DominoMasque |
1 person marked this as a favorite. |
Mostly because I can't decide what to create, I've taken the liberty of compiling completed submissions and allocating to rough catagories:
Warrior
Armitron Foebane - Human Paladin
Karl Sarvo - Male Human Slayer
Skill
Skjall Kib - Human Investigator
Rennic - Male Ratfolk Alchemist
Arcane
Nadine Garn - Female Tiefling Witch
Orn Longclaw - Kobold Sorcerer
Divine
?
No true divine folk (though I think Witch's possibly resemble a divine class more than an arcane one?
Moon Papa |
Hello there!
New to these Paizo boards but I find myself in much the same shoes as you, GM Soul Dragon, as in "I sure am tired of seeing those Pathfinder Books see no use, I'm sure I can find a game on Paizo's Website!"
So I'll see if I can put something together with the 20 pt buy route
When is this game going to get started?
I beleive the DM mentioned choosing a party on Monday
Arkham Guilford |
Here is my submission for my rogue skill class for the party. I was hoping to use the Unchained version if allowed.
When reading the background bear in mind it is written from the perspective of a zealot. People will have to get to know Arkham and decide for themselves.
For instance, the girl in the background he "drugged" was the treasurer, but she was his accomplice and she betrayed him.
Here are his rolls:
Roll: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Roll: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Roll: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Roll: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Roll: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Roll: 2d6 + 6 ⇒ (5, 3) + 6 = 14
And here is the background,
Well, he would never admit that to you, but then of course he would be lying. He cannot change what he his. What is he you say.... He's a no good gypsy thief that would steal his mother's rings as much as look at her.
It’s because of this gypsy taint he does what he does so well actually. What is it he does well? Lying of course I just told you that in the beginning so listen would ya or he will rip you off too if you aren’t paying attention to his EVERY movement, and I mean every one.
Every eye bat, finger wiggle, facial twitch mean something with this bastard and if you don’t watch your back, there may be a knife in it when you were sure he was your best friend.
Thing is, when you stare up in anguish to see the betrayer who stabbed you, it sure as hell won’t be ol’ Arkham standing there. Hell no! That’s where that whole thief thing comes into play I told you about. See, our buddy Arkham has the most uncanny gift to disappear into the shadows. It's almost supernatural. Handy for a con man rogue isn’t it?
The guardsmen can't arrest someone that no one sees. And no one suspects him cuz he just flashes that smile and people believe his lies. Even if they didn't, he's smart enough not to leave any trace he was even there.
You see why you gotta pay attention now. This guys...he’s smart…I mean scary smart. I wouldn’t put it past him if he is smart enough to start picking up some magical skills, and the gods help us if he learns that!!!!
He has conned his way from Absalom to Varisia, bedding nobles wives and daughters then walking out with their gold and their innocence. Is he a murderer?, possibly, not a convicted one as yet as we can’t prove it but I am sure the bastard has put a knife or two to someones throat who got in his way.
So he spent his early adult years wandering Golarion. He started small, little jobs to make a bit of cash and it was easy…so so easy. People were so willing to give, and he took…and took. But as is usual with these scumbag types like Arkham, it wasn`t enough. He wanted the big score. To find the mark that could forever send him away on some tropical island surrounded by nothing but ocean and naked slaves all for himself…..some angel our boy is hey?
So over the years he makes contacts and friends and if there is one thing he learnt it's that you can find a black sheep anywhere if you know where to look. After inquiring on some of the richer families in Magnimar he discovers something. It’s not any of the noble houses that are the wealthiest, it’s not the military that has the largest funds…..it’s the damn church of Abadar.
THAT he figured, will be his mark.
The plan was flawless, or so he thought. Ingratiate himself to the church, start of slow and become trusted. Start making friends, easy enough to do with some well placed lies. Did you know the church treasurer is not that high in the chain of command? That changed now I tell you. After befriending her and spending a few nights getting close, Arkhams charms finally worked and he bedded the gullible poor thing.
Apparently he couldn’t bear killing her, must have had a moment of weakness, so instead he drugged her enough that she would be out for the day. Then…he became her, i don't know how, but only a spineless worm would dress up like a woman. He went to work as her every day. Every night he would come home, drug her some more, then go back to work, slowly fixing the books a little each day adding to his own wealth. These zealous, self-righteous pigs had so much money what’s a bit of missing gold right?! That’s the way our little angel thinks you see.
What the hell was he thinking!! Robbing the great church!!?? They have all manner of magics to ferret out little low rate punks like him. He bit off WAY more than he could chew. Almost a pity he didn’t kill that poor treasurer. She was the one who ID’d him as the kidnapper, poor bastard had a soft spot for her and let his guard down. If he would have killed her though we still would have got him…and on murder as well. Then we could hang the bastard.
So that leads us to Sandpoint. Arkham spent his youth in Varisia training with those gypsy scum, and I heard a rumor he's back, looking to hook up with some old contacts. I'll be keeping my eyes open, and so should you.
(Official report and journal of Theos Redgrave, Inquisitor of Abadar)
Paladin of Baha-who? |
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
I decided to try rolling dice instead to help me decide what to do.
The idea I'd like to go with is a Kitsune Wood Oracle. She is part of a small family of Kitsune who left Minkai and traveled over the Crown of the World, eventually settling in Sandpoint, where nearly everyone thinks they are actually just humans. (I am playing her daughter, Haru, in another PbP game, of Jade Regent.) She is a woodcarver by trade, making beautiful carved sculptures both for a living and to glorify Shelyn. She hears the voices of the Kami that live in the wood, and sometimes some of them play little pranks on her, but most of them are kind and aid her.
Kitster |
OH yeah
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6Now what to make what to make.
Here is Kitster. She is Gnomezrule's alt. Here to say she is ready to help Sandpoint.
I can't get the reply to show the original roles. But here is the text.
d6 + 6 ⇒ (4, 4) + 6 = 14 DEX
2d6 + 6 ⇒ (4, 2) + 6 = 12 WIS
2d6 + 6 ⇒ (6, 3) + 6 = 15 STR
2d6 + 6 ⇒ (4, 4) + 6 = 14 CON
2d6 + 6 ⇒ (6, 1) + 6 = 13 CHA
2d6 + 6 ⇒ (4, 3) + 6 = 13 INT
Paladin of Baha-who? |
If I put skill points into Craft (weapons) can my character have things like javelins, spears, clubs, and so forth that she has crafted herself, at reduced cost, when she starts?
I plan to give her Craft(woodworking) as a custom Crafting skill. Would this cover wooden weapons like quarterstaff, club, javelin, spear, and so forth? Might it cover crafting wooden armor or shields? (That last one is a long-shot, I know, but just had to ask.)
Does craft (bows) cover crafting arrows, javelins, crossbows, etc. as well, or are those under (weapons)?
Robert Henry |
hhmmm, I find It hard to pass up the opportunity to roll-up a character, let us see what we get and what I can put together before Monday.
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
Well, those numbers are hard to pass up, let me see what I can do.
Arknight |
Here is my submission, Aardran, the Unchained version of the Monk.
Male human (Vudrani) monk (unchained) 1
LN Medium humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Wis)
hp 11 (1d10+1)
Fort +3 (+1 to saves vs. poison, disease, starvation, fatigue, & exhaustion for 24 hours after meditation.), Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee sansetsukon +3/+3 (1d10+3/19-20) or
unarmed strike +3/+3 (1d6+2)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 12, Int 13, Wis 18, Cha 9
Base Atk +1; CMB +3; CMD 19
Feats Body Control, Improved Unarmed Strike, Jabbing Style[ACG], Meditation Master, Stunning Fist
Traits open palm of irori (vudrani), scholar of the ancients, wisdom in the flesh
Skills Acrobatics +9, Knowledge (history) +6, Knowledge (religion) +6, Perception +8, Perform (wind instruments) +3, Sense Motive +8
Languages Common, Thassilonian, Varisian, Vudrani
SQ paranoid
Other Gear sansetsukon, backpack, belt pouch, blanket, courtesan's kit, hemp rope (50 ft.), scholar's outfit, soap, torch (10), trail rations (5), waterproof bag, waterproof bag, waterskin, 8 gp
--------------------
Special Abilities
--------------------
Body Control Need half as much food, water, and sleep to heal, to prepare spells, and to avoid starvation, dehydration, fatigue.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jabbing Style (1/round) +1d6 if you hit target with 2 unarmed strikes, +2d6 if hit with more than 2.
Meditation Master Meditate 1 hour after 8 hours of rest to get +1 Insight bonus to any roll over next day.
Open Palm of Irori (Vudrani) +1 bonus on Acrobatics checks; channel ki 1/day for extra damage.
Paranoid Aid Another DC 15 for attempts to help you.
Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.
Wisdom in the Flesh (Acrobatics) Acrobatics becomes a Wisdom-based, class skill.
--------------------
Twenty-three years ago a Vudrani merchant princess sailed into Sandpoint and sought to negotiate a trading alliance with the Valdemar family. After three months of heated negotiations between Ethram and the princess, she left with a tentative agreement in place but nothing more was heard and all, including Ethram thought the agreement fell apart once she returned home. However, that was not the case.
Days after leaving Sandpoint, the princess fell gravely ill. Her clerics were at a loss and could only just keep her alive as the ship sailed for Jalmeray. Along the way it was discovered that the princess was with child and that hat was what was helping keep her alive. Once the child, named Aardran or Miracle in Vudrani, was born, his mother rapidly succumbed to her illness and died. Taken in by the monks of the largest temple to Irori on Jalmeray, Aardran's upbringing and training was ultimately overseen by a former Champion of Sky and Heaven and was fairly brutal, forcing Aardran into self-reliant focus which kept him from even wanting to accept help with his duties or difficulties. The philosophy he was raised with was that it was better to fail and understand why you failed than succeed with help.
Just after his fourteenth birthday, he was given his mother's journal of the year before his birth. It told of her lonliness and of Ethram's kindness during the negotiations. It told of their deception of those around them that they were in bitter disagreement with each other when they only wanted to spend the time passionately. In the end, after many passionate nights, they agreed that she had to return home to deliver the agreement, but afterward would return. In the journal, she also asked that her child return to Sandpoint one day and let her love know what had happened. Vowing to carryout out her request, Aardran sought to learn all about Sandpoint and its surroundings as he could, becoming fascinated with the ancient Thassilonian society and ruins.
Over seven years passed before he felt comfortable with making the journey to Sandpoint. Although it took him nearly a years time to make the journey, he has arrived just in time for the Swallowtail Festival. He hopes too that it will give him a chance to meet his father and even find someone to discuss the Thassilonian ruins with.
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Maxwell Rabble |
This is Wondering Monsters Submission.
Maxwell Rabble
Shaman
Male Human (Shoanti)
N Medium
Init +4; Perception +; +11 +3 sight based in shadows and darkness (from Familiar)
--------------------
DEFENSE
--------------------
AC ,16 touch 12, flat-footed 14 (+2 dex,4 armor)
HP 9
Fort +0, Ref +2, Will +6
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OFFENSE
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Speed 20 ft. ; 30 without armor
Melee
Ranged
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Spirit - Wood
Spirit Animal
Spirit Magic
Spirit Ability -
Tree Limb - Swift action; arm turns into a branch; gains a slam attack 1d8 damage; 4/day
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STATISTICS
--------------------
Str 10, Dex 15, Con 11, Int 13, Wis 18, Cha 12
Base Atk +0; CMB 0 (misc mods); CMD +12
Feats:
Weapon Finesse
Point Blank Shot
Alertness
Traits[b]
Seeker - +1 to perception and its a class skill
Reactionary - +2 initiative
[b]Skills (X Points - 1 class, 1 race, etc):
Heal +8 (1 rank, 4 wis, 3 class)
Knowledge nature +5 (1 rank, 1 int, 3 class )
Knowledge Religion +5 (1 rank, 1 int, 3 class )
Perception +11 (1 rank, 4 wis, 1 trait, 2 alertness, 3 class)
Sense Motive +6 (4 wis, 2 alertness)
Spellcraft +5 (1 rank, 1 int, 3 class )
Survival +8 (1 rank, 4 wis, 3 class)
Languages:
Common
Goblin
--------------------
GEAR/POSSESSIONS
--------------------
Money: 35 GP 9 SP
BackPack
Bedroll
Hide Armor
dagger
club
sling
10 sling ammo
Spear
Potion of Cure Light Wounds
===================================================
0-Level
Detect Magic
Read Magic
Light
1-Level
Shillehagh
Entangle
Produce Flame
OWL
N Tiny animal
Init +3; Senses low-light vision; Perception +10
[B]DEFENSE[B]
AC 16, touch 16, flat-footed 16 (+3 Dex, +2 size, +1 Nat)
hp 4
Fort +2, Ref +5, Will +6
Improved Evasion
[B]OFFENSE[B]
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
[B] STATISTICS[B]
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth
Share Spells
Empathic Link
Freeze special ability
Ht: 6' 0"
Wt: 170 lbs
Age: 20
Hair: Black
Eyes: Blue
Skin: White
Maxwell Rabble is alone in the world. Wandering the outskirts of Varisia. Several years ago spirits began talking to him via wild animals. Between this and the fact that most people think he is crazy for speaking to animals, he mostly sticks to the forests. Only going into towns to trade when necessary.
Maxwell mostly just keeps his head down and trys to lookout for himself. With this in mind, he is also looking to make a quick buck, in hopes of finally retiring some place "Safer".
Currently Maxwell is in Sandpoint looking for a way to make some money.
Hokina |
I was bored. So I copied and continued DominoMasque's work from above. I think I got PC that has been posted.
Warrior
Armitron Foebane - Male Human - Paladin (Holy Tactician)
Dagna Brizagmorn - Female Dwarf - Paladin (Oath of Vengeance)
Didier Russoux - Tiefling (devil-Spawn) - Warpriest of Iomedae
Karl Sarvo - Male Human - Slayer (Bounty Hunter)
Kitster Mendelvish - Female Catfolk - Slayer
Arknight - Male Human (Vudrani) - Monk (unchained)
Skill
Skjall Kib - Male Human - Investigator (Empiricist)
Rennic - Male Ratfolk - Alchemist (Mindchemist)
Arkham Guilford (Sheet says Malaketh) - Human - Rogue (Unchained)
Arcane
Nadine Garn - Female Tiefling - Witch
Orn Longclaw - Male Kobold - Sorcerer (Dragon Bloodline)
Lucretian Colprest - Male Human - Sorerer (Arcane Bloodline)
Divine
Maxwell Rabble - Male Human (Shoanti) - Shaman
Ahdak Speaks-with-Stars |
Rikash here submitting Ahdak Speaker with Stars for your approval. I'm working on my background, but the crunch is done. He's a Half-orc shaman raised amongst the Lyrune-Quah Shoanti who has left his homeland to learn more of the stars and in response to a vision granted to him by his spirit allies. He has wandered Varisia, travelling with trade caravans and Varisian wagon trains. He has found himself in Sandpoint, learning more the god Desna who's domains include the sky/stars. He has been here for some time and has found the town's people to be surprisingly welcoming for a half-orc. More to follow as I write it up. :)
As far as my build goes, I intend to provide support and debuff the enemy. I'll pick up some important cleric buffs that I lack and I have the flexibility to pick up various debuffs/healing/etc with my wandering spirit (when it comes online). I'll also provide healing support as needed. I've got scribe scroll to make scrolls for all the corner case needs (Remove Disease, Remove Fear, Remove Paralysis, Lesser Restoration, etc).
Edit: Added the tracker with name to this post. Also added some details about my build and what it does.
Warrior
Armitron Foebane - Male Human - Paladin (Holy Tactician)
Dagna Brizagmorn - Female Dwarf - Paladin (Oath of Vengeance)
Didier Russoux - Tiefling (devil-Spawn) - Warpriest of Iomedae
Karl Sarvo - Male Human - Slayer (Bounty Hunter)
Kitster Mendelvish - Female Catfolk - Slayer
Arknight - Male Human (Vudrani) - Monk (unchained)
Skill
Skjall Kib - Male Human - Investigator (Empiricist)
Rennic - Male Ratfolk - Alchemist (Mindchemist)
Arkham Guilford - Human - Rogue (Unchained)
Arcane
Nadine Garn - Female Tiefling - Witch
Orn Longclaw - Male Kobold - Sorcerer (Dragon Bloodline)
Lucretian Colprest - Male Human - Sorerer (Arcane Bloodline)
Divine
Maxwell Rabble - Male Human (Shoanti) - Shaman
Ahdak Speaker with Stars - Male Half-orc (Shoanti) - Shaman
Ahdak Speaks-with-Stars |
I finished my backstory and such. I've copied it below, but it's also in my character sheet.
Ahdak, Speaker with Stars, of the Lyrune-Quah is not one that was anticipated by any in his clan. Half and full orcs are hunted and slain by the Quahs who see them as a deadly threat. Ahdak's mother, Zeljka, was found unconscious by Lyrune-Quah scouts travelling before the rest of the clan. Her fate hung by a thread, but it was decided that she should return to face interrogation and the chief's judgement. After being treated, she woke to tell a tale of fleeing from her hated orc husband and clan. A huntress, she accepted her fate, saying she would rather die then continue to live among those who had vilely mistreated her. Impressed by her resolve and pride, she was given tentative acceptance by the Shoanti. In time, her skill as a hunter and warrior earned her the grudging acceptance of the Lyrune-Quah and she was inducted into the clan as an honorary member. She would go on to marry a fellow hunter, Istakkos Steps Like Shadows. Their child, Ahdak, was born some five years after she was carried dying of hunger and thirst into the clan's tents.
Ahdak proved to be remarkably different from his parents. He was not as swift, nor as strong, nor as good a shot with a bow. He was weak and lacked grace in the hunt, but he had a curiosity and wisdom unusual for his age. As he grew, he found himself a disappointment to the high expectations set by the clan. Unable to live up to his parent's image, he set out to learn what he could of the world on his own as often as he could get away from the hated bow practice. He would often be found, sitting, watching animals or studying plants, only to be brought back to practice further. Only in his knowledge of living on the Cinderlands and of its plants and animal did he earn praise. In time, his knowledge and quiet but tenacious desire to learn of the clan's totems earned the interest of the Clan's young shaman, Krojun Sky Whisper. The shaman began to observe the boy and, approving of what he found, took him among others to be his apprentice.
Ahdak quickly excelled in his new training, quickly becoming the first among equals. For the first time, he felt a sense of peace and his quiet anger and resentment began to fade. He learned of the spirits and the clan's totems as he hand long yearned. He Was taught of the proper means to meditate and gain insight into the world around him. He grew close to the earth, wind and water. But it was the sky, stars and moons that drew his gaze most. He was honored by the spirits with the patronage of the clan's foremost totems: stars, moon and night sky. As his training progressed, he became a respected figure in the tribe in a way he had not before. For the first time, when he spoke, others would begin to listen. He remained primarily a quiet and introspective young man, but when he spoke his words had a great gravity with the clan.
As he reached his age of majority, he undertook the Rite of the Shaman as would all Shoanti who reach adulthood as a shaman's apprentice. His years of training led to this moment, where he was to venture into the Cinderlands for a week and return unharmed. He was to meditate at all opportunity and seek spiritual inspiration. On the fifth night, a night of the new moon, he sat in darkness, listening to the calm on the ashen plains. As he waited, an owl silently swooped towards him and landed a few feet from where he kneeled. It calmly watched him, eyes reflecting the glimmering of the stars above. As they sat, watching one another, Ahdak began to feel a strange sense of calmness originating at the back of his mind. As time wore on, the sensation grew and shifted, going through curiosity, calm, and contentment. The owl finally drew close, and sat by his side and he realized that this owl, who he has taken to calling Noctua, was to be his shaman's companion. He left the next day to return to the Lyrune-Quah.
It has been several years since that day, and Noctua is still with Ahdak. Given the name Speaker with Stars, he served his clan as a shaman, until the stars who are his patron spirits spoke to him. They gave a vague warning and urged him to leave his clan in his dreams. He consulted with the Sky Whisper, who could only agree with the spirits. Thus did Speaker with Stars leave his clan to explore the untamed lands of Varisia. He traveled the roads of the land, visiting the city of Magnimar which he left as quickly as possible. The size and bustle of the place, as well as his half-orc visage with Shoanti tattoos, drew many stares that left him feeling out of place. He traveled south with a Varisian caravan, telling tales and helping with his magics where he could. He would finally reach the town of Varisia, where he met Abstalar Zantus, cleric of Desna. He grew to befriend the congenial priest, who shared his appreciation for the heavens (as part of Desna's domain). Ahdak Speaker of Stars has been in Sandpoint for several months now, staying in the Desnan temple and assisting his friend while he waits for some further sign from the spirits.
Ahdak is small for a half-orc, though he still looks many humans in the eye at five foot and nine inches. He weighs roughly one hundred and seventy pounds, though he is not particularly strong. His long training at the hands of Krojun Sky Whisper has left him hardy and capable of the grueling meditation demanded of a Shoanti shaman. His skin is a dark green that grows closer to brown as he is increasingly exposed to the sun. His blues eyes are dark enough to be mistaken for black and small as is characteristic for a half-orc. He wears his hair in a short ponytail, tied with a strip of rawhide. Tattoos, mostly depicting the moon and star constellations, cover his body in a maze of indigo and blue.
Ahdak has a Shoanti's pride and stoicism. He doesn't complain and he is quiet and reserved, content to listen to others until he feels compelled to speak. His words carry wisdom when he chooses to, and he has a reputation among his clan as a fair and wise mediator. Though he does feel the sting of the darting jibes of those who call him 'barbarian', he never shows his quiet anger. This is as it should be for a Shoanti shaman. He would not profess it, but he has acquired a taste for the colorful dance and performance of the Varisians. He has begun to try to learn the language, but knows only a few rudimentary words so far.
Paladin of Baha-who? |
1 person marked this as a favorite. |
Kairi Yoshioka
Kitsune oracle (spirit guide) 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 192)
NG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee bite +2 (1d4+3)
Spell-Like Abilities (CL 1st; concentration +6)
. . 3/day—dancing lights
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—bless, cure light wounds, divine favor
. . 0 (at will)—detect magic, ghost sound (DC 15), guidance, mage hand, mending, purify food and drink (DC 15)
. . Mystery Wood
--------------------
Statistics
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Str 14, Dex 16, Con 12, Int 12, Wis 11, Cha 20
Base Atk +0; CMB +2; CMD 15
Feats Point-blank Shot
Traits intense artist, student of faith
Skills Acrobatics +5, Craft (woodworking) +3, Diplomacy +9, Heal +4, Knowledge (local) +5, Knowledge (nature) +5, Perform (dance) +6, Perform (sing) +6; Racial Modifiers +2 Acrobatics
Languages Common, Minkaian, Sylvan
SQ change shape, kitsune magic, oracle's curse (haunted), revelation (wood bond)
Other Gear 105 gp
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Special Abilities
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Change Shape (Su) Assume a single human form.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Intense Artist (Perform [sing], Perform [dance]) Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
Wood Bond +1 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every 5 levels thereafter.