav.

Chris Parker |
I'm thinking of a Human Warrior of the Holy Light (the non-spell casting variety of Paladin).
Ability 1: 19 - 1d6 ⇒ 19 - (5) = 14
Ability 2: 19 - 1d6 ⇒ 19 - (6) = 13
Ability 3: 19 - 1d6 ⇒ 19 - (2) = 17
Ability 4: 19 - 1d6 ⇒ 19 - (6) = 13
Ability 5: 19 - 1d6 ⇒ 19 - (2) = 17
Ability 6: 19 - 1d6 ⇒ 19 - (4) = 15
Not bad. Also, how much gold?

Speaker for the Dead |

19 - 1d6 ⇒ 19 - (1) = 18
19 - 1d6 ⇒ 19 - (2) = 17
19 - 1d6 ⇒ 19 - (2) = 17
19 - 1d6 ⇒ 19 - (5) = 14
19 - 1d6 ⇒ 19 - (1) = 18
19 - 1d6 ⇒ 19 - (6) = 13
Well with rolls like that I can't afford not to submit a character!
*edit* Here's the crunch for Brett Masters, human swashbuckler. I'll clean it up and add background etc tomorrow.

Chris Parker |
Well, here's Hector (background coming once I write it):
Hector Mason
Human Paladin (Warrior of the Holy Light) 1
LG Medium humanoid (human)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee bardiche +4 (1d10+4/19-20/×2)
Special Attacks smite evil
Spell-Like Abilities
. . At will—detect evil
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 15, Int 13, Wis 13, Cha 19
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Power Attack
Traits armor expert, chance savior, divine warrior
Skills Diplomacy +8, Heal +5, Knowledge (religion) +5, Profession (cook) +5, Sense Motive +5
Languages Common, Dwarven
SQ aura of good
Other Gear Scale mail, Bardiche, 87 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Warrior From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomadae and to spreading those teachings by force. Whenever you cast a divine spell that affects any melee weapons, choose one of those w
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.

Lorenzo "Fates Favored" Florent |

Ability Score Generation: 19 - 1d6 ⇒ 19 - (1) = 18
Ability Score Generation: 19 - 1d6 ⇒ 19 - (2) = 17
Ability Score Generation: 19 - 1d6 ⇒ 19 - (6) = 13
Ability Score Generation: 19 - 1d6 ⇒ 19 - (5) = 14
Ability Score Generation: 19 - 1d6 ⇒ 19 - (1) = 18
Ability Score Generation: 19 - 1d6 ⇒ 19 - (3) = 16
Putting something together in this alias. Will make a post with him once its all done :).

Arven Freeson |

Hooray another chance! Dotting with Arven here, will need to make some changes based on the criteria, so I will post again once those are done.
(or edit this post as necessary)
statgen
19 - 1d6 ⇒ 19 - (5) = 1419 - 1d6 ⇒ 19 - (4) = 1519 - 1d6 ⇒ 19 - (2) = 1719 - 1d6 ⇒ 19 - (2) = 1719 - 1d6 ⇒ 19 - (5) = 1419 - 1d6 ⇒ 19 - (1) = 18

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Nathalian
Tiefling (Hungerseed) Barbarian 1
NG Medium Outsider (Native)
Init +5; Senses Perception +7
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex)
hp 14 (1d12+2)
Fort +5, Ref +2, Will +3
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Speed 30 ft. (40/30)
Melee Greatsword +6 (2d6+7/19-20/x2)
Horse Chopper +6 (1d10+7 x3)
Morningstar +6 (1d8+7 x2)
Str 18+2, Dex 17, Con 14, Int 13, Wis 14+2, Cha 13-2
Base Atk +1; CMB +6; CMD 19
Feats: Combat Reflexes, Dangerously Curious
Traits: Reactionary (Init +2), (UMD +1)
Skills: Acrobatics +6, Bluff +2, Intimidate +6, Knowledge (nature) +5, Perception +7, Survival +7, UMD +5
Languages Common, Abyssal, Draconic
Other Gear:
Scale mail +5 AC, Adventurers Outfit, Canteen, Backpack, Bedroll, Blanket Rope (Hemp), Grappling Hook,
__ GP
See in Darkness (Su): Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil. The creature can see perfectly in darkness of any kind, including that created by deeper darkness.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Nathalian is tall and well built (6'6" tall and 220 lbs). His skin is pale fiery red and with two black horns atop his head and a black forked tail which he usually keeps hidden under his cloak. Blessed with a strong jaw covered in a black beard and eyes that turn from a glowing white to red as per his mood.
Nathalian grew up in a moderately sized town in Cheliax. His father was a man at arms for the local lord. He was very strict and had a weakness for drink and if he found that Nathalian had neglected his chores or backanswered he would be at the receiving end of a solid beating. Nathalian loved his mother very much and she would always encourage his curious nature and his desire to explore the surrounding forest. He enjoyed hunting and exploring the ruins that he would often stumble upon.
Nathalian like his father had a bad temper and was often in trouble for getting into fights with the local boys, when they would call him names because of his appearance. He was strong and quick any the other children quickly learned it was a bad idea to anger the young tiefling. Nathalian developed a reputation for having a terrible temper.
As he grew older he started training to be a man at arms, to serve the lord as his father did. He had a talent for warfare and developed skill with a variety of weapons, both melee and archery. Nathalian would get into trouble for always daydreaming. He would wonder about the many stories he heard of ruins which held untold treasures and longed to explore them though he seemed to be destined to follow in the footsteps of his father who he despised.
One time day while exploring, it got particularly late, which never bothered Nathalian since he could see as well in darkness as he did in the light. He eventually emerged with some gold coins the minting of which he did not recognize and an assortment of other valuable trinkets. He rushed home excited to show his mother what he had found.
On nearing his home he heard his father yelling at his mother for Nathalian's chores which had remained undone because he had been out exploring. On entering the house he found that his mother was on the floor sobbing as his father beat her. Seeing his mother in such a state Nathalian flew into a blinding rage and charged his father. The two fought but Nathalian was unstoppable in his rage. He beat and beat his father eventually smashing his skull on the edge of the fireplace.
Seeing the dead body of her husband, Nathalian's mother was terrified, she knew the what the Lord would to Nathalian and she bid him leave, to run away and be safe. And so he left, never to return.
Eventually the gold from his finding started to run out. He was skilled at hunting and living of the forest, so he did not need much gold, but he still needed a way to earn a livelihood. Wherever he went though, he would hear and ask about the tales of nearby ruins and would discovered many while traveling through the forest. Exploring them was dangerous as all manner of creatures inhabited such places, but the risk was usually worth it as there was nearly always something of value and at times he would discover a rare and valuable treasure.
Nathanlian met the professor some twenty years ago when the both stumbled a particularly interesting ancient fortress. Initially, they were suspicious of the other, but the professor with his knowledge and Nathalian's ability to deal with troubles the ancient stronghold held and their combined experience they were able to extract many treasures the fortress becoming fast friends. Over the years the professor became a mentor to Nathalian, and he often sought the professor's advice, bringing many of the treasures he found to the professor.
I have no difficulty posting daily and tend to be able to post 2-3 times a day. Personally I enjoy PbP because of the opportunity to focus on the RP side of it and have some great character interactions.

Arabeth |

Arabeth
Female Garuda-Blooded Aasimar (Plumekith) Oracle 1
NG Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +3
Resist oracle's curses (tongues [celestial])
--------------------
Offense
--------------------
Speed 30 ft., fly 20 ft. (poor)
Melee aldori dueling sword +2 (1d8+2/19-20)
Oracle Spells Known (CL 1st; concentration +4):
1st (4/day)—shield of faith, cure light wounds, cure light wounds
0 (at will)—stabilize, detect magic, create water, light
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 14, Int 17, Wis 13, Cha 17
Base Atk +0; CMB +2; CMD 14
Feats Additional Traits
Traits chosen child, heirloom weapon (proficiency), rich parents, sacred conduit, wary
Skills Acrobatics +4, Diplomacy +4 (+2 vs. all creatures of different religion or alignment than you), Disguise +5, Fly +4, Handle Animal +7, Heal +5, Perception +2, Perform (string instruments) +4, Ride +3, Sense Motive +2 (+0 vs. all creatures of different religion or alignment than you), Stealth +3; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Auran, Celestial, Common, Elven, Sylvan, Varisian
SQ exalted resistance, hero points, mysteries (life), provincial, revelations (life link [1 bonds, 110']), variant channeling (luck variant channeling [±1 sacred])
Other Gear Dueling sword, 130 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Exalted Resistance (6) You have spell resistance 6 vs evil spells, or any spell cast by evil outsiders.
Flight (20 feet, Poor) You can fly!
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Life Link (1 bonds, 110') (Su) Bond drains your HP to heal others.
Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls
Provincial -2 diplomacy and sense motive vs. those whose religion or alignment differs from your own
Tongues (Celestial) You can only understand and speak one language in combat.
Will allocate equipment when able...Or maybe after having been chosen?
Um...just a question, but how does one 'add' or 'edit' things in Herolab to account for the DM's extra trait at beginning level?
Much cheers and seasons greeting to all.

Deacon Slaughter |

Submitting Deacon.. Ill have a backstory up for him later..
Deacon Slaughter
Qlippoth-Spawn Tiefling Warpriest 1
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+6 armor, +2 Dex, +3 natural, +1 dodge)
hp 12 (1d8+4)
Fort +5, Ref +2, Will +7
Resist fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greatsword +5 (2d6+6/19-20/×2)
Spell Like Abilities (CL 1st)
1/day Shield of Faith
Warpriest Spells Prepared (CL 1st; concentration +6):
1st (3/day)—divine favor(2), shield of faith
0 (at will)—stabilize, detect magic, guidance
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 20, Cha 15
Base Atk +0; CMB +4; CMD 17
Feats Armor of the Pit, Dodge, Weapon Focus(Greatsword)
Traits Chance Savior, Fates Favored, Touched by Divinity(Glory)
Skills Knowledge (religion) +5, Sense Motive +9, Survival +11
Languages Abyssal, Celestial, Common
SQ Blessings (3/day)(strength blessing, war blessing), Prehensile tail, Spontaneous casting, Strength surge(minor), War mind(minor)
Other Gear Breastplate, Greatsword, Pathfinder's kit, Silver Holy Symbol(Gorum), Alchemist Fire, Acid FLask, 8gp
--------------------
Special Abilities
--------------------
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Scaled Skin +1 Na, Fire Resist 5
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Strength Surge (minor) +1 (Su) As a swift action, gain a +1 bonus to melee att, CMB, Str skills, and Str checks.
War Mind (minor) (Su) Touched ally can choose one each rd: +10 speed, +1 AC, +1 att, +1 save.

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Dotting for interest
Character to be up later when I get home.
Roll 1: 19 - 1d6 ⇒ 19 - (1) = 18
Roll 2: 19 - 1d6 ⇒ 19 - (3) = 16Roll 3: 19 - 1d6 ⇒ 19 - (1) = 18
Roll 4: 19 - 1d6 ⇒ 19 - (1) = 18
Roll 5: 19 - 1d6 ⇒ 19 - (3) = 16
Roll 6: 19 - 1d6 ⇒ 19 - (5) = 14
Hmm Now to think what to have.

Arven Freeson |

Sheet fully updated. If the included fluff doesn't meet the required standard I already have a roleplayed encounter Here in the last CC recruitment thread he tried out for. and I'd be delighted to do some more in this thread if anyone needs a dance partner for their own.
as an aside the intention of this character is always to improve the crafting skills to the point of master craftsman + craft magic arms and armor in addition to a high level of self sufficiency. Combat wise he thrives on group tactics and team play, working to give advantage to his teammates and to defend the more fragile party members.

Rhia van Geist |

Current Notes: 17/17 HP, 1st lvl. Oracle
Rhia Van der Geist
Female Human Age :23
Oracle 2 (Oracle of Ancestors)
Diety: Pharasma
NG Medium humanoid
5'4" 123 lbs
Initiative: +4; Senses:Perception +4 (+6 undead)
Abilities
STR 13(+1) DEX 18(+4) CON 14(+2) INT 16(+3) WIS 14(+2) CHA 18(+4)
DEFENSE
AC:15 [19] (10+ Dex 4+ Dodge 1 ) [+Spirit shield 4]
Touch 15 Flat footed 10 [14]
CMD 12
HP: 17 (2d8+4) (+2 vs Spells and SLA from undead)
Fortitude +2 (0 Base+2 Con)
Reflex +4 (0 Base +4 Dex)
Will +5 (3 Base+2 Wis) (+6 vs Fear)
OFFENSE
Speed 30 ft
Combat: (+1 Damage vs Undead)
4 Daggers Attack +1 Damage 1d4+1 19-20 (10 ft)
Battle Aspergillum +1 1d6+1 x2
Light Crossbow +4 1d8+1
Requiem (Summoned Ancestral weapon: No cost)Spear +1 damage 1d8+1 x3 (20ft)
CMB 2 ( BAB +1)
Traits:
Ghost Sight +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth).
Subject of Study: gain a +1 bonus on
damage rolls against Undead
Enemy of the Dead You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
.
Skills:
Acrobatics +4, Appraise +3 , Bluff +5 , *Diplomacy +10, Escape Artist +4 , *Heal +7
*Knowledge Arcana +2, *Knowledge Geography +2,*Knowledge History +7, *Knowledge Local +2, *Knowledge Nobility +6, *Knowledge Planes +6, *Knowledge Religion +7
*Linguistics +5, Perception +4 (+6 undead), Profession (Medium)+2, *Sense motive +7, *Spellcraft +7
Languages: Common, Elven
Feats:
Dodge, Extra Revelation*
Class Abilities]
Mystery (Ancestors)
Oracle’s curse (Haunted)
Orisons,
Revelations: (Spirit shield 1hr per level +4 AC, Ancestral Weapon: 1 min per level (A) Spear +1 melee/ +4 ranged 1d8+1 damage ),
Human Alternate class ability: Add 1 spell known per level
Spells:]
SLA:(at will) Know Direction, Identify
0-level (at will)
Light, Detect Magic*,Detect poison*, Mage Hand^, Ghost Sound^, Read Magic, Spark, Guidance
1st-level 6/day 2 known +1 (human alternate)
Weapons against evil, Detect undead*, Hide from Undead, Unseen Servant(Mystery)
Gear: Oracle's kit (includes) a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Small steel mirror, 5 sticks chalk, Perfume, Geist stone pendant, Cloak , Robes, Potion belt, 1 vial holy water
Money:Coin 0p 15g 55s 0c
Gems
0
Everyone living in Ustalav knew the truth of their land, a country rife with undead, creatures preying on the innocent or unprepared. In the city of Karkau, the innocent have been defended and protected as best as possible by members of the Van der Geist family, tracing back to the legendary Artur Van der Geist, famed paladin of Pharasma, who led an assault against the Whispering Tyrant that it is said helped to weaken him enough for his eventual downfall. Though Artur fell he swore with his dying breath that the people of Ustalav would always have protectors.
His words would turn out to be prophecy as throughout the generations his decendents would stand against the darkness, warriors and priests, wizards and paladins, the defense of the people to strive against the taint of the land was in their blood.
Centuries later a warrior of the Van der Geist line would stand alongside his wife, a cleric of Pharasma as they faced a host of undead. Battling furiously they prevailed, but not before the woman was attacked by a powerful ghost attempting to possess her. Her force of will prevailed but the assault left her weak.
Returning to their home she was given a clean bill of health by the clerics along with the discovery that she was one month with child.
The baby was born healthy and hale, with no sign of ill effect from her mother's encounter until at the age of 4 her mother found her singing a song, that hadn't been famous in over a hundred years. When asked the child explained that her great grandmother sang it to her regularly.
Like her brothers she was trained in the arts of war, taught the weaknesses of the undead, yet this was not where her true talents lay. It seemed that the strength of the bloodline was such that younng Rhia acted as a conduit for those who staunchly stood by the oath, upholding the promise to battle on even beyond death.
It was her unique gift for communing with her ancestors that brought her into contact with Professor Lorrimor, an expert in the unusual phenomena of the land who was studying her family's history at the time. The two became fast friends, with the Professor encouraging her to explore the extents of her gift, embracing it for what it was, both a legacy and a unique connection to those who had for one reason or another not moved on to the other side.
Surrounded by the members of her family, both those who would see her fight on against the darkness and those, grudgingly held to a legacy they never wanted, she is a nexus of etereal energies, and as such, a terget for the supernatural, a role she proudly accepts as the latest in the Van der Geist line to stand against the tide of undead horrors that threaten the people.
She stands fearless, because she knows that she does not stand alone.
Rhia
Slender with a build belying her inner strength, Rhia possesses an almost ethereal air, projecting an aura of someone at once there and somewhere else. Her supernatural abilities lead her to often be looking at things others are unable to see leaving her gaze slightly unfocused, as if perpetually distracted.
With her stature and build, slight yet still femininely curvy, she would seem not only somewhat delicate but harmless were it not for the slight chill that seems to surround her, pricking the goose flesh of those nearby and the occasional aura of menace tht arises from time to time, usually when she is angered, accompanied by objects being knocked over or thrown around seemingly by nothing.
Rhia favors, filmy robes of light gauzy materials, trusting her ancestors to protect her from physical harm.
A beautiful young woman with an unnerving gaze, both ancient and piercing, one cannot help feeling both drawn and uneasy in her presence.

Robert Belmer |

19 - 1d6 ⇒ 19 - (4) = 1519 - 1d6 ⇒ 19 - (3) = 1619 - 1d6 ⇒ 19 - (5) = 1419 - 1d6 ⇒ 19 - (1) = 1819 - 1d6 ⇒ 19 - (2) = 1719 - 1d6 ⇒ 19 - (4) = 15
Robert Belmer
NG Medium humanoid (human) Ranger (Witchguard) 1
Init +4; Senses Perception +7
Defense
AC 20, touch 14, flat-footed 16 (+4 dexterity, +4 armor, +2 shield)
HP 13; Fort +4, Ref +6, Will +5
Offense
Speed 30 ft
Melee warhammer +6 (1d8+4, 20/x3, B)
Ranged shortbow +5 (1d6, 20/x3, 60' Range, P)
Special Attacks favored enemy (undead) +2, Corpse Hunter
Statistics
STR 18, DEX 19, CON 14, INT 15, WIS 16, CHA 15
BAB +1; CMB +5; CMD 19
Feats Weapon Focus (warhammer), Iron Will
Traits Hunter's Blood (Knowledge Religion), Corpse Hunter, On the Payroll
Skills Climb +8, Heal +7, Knowledge (Nobility) +6, Knowledge (Nature) +6, Knowledge (Religion) +6, Perception +7, Sense Motive +7, Spellcraft +6, Swim +8
Languages Common, Elven, Halfling
SQ wild empathy +3, track +1
Background incoming.

Truin |
Race Nagaji
Classes/Level Paladin 1 ............................Gender Male
Campaign Carrion Crown ............................Homeland Barstoi
Alignment Lawful Good ..............................Deity Apsu
Size Medium ........................................Age 27
Hair Brown .........................................Eyes Brown
Height 6'10" .......................................Weight 271 lb.
Skin Tan
Languages Celestial, Common, Draconic, Giant, Shadowtounge
Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.
Hunter's Knack: When you watch and wait before attacking, your strike is true. You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action.
Init +4 Base Attack: +1 CMB: +5
Weapon Wooden Stake Attack Bonus +5 Critical *2 Type P Damage 1d4
Weapon Club Attack Bonus +5 Critical *2 Type B Damage 1d6
Weapon Quarterstaff Attack Bonus +5 Critical *2 Type B Damage 1d6/1d6
Weapon Sling Attack Bonus +5 Critical *2 Type B Range 50 Ammunition 0 Damage 1d3 or 1d4
Weapon Unarmed Strike Attack Bonus +5 Critical *2 Type B Damage 1d3
AC: 10+00+00+04+00+01+00+00=15
Touch: 15
Flat-Footed: 11
Fortitude: 3=2+1
Reflex: 4=0+4
Will: 4=2+2
CMD: 19=1+4+4+10
Skill Focus (Knowledge: History)
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
Smite Evil (Su): This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Ability Scores: STR 18(+4), DEX 18(+4), CON 13(+1), INT 16(+3), WIS 14(+2),CHA 18(+4)
Skills:
............Total.....Ability..Ranks..Misc.
[]Acrobatics ....................+04=DEX+4+0+0
[]Appraise ......................+03=INT+3+0+0
[]Bluff .........................+04=CHA+4+0+0
[]Climb .........................+02=STR+4+0+0
[]Disable Device ................+--=DEX+4+0+0
[]Disguise ......................+04=CHA+4+0+0
[]Escape Artist .................+--=DEX+4+0+0
[]Fly ...........................+04=DEX+4+0+0
[]Intimidate ....................+04=CHA+4+1+3
[]Knowledge (Arcana) ............+--=INT+3+0+0
[]Knowledge (Dungeoneering) .....+--=INT+3+0+0
[]Knowledge (Engineering) .......+--=INT+3+0+0
[]Knowledge (Geography) .........+--=INT+3+0+0
[]Knowledge (History) ...........+10=INT+3+1+6
[]Knowledge (Local) .............+--=INT+3+0+0
[]Knowledge (Nature) ............+--=INT+3+0+0
[]Knowledge (Planes) ............+07=INT+3+1+3
[]Linguistics ...................+--=INT+3+0+0
[]Perception ....................+02=WIS+2+0+0
[]Perform (Comedy)...............+04=CHA+4+0+0
[]Perform (Oratory) .............+05=CHA+4+1+0
[]Sleight of Hand ...............+--=DEX+4+0+0
[]Stealth .......................+04=DEX+4+0+0
[]Survival ......................+02=WIS+2+0+0
[]Swim ..........................+04=STR+4+0+0
[]Use Magic Device ..............+--=CHA+4+0+0
+2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
Reptilian: Nagaji are humanoids with the reptilian subtype.
Normal Speed: Nagaji have a base speed of 30 feet.
Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.
Masterwork Backpack .............4 lb.
Bedroll .........................5 lb.
Belt Pouch ....................0.5 lb.
Bullseye Waterproof Lantern .....2 lb.
Canteen .........................1 lb.
Flint And Steel .................0 lb.
Holy Text ......................20 lb.
Mess Kit ........................1 lb.
Signet Poison Pill Ring .........0 lb.
Soap ..........................0.5 lb.
Trail Ration (10) ..............10 lb.
Coins ........................2.26 lb.
Total ....................46.26 lb.
Light Load 190 lb. Medium Load 380 lbs. Heavy Load 560 lb. Lift Over Head 560 lb. Lift Off Ground 1120 lb. Drag Or Push 2800 lb.
Money
CP 9
SP 6
GP 98
PP
Background coming

Ysmerelda, Dawn's Rose |

19 - 1d6 ⇒ 19 - (4) = 15, 19 - 1d6 ⇒ 19 - (6) = 13, 19 - 1d6 ⇒ 19 - (3) = 16, 19 - 1d6 ⇒ 19 - (4) = 15, 19 - 1d6 ⇒ 19 - (2) = 17, 19 - 1d6 ⇒ 19 - (3) = 16
This Character is a Changeling Paladin of Shelyn I developed for Carrion Crown PbP, but she either never got selected, or if she did get selected the Campaign would collapse before very long. Her Background is on the sheet. I will update her this afternoon.

Petty Alchemy RPG Superstar Season 9 Top 16 |

Paladins seem pretty popular, but with a stat gen system like this, I'm not surprised.
Question: Could I take this trait reflavored? Gnomes have a rich history of hating filthy aberrations, and I wouldn't want to have to be Adopted by feathered angelfolk to get access. Or just a general +1 K: Dungeoneering and class skill trait?