
Alyksandrei |
I'd like to resubmit Alexis. I'm also happy to rework her skills to fit better - it was mentioned on Discussion that there's no one to identify magic items...

Nickadeamous |

A. 4d6: 4d6 ⇒ (3, 3, 6, 1) = 13
B. 4d6: 4d6 ⇒ (3, 4, 5, 2) = 14
C. 4d6: 4d6 ⇒ (1, 3, 4, 1) = 9
D. 4d6: 4d6 ⇒ (5, 5, 3, 2) = 15
E. 4d6: 4d6 ⇒ (6, 4, 4, 6) = 20
F. 4d6: 4d6 ⇒ (5, 6, 6, 6) = 23
A. Reroll the 1: 1d6 ⇒ 6
B. Reroll the 2: 1d6 ⇒ 4
C. Reroll both 1's: 2d6 ⇒ (6, 6) = 12
D. Reroll the 2: 1d6 ⇒ 5
A. 15
B. 13
C. 16
D. 15
E. 16
F. 18
Str: 15
Dex: 16
Con: 15
Int: 16
Wis: 13
Cha: 18
Starting Gold: 2d6 ⇒ (2, 5) = 7
Unchained Summoner

Alyksandrei |
So I got bored and decided to create another character for consideration. Since you were looking for a spellcaster, I attempted to build one. She's heavily homebrewed (mostly mix-and-match existing abilities), but I figured I'd submit anyway. I'm perfectly willing to rework the customization, if you want.
Form Fields
Full Name Seraia
Race Drowtouched Elf
Classes/Levels [?] 1 || AC 17 || HP 10/10 || Initiative +7 || Passive Perception 17 || Saves: Fort +2 Refl +7 Will +5 || Perception +7 Stealth +9
Gender Female
Size Medium
Special Abilities XP: 0
Alignment TN
Location
Languages Common, Elven, [pick 4 (INT)], [pick 1 (Linguistics)]
Strength 15
Dexterity 20
Constitution 14
Intelligence 19
Wisdom 16
Charisma 14
Free Text
Maximum Hit Points: 10
Base Speed: 30 feet
Armor Class: 17 = 10 + 2 [leather] + 5 [dexterity]
Initiative modifier: + 7 = + 5 [dexterity] + 2 [trait bonus]
Attack (handheld / thrown): + 2 = +2 [strength] + 0.75 [BAB]
Attack (missile / finesse): + 5 = + 5 [dexterity] + 0.75 [BAB]
Fortitude: + 2 = + 0.33 [class] + 2 [constitution]
Reflex: + 7 = + 2.5 [class] + 5 [dexterity]
Will: + 5 = + 3 [wisdom] + 2.5 [class]
Perception (passive): 17
Carry: 200 lb maximum
A Perception (Wis) 7 = +3 [wisdom] +1 [ranks] +3 [class skill]
A Stealth (Dex) 9 = +5 [dexterity] +1 [ranks] +3 [class skill]
A Acrobatics (Dex) 5 = +5 [dexterity]
A Climb (Str) 2 = +2 [strength]
A Swim (Str) 2 = +2 [strength]
A Ride (Dex) 5 = +5 [dexterity]
A Bluff (Cha) 2 = +2 [charisma]
A Sense Motive (Wis) 3 = +3 [wisdom]
A Diplomacy (Cha) 2 = +2 [charisma]
A Gather Information (Cha) 2 = +2 [charisma]
A Intimidate (Cha) 2 = +2 [charisma]
TB Sleight of Hand (Dex) n/a = +5 [dexterity]
A Escape Artist (Dex) 5 = +5 [dexterity]
TA Disable Device (Int) n/a = +4 [intelligence]
A Disguise (Cha) 2 = +2 [charisma]
A Concentration (Con) 1 = +1 [constitution]
TA Spellcraft (Int) n/a = +4 [intelligence]
TA Use Magic Device (Cha) 6 = +2 [charisma] +1 [ranks] +3 [class skill]
B Appraise (Int) 4 = +4 [intelligence]
TB Handle Animal (Cha) n/a = +2 [charisma]
A Heal (Wis) 4 = +3 [wisdom] +1 [ranks]
A Survival (Wis) 4 = +3 [wisdom] +1 [ranks]
B Craft All (Int) 4 = +4 [intelligence]
T Knowledge (All) (Int) 4 = +4 [intelligence]
T Knowledge (Arcana) (Int) 5 = +4 [intelligence] +1 [ranks]
TB Knowledge (Engineering) (Int) 8 = +4 [intelligence] +1 [ranks] +3 [class skill]
TB Knowledge (History) (Int) 5 = +4 [intelligence] +1 [ranks]
TB Linguistics (Int) 8 = +4 [intelligence] +1 [ranks] +3 [class skill]
Composite Longbow (110) +5 1d8 Piercing
Longsword +2 1d8+2 Slashing
Sling (50) +5 1d4+2 Bludgeoning
Dagger (10) +2 1d4+2 Piercing
Club +2 1d6+2 Bludgeoning
Personality Traits
Socially awkward
My friends know they can rely on me no matter what.
Ideals
Live and Let Live
Bonds
I fight for those who cannot fight for themselves.
Flaws
I can't keep a secret to save my life, or anyone else's.
Armor: Light, Shields
Weapons: Simple, Ranged/Thrown Martial, rapier, sap, shortsword, shortbow, longbow, longsword
Languages: Common, Elvish,
Race (Elf):
Elven Immunities
Keen Senses
Weapon Familiarity
Low-Light Vision
Superior Darkvision
Class (custom):
* 1 Bardic Knowledge, Bard Cantrips, Bard Spellcasting, Accuracy
2 Lore Master, Magic Lore, Combat Style Feat
3 Evasion, Endurance
4 Uncanny Dodge
5 Jack of All Trades, Rogue's Edge
6 Combat Style Feat
7 Woodland Stride
8 Lore Master, Improved Uncanny Dodge, Swift Tracker
10 Probable Path, Rogue's Edge, Combat Style Feat
11 Jack of All Trades, Improved Evasion
14 Lore Master, Combat Style Feat
15 Rogue's Edge
17 Jack of All Trades
18 Combat Style Feat
20 Lore Master, Rogue's Edge
Spellcasting
Lvl
Gained ==> Spell Name
Cantrips Known
1st ==> Detect Magic
1st ==> Ghost Sound
1st ==> Dancing Lights
1st ==> Spark
2nd ==> Haunted Fey Aspect
3rd ==> Light
1st Level
Spells per Day: 1
Spells Known:
1st ==> Vanish
1st ==> Silent Image
2nd ==> Ventriloquism
3rd ==> Magic Mouth
7th ==> Jitterbugs
11th ==> Horn of Pursuit
2nd Level
Spells per Day:
Spells Known:
4th
4th
5th
6th
10th
14th
3rd Level
Spells per Day:
Spells Known:
7th
7th
8th
9th
13th
17th
4th Level
Spells per Day:
Spells Known:
10th
10th
11th
12th
16th
5th Level
Spells per Day:
Spells Known:
13th
13th
14th
15th
19th
6th Level
Spells per Day:
Spells Known:
16th
16th
17th
18th
20th
leather armor
composite longbow
arrows x20
longsword
sling
sling bullets x20
dagger
club
gear maintinence kit (metal polish, small file, leather paring knife, leather conditioning oil, soft cloth x2, leather straps, sewing needle, buttons)
pathfinder's kit (backpack, a bedroll, belt pouch, flint and steel, signal whistle, 50 feet of string, 50 feet of thread, trail rations x3, waterskin, whetstone)
mess kit (plate, bowl, cup, fork, knife, and spoon, leather cord)
ioun torch
2 gold
9 silver
6 copper
Role: sniper & illusionist
Appearance: small adult female with dark skin, black eyes, and silver hair
good taste in clothes, but nothing super fancy (my randomizer app describes it as "Tasteful: You like to look good but don't take it to an extreme.")
Personality: goal -
easy-going, mostly humorless ("You are serious almost all the time or don't participate in humor."), curious about everything
Birthplace or Home:
Past: event -
education -
Religion: agnostic
widespread naturalistic ("Your religion puts emphasis on gods of nature and living in harmony with animals.")
Family: 1-2 siblings, overall average size, liberal ("Your family is open-minded, giving, and trusting."), unremarkable family of average reputation
Level Gained ==> Trait/Ability Name ==> Source ==> Description
00 ==> Elven Immunities ==> Race ==> Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
00 ==> Keen Senses ==> Race ==> Elves receive a +2 racial bonus on Perception checks.
00 ==> Weapon Familiarity ==> Race ==> Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
00 ==> Low-Light Vision ==> Race ==> Elves can see twice as far as humans in conditions of dim light.
00 ==> Superior Darkvision ==> Race ==> Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
00 ==> Inquisitive Archaeologist ==> Trait (Campaign) ==> You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in ancient structures.
00 ==> Warrior of Old ==> Trait (Race) ==> You gain a +2 trait bonus on initiative checks.
01 ==> Bardic Knowledge ==> Class (Bard) ==> A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
01 ==> Bard Cantrips ==> Class (Bard) ==> Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
01 ==> Bard Spellcasting ==> Class (Bard) ==>A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
01 ==> Accuracy ==> Class (Rogue: Sniper) ==> At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.
02 ==> Lore Master ==> Class (Bard: Archivist) ==> At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd.
02 ==> Magic Lore ==> Class (Bard: Archivist) ==> At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.
02 ==> Combat Style ==> Class (Ranger) ==> At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the APG is being used. Core Rules only: archery or two-weapon combat. Core Rules + APG: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Combat Style Options Archery The character can choose from the following list whenever he gains a combat style feat: Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
03 ==> Evasion ==> Class (Rogue) ==> At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
03 ==> Endurance ==> Class (Ranger) ==> A ranger gains Endurance as a bonus feat at 3rd level.
04 ==> Uncanny Dodge ==> Class (Rogue) ==> Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
05 ==> Jack of All Trades ==> Class (Bard: Archivist) ==> At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed.
05 ==> Rogue's Edge ==> Class (Rogue) ==> At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
07 ==> Woodland Stride ==> Class (Ranger) ==> Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
08 ==> Improved Uncanny Dodge ==> Class (Rogue) ==> At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
08 ==> Swift Tracker ==> Class (Ranger) ==> Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
10 ==> Probable Path ==> Class (Bard: Archivist) ==> At 10th level, an archivist can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th.
11 ==> Improved Evasion ==> Class (Ranger) ==> At 11th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Skill Unlocks: Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue, who uses her rogue’s edge ability to gain skill unlocks for several of her most iconic skills. Alternatively, you might make skill unlocks a universal part of the game, but you should be aware they add significant power and flexibility to skills, so giving them for free to all classes would grant power boosts to other highly skilled classes such as the investigator and bard, particularly in comparison to the rogue. Another alternative is to eliminate access to the Signature Skill feat, limiting skill unlocks to rogues and rogues alone. With sufficient skill ranks, a character can earn the following skill unlocks: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.