
Albion, The Eye |

Albion, The Eye wrote:I have two ideas but... One of them is for an Half-orc. Now I half-orc is Core but, would he fit Dragonofashandflame?Thats up to the background :) if he was half orcs and was all "yay orc" then no. otherwise, probably. He'd face half-orc issues with ignorant peasants and racist elves, though. But that could be fun to RP
Thanks for the feedback - I have an idea on how to insert him, just wanted to confirm it would be possible to have an half-orc around :D
Just to throw it out there, my idea is to play a Bloodrager/Oracle of Battle - some sort of 'Chosen One' from an orcish tribe, born under a Blood Red Moon and fated to do great things, along those lines.
My idea would be that he was sent by his father (or perhaps grandfather would make more sense) to actually aid the elves in retaking Myth Drannor, based on an old relation (in my head, his grandfather, an exceptionally long lived and visionary orc) would have traveled the world in his youth, and walked along beside perhaps an elf now retreated to Evereska, becoming friends long long ago. This would be his way to repay an old debt perhaps, or simply a sign of friendship from someone who misses their friendship.
On the other hand, this is obviously not well seen by the rest of the orc community in which they live, so succeeding and returning with such success would mean much for both my character, his grandfather, and their family in general.
That is the general idea on which I would build upon - I am familiar with Faerun, so this may clash somewhat with what you have in mind. What do you think? Too out there?
4d6 ⇒ (6, 1, 2, 5) = 14
4d6 ⇒ (2, 1, 3, 3) = 9
4d6 ⇒ (1, 4, 4, 3) = 12
4d6 ⇒ (6, 2, 1, 2) = 11
4d6 ⇒ (4, 5, 5, 2) = 16
4d6 ⇒ (1, 2, 3, 4) = 10
Nop
4d6 ⇒ (5, 3, 3, 3) = 14 11
4d6 ⇒ (2, 5, 5, 3) = 15 13
4d6 ⇒ (3, 1, 1, 6) = 11 10
4d6 ⇒ (3, 6, 4, 4) = 17 14
4d6 ⇒ (2, 6, 4, 1) = 13 12
4d6 ⇒ (6, 4, 1, 4) = 15 14
Nop
4d6 ⇒ (6, 1, 1, 3) = 11
4d6 ⇒ (1, 1, 4, 6) = 12
4d6 ⇒ (5, 1, 1, 1) = 8
4d6 ⇒ (6, 2, 1, 1) = 10
4d6 ⇒ (5, 3, 3, 2) = 13
4d6 ⇒ (1, 5, 1, 4) = 11
Nop
4d6 ⇒ (4, 3, 6, 2) = 15
4d6 ⇒ (1, 3, 1, 3) = 8
4d6 ⇒ (5, 3, 3, 1) = 12
4d6 ⇒ (2, 4, 2, 3) = 11
4d6 ⇒ (2, 1, 6, 5) = 14
4d6 ⇒ (3, 1, 1, 5) = 10
Really...?
4d6 ⇒ (5, 2, 3, 2) = 12 10
4d6 ⇒ (3, 6, 6, 5) = 20 17
4d6 ⇒ (3, 5, 4, 5) = 17 14
4d6 ⇒ (5, 5, 6, 6) = 22 17
4d6 ⇒ (3, 6, 3, 2) = 14 12
4d6 ⇒ (3, 2, 1, 3) = 9 8
I think I stil prefer the 25 point buy...

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His internal energy was bolstered by a mass of power he could just barely feel that was floating off and away from him. These changes confused and worried him greatly but the biggest surprise came when he tried to leave the beach and started to choke on water. Sitting behind him on the beach was a beast made of nightmares seeming to shift in form and nature as each moment passed. It didn't take him long to realize that the beast was at the center of his cage so he went back to have a look at it. Gazing at the monster a heavy understanding filled him. He knew that he had to keep to his word to the force that saved him and he had to serve his new master. Images of strange symbols and massive trees filled his mind and the need to go to west filled him the occasional sibilant hiss from his "ally" spurring him on.
Backstorys done he is a psychic/unchained summoner crunch to follow as eidelons are hard.

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Halfling Swashbuckler(Mouser) 1st/Unchained Rogue 1st
Small Humanoid(Halfling) Neutral Good
Init:+3 Perception:+8 Speed:30ft
Defense:
AC:16[10+3(dex)+1(size)+3(armor)]
Armor: Studded Leather:+3 Max Dex:+5 Penalty:-1Spell Failure:15% Speed:20ft Wgt. 20lb.
CMD:12 [10+0+3-1]
CMB:+0[+1+0-1]
HP:10
Fort:+1 Reflex:+6 Will:+3
Defensive Abilities:
Fearless:+2 v.Fear
Halfling Luck:+1 to all saves
Offensive:
Weapon Familiarity:anything with Halfling in the name as well as Slings.
Speed:20ft
BAB:+2
Melee:+2
Dagger(x10): +5 Dmg:1d3+0 Crit:19-20/x2 wgt.1lb type: Piercing(8) Slashing(2) Range:10ft. 20gp
Cestus:+5 Dmg:1d3+0 Crit:19-20/x2 wgt:1lb. Type:Bludgeoning 5gp
Short Sword:+5 Dmg:1d4+0 Crit:19-20/x2 wgt.2lb type:Piercing 10gp
Light Mace:+5 Dmg:1d4+0 Crit:x2 wgt.4lb. type:bludgeoning 5gp
Ranged:+5
Sling:+5 1d3 Crit:x2 wgt. Type:bludgeoning Range:50ft.
Bullets, 1sp wgt.5lb.
Str10 Dex17 Con10 Int:15 Wis:15 Cha:15
Skills:11 Background:2
Acrobatics:+9[1+3(dex)+3+2(race)]
Climb:+6[1+0(str)+3+2(race)]
Disable Device:+7(+8)[1+3(dex)+3+1(class)]
Escape Artist:+71+3(dex)+3]
Perception:+8(+9)[1+2(Wis)+3+2(race)+1(class)]
Sense Motive:+6[1+2(wis)+3]
Sleight of Hand:+7[1+3(dex)+3]
Stealth:+11[1+3(dex)+3+4(size)]
Swim:+4[1+0(str)+3]
Ride:+7[1+3(dex)+3]
Profession(Soldier):+6[1+2(wis)+3]
Profession(Cook):+6[1+2(wis)+3]
Feats:Weapons Finesse*,Quick Draw
Traits:
Blood of Dragons: Gain Low Light Vision
Wanderlust: +10ft for overland speed.
Explorer's’ Outfit
Soldier's’ Uniform(1gp)
Rogues’ Kit (50gp):Backpack,bedroll,belt pouch,caltrops,chalk(10),flint and steel,grappling hook,iron pot,mess kit,mirror,pitons(10),rope,soap,thieves’ tools,torches(10),trail rations(5),waterskin wgt.37lbs
Bandolier(x2):1gp
Compass(10gp)
Weapon Sheaths(x2)2gp
Rogue(Unchained):.
Finesse Training: Weapon Finesse
Sneak Attack:+1d6
Trapfinding: +1 to Finding and Removing traps( +1 disable device and Perception)
Swashbuckler(Mouser):
Panache:2
Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.
A luck user does not count as a grit or panache user to satisfy feat prerequisites. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement.
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Deeds:
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.
While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flankingthe foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma Modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Swashbucklers’ Finesse:
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

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Anton Sliverseed grew up near Starmantle in the small logging and fishing town of Cedarspoke. He grew up learning to cook from his father as he was learning to be a chef, like his father in the Wayward Wyvern pub that rested in Cedarspoke. Eventually Anton began to want to leave, and one day he left for the bigger city of Starmantle.
In Starmantle he wasn't given many opportunities as his race wasn't treated well. He took it in stride living off the others fighting with his chef knives until he was apprehended. The Elven officer that caught him offered him a chance to work inside the local Militia. In doing so he was taught to fight using his nimbleness on top of becoming the militias' cook.
In his duties he fought goblins,orc, kobolds and other creatures who thought to come into town form the forest. He fought hard alongside his taller comrades showing he was just as dangerous as they were. For years he fought, until he found strange footprints in the woods and followed them.
As he followed them deep into the woods he found himself stumbling into a strange field where some halfling had erected symbols of each of the halfling gods. Here he was struck by some unknown force, and something awoke inside him the urge to become something more. to rise up and be a heroic symbol for his people.
With that he felt the urge to head north, He grabbed some gear and resigned from his position. When he did he headed North so he could find out what his divinely inspired wanderlust wished him to do. This lead him to The Halfway Inn wear the strange urge seemed to have lessened. he took that as a sign he was destined to be here.

Dragonofashandflame |

Dragonofashandflame wrote:Albion, The Eye wrote:I have two ideas but... One of them is for an Half-orc. Now I half-orc is Core but, would he fit Dragonofashandflame?Thats up to the background :) if he was half orcs and was all "yay orc" then no. otherwise, probably. He'd face half-orc issues with ignorant peasants and racist elves, though. But that could be fun to RPThanks for the feedback - I have an idea on how to insert him, just wanted to confirm it would be possible to have an half-orc around :D
Just to throw it out there, my idea is to play a Bloodrager/Oracle of Battle - some sort of 'Chosen One' from an orcish tribe, born under a Blood Red Moon and fated to do great things, along those lines.
My idea would be that he was sent by his father (or perhaps grandfather would make more sense) to actually aid the elves in retaking Myth Drannor, based on an old relation (in my head, his grandfather, an exceptionally long lived and visionary orc) would have traveled the world in his youth, and walked along beside perhaps an elf now retreated to Evereska, becoming friends long long ago. This would be his way to repay an old debt perhaps, or simply a sign of friendship from someone who misses their friendship.
On the other hand, this is obviously not well seen by the rest of the orc community in which they live, so succeeding and returning with such success would mean much for both my character, his grandfather, and their family in general.
That is the general idea on which I would build upon - I am familiar with Faerun, so this may clash somewhat with what you have in mind. What do you think? Too out there?
** spoiler omitted **...
That is a really neat idea... and ya... a bit much to ask for orcs and elves in Faerun.

Dragonofashandflame |

Nickadeamous wrote:** spoiler omitted **@nickadaemus: I vaguely remember that the eleven gods had Paladins in 2e. This was before things like inquisitors and cavaliers (well the return of the cavalier) and things that were paladin-adjacent were on the scene. I will do a bit of digging through the day and see if this is a trueness. But, with the paladin adjacent classes and their abilities, it seems could approximate that the right combo of classes without the alignment restriction on deity. Lemme think on this a bit more.
As for the griffin: lemme think on this, too
Looked up a bit of stuff on the way to work and it was 3e not 2e that had elf paladins of CG gods (and paladins of NG gods, too. 2e paladins had to be human worshippers of LG gods because.. reasons).
So: sure elves and half elves can be paladins of eleven gods (pic still needs to be LG, though)Griffin: sure you can have a baby griffin. Mechanically, we'll treat it as a horse (hp, attacks, etc), cosmetically, it's a baby griffin and also would like to eat horses. It won't be strong enough to fly while being ridden, though, until you pay for the feat

Dragonofashandflame |

I hope its not a stretch having a Halfling Hero guided by the gods to aid the elves? Which in turn should help Halflings overall
. Naw I think that's ok, nd I was reminded of a thing for orcs:
Myth Ondath: city dedicated to Eldath and took in orcs, raised them up to be good (because alignment isn't a function of race) So for the half orc concept: Myth Ondath might be a good fit . Plus! Includes a super cool part of elvish history

Samnell |

Critzible wrote:I hope its not a stretch having a Halfling Hero guided by the gods to aid the elves? Which in turn should help Halflings overall. Naw I think that's ok, nd I was reminded of a thing for orcs:
Myth Ondath: city dedicated to Eldath and took in orcs, raised them up to be good (because alignment isn't a function of race) So for the half orc concept: Myth Ondath might be a good fit . Plus! Includes a super cool part of elvish history
The Odonti on FRwiki. Myth Ondath is long gone, but the orc and half-orc children they took in and raised in a more peaceable manner survived.

Albion, The Eye |

Critzible wrote:I hope its not a stretch having a Halfling Hero guided by the gods to aid the elves? Which in turn should help Halflings overall. Naw I think that's ok, nd I was reminded of a thing for orcs:
Myth Ondath: city dedicated to Eldath and took in orcs, raised them up to be good (because alignment isn't a function of race) So for the half orc concept: Myth Ondath might be a good fit . Plus! Includes a super cool part of elvish history
Perfect! ;)

Dragonofashandflame |

Dragonofashandflame wrote:The Odonti on FRwiki. Myth Ondath is long gone, but the orc and half-orc children they took in and raised in a more peaceable manner survived.Critzible wrote:I hope its not a stretch having a Halfling Hero guided by the gods to aid the elves? Which in turn should help Halflings overall. Naw I think that's ok, nd I was reminded of a thing for orcs:
Myth Ondath: city dedicated to Eldath and took in orcs, raised them up to be good (because alignment isn't a function of race) So for the half orc concept: Myth Ondath might be a good fit . Plus! Includes a super cool part of elvish history
Thanks Smnell for doing the research!

Phntm888 |
Oh, hey Dragonofashandflame, I see you're running another game. Sup?
Roll: 4d6 ⇒ (6, 5, 1, 1) = 13 -> 12
Roll: 4d6 ⇒ (6, 2, 4, 6) = 18 -> 16
Roll: 4d6 ⇒ (1, 1, 1, 2) = 5 -> 4
Roll: 4d6 ⇒ (3, 3, 3, 4) = 13 -> 10
Roll: 4d6 ⇒ (4, 2, 4, 2) = 12 -> 10
Roll: 4d6 ⇒ (6, 4, 6, 4) = 20 -> 16
Erm...Let's see, that's a...10 Point Buy total? Assuming 4-5 is worth -3 points each. Rerolling
Roll: 4d6 ⇒ (3, 6, 2, 5) = 16 -> 14
Roll: 4d6 ⇒ (1, 1, 2, 3) = 7 -> 6
Roll: 4d6 ⇒ (5, 1, 4, 3) = 13 -> 12
Roll: 4d6 ⇒ (4, 1, 4, 6) = 15 -> 14
Roll: 4d6 ⇒ (6, 1, 2, 5) = 14 -> 13
Roll: 4d6 ⇒ (2, 5, 2, 5) = 14 -> 12
17 PB before factoring in the 6. That's a reroll.
Roll: 4d6 ⇒ (3, 1, 2, 2) = 8 -> 7
Roll: 4d6 ⇒ (1, 5, 5, 6) = 17 -> 16
Roll: 4d6 ⇒ (4, 4, 4, 6) = 18 -> 14
Roll: 4d6 ⇒ (5, 3, 1, 4) = 13 -> 12
Roll: 4d6 ⇒ (3, 4, 4, 1) = 12 -> 11
Roll: 4d6 ⇒ (6, 6, 6, 4) = 22 -> 18
Let's go with it. The 7 makes a good counterpoint to the 18.
Final array 18, 16, 14, 12, 11, 7. Will think on what to submit.

Zanbabe |

Dotting and Rolling to see what I get...
Stats: 4d6 ⇒ (6, 6, 1, 1) = 14 13
Stats: 4d6 ⇒ (1, 2, 5, 2) = 10 9
Stats: 4d6 ⇒ (1, 4, 2, 6) = 13 12
Stats: 4d6 ⇒ (4, 3, 3, 2) = 12 10
Stats: 4d6 ⇒ (4, 6, 1, 2) = 13 12
Stats: 4d6 ⇒ (3, 1, 6, 2) = 12 11
7 point buy?
Stats: 4d6 ⇒ (2, 5, 6, 4) = 17 15
Stats: 4d6 ⇒ (2, 2, 4, 2) = 10 8
Stats: 4d6 ⇒ (1, 3, 6, 2) = 12 11
Stats: 4d6 ⇒ (2, 1, 2, 3) = 8 7
Stats: 4d6 ⇒ (1, 3, 1, 5) = 10 9
Stats: 4d6 ⇒ (1, 3, 2, 2) = 8 7
-1 point buy?
Stats: 4d6 ⇒ (4, 5, 5, 5) = 19 14
Stats: 4d6 ⇒ (3, 1, 2, 2) = 8 7
Stats: 4d6 ⇒ (6, 2, 1, 4) = 13 12
Stats: 4d6 ⇒ (4, 4, 6, 2) = 16 14
Stats: 4d6 ⇒ (5, 6, 1, 4) = 16 15
Stats: 4d6 ⇒ (3, 6, 4, 1) = 14 13
19 point buy?
Stats: 4d6 ⇒ (5, 6, 2, 5) = 18 16
Stats: 4d6 ⇒ (5, 4, 1, 1) = 11 7
Stats: 4d6 ⇒ (6, 2, 3, 5) = 16 12
Stats: 4d6 ⇒ (5, 3, 1, 5) = 14 14
Stats: 4d6 ⇒ (4, 3, 2, 6) = 15 13
Stats: 4d6 ⇒ (4, 4, 2, 1) = 11 10
17 point buy?
Stats: 4d6 ⇒ (2, 4, 5, 5) = 16 14
Stats: 4d6 ⇒ (1, 6, 6, 6) = 19 18
Stats: 4d6 ⇒ (5, 6, 2, 6) = 19 17
Stats: 4d6 ⇒ (4, 5, 6, 1) = 16 15
Stats: 4d6 ⇒ (6, 2, 4, 6) = 18 16
Stats: 4d6 ⇒ (4, 2, 2, 4) = 12 10
36 point buy. Wow. From famine to feast.

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I hope its not a stretch having a Halfling Hero guided by the gods to aid the elves? Which in turn should help Halflings overall
there's actually an archetype of paladin for that in the familiar folio (I have a copy and love it)
It's called Chosen one. You basically get all of your paladin stuff late for a super cool familiarThese chosen ones may lack experience, but their teamwork with their emissaries allows them to defeat any evil.
At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability.
Religious Mentor (Ex)
The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.
Delayed Grace (Su)
A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the barbarian, rogue, sorcerer column to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on.
This ability alters divine grace and smite evil.
Lay on Paws (Su)
At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability.
This ability alters lay on hands and channel positive energy.
True Form (Ex)
At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form.
Emissary’s Smite (Su)
At 11th level, a chosen one’s familiar also benefits from the paladin’s smite evil ability whenever the chosen one uses smite evil.

Dragonofashandflame |

Critzible wrote:I hope its not a stretch having a Halfling Hero guided by the gods to aid the elves? Which in turn should help Halflings overallthere's actually an archetype of paladin for that in the familiar folio (I have a copy and love it)
It's called Chosen one. You basically get all of your paladin stuff late for a super cool familiar
** spoiler omitted **
** spoiler omitted **...
Thanks for the research lord foul!

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I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.
To qualify to become a Champion of Corellon Larethian, a character must fulfill all the following criteria:
Race: Elf or half-elf
Alignment: Any nonevil.
Skills: Diplomacy 4 ranks, Knowledge (religion) 2 ranks.
Feats: Proficient with all martial weapons and heavy armor, Combat Expertise, Dodge, Mounted Combat.
Base Attack Bonus: +7.
Special: Must worship Corellon Larethian.
Special: In addition to the feats above, you must also take either Weapon Focus (longsword) or Exotic Weapon Proficiency (elven thinblade or elven courtblade).
Class Skills
The champion of Corellon's class skills are Concentration, Craft (any), Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Profession, Ride, Sense Motive, and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Champions of Corellon continue to improve their combat skills as they advance in level, learning bonus fighter feats and special techniques for making use of heavier armor than that favored by most elves.
Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.
Corellon's Blessing (Su): Upon entering this class, you gain the ability to heal wounds by touch, much like a paladin's lay on hands ability. Each day you can heal a total number of hit points of damage equal to your champion level x your Charisma modifier (minimum 1). For example, a 6th-level champion of Corellon with a Charisma score of 14 can heal 12 points of damage per day. You can choose to divide the healing among multiple recipients, and you don't have to do it all at once. Using this ability is a standard action.
You can use any or all of this healing power to deal damage to undead creatures. Using Corellon's blessing in this way requires a successful melee touch attack and doesn't provoke attacks of opportunity. You decide how much of your daily allotment of healing to use as damage after successfully touching your undead foe.
If you have levels in paladin, you add your levels of champion of Corellon and paladin together and determine your ability to heal accordingly (although if you have a Charisma score of lower than 12, your paladin levels do not contribute to your ability to heal).
Bonus Feat: At 1st level and every three levels thereafter, you gain a bonus feat. This must be a feat noted as a bonus fighter feat, and the feat must have Combat Expertise, Dodge, or Mounted Combat as a prerequisite.
Elegant Strike (Ex): Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, elven thinblade, elven lightblade, elven court sword, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your elegant strike.
Superior Defense (Ex): At 3rd level, you learn special techniques for making the best use of an elf's natural agility even while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1. For example, full plate armor normally has a maximum Dexterity bonus of +1, but the superior defense ability increases this to +2.
At 6th level, you improve the maximum Dexterity bonus of medium or heavy armor by 2 and at 9th level by 3.
Unimpeded Movement (Ex): At 5th level, you no longer reduce your movement when wearing medium or heavy armor. (You still reduce your movement if carrying a medium or heavy load, however.)
If you know the Spring Attack feat, your unimpeded movement ability allows you to use Spring Attack even while wearing heavy armor.
Corellon's Wrath (Su): At 8th level, you gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light as a free action. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make with the affected weapon for 1 round. While Corellon's wrath is in effect, the weapon is considered magic and good-aligned for the purpose of overcoming damage reduction. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum once per day).
Ex-Champions Of Corellon
Few champions of Corellon ever turn to evil, but it occasionally happens. If your alignment changes to evil, you are expelled from the order and lose the supernatural abilities derived from this class (Corellon's blessing and Corellon's wrath). However, you are not barred from gaining more levels in this class if you so desire. You can continue to refine the combat techniques you have learned, but you cannot make use of the class's supernatural abilities.
Champion Of Corellon Larethian Hit Die: d10
CL BAB Fort Ref Will Special
1st +1 +2 +0 +2 Corellon's blessing, bonus feat
2nd +2 +3 +0 +3 Elegant strike
3rd +3 +3 +1 +3 Superior defense +1
4th +4 +4 +1 +4 Bonus feat
5th +5 +4 +1 +4 Unimpeded movement
6th +6 +5 +2 +5 Superior defense +2
7th +7 +5 +2 +5 Bonus feat
8th +8 +6 +2 +6 Corellon's wrath
9th +9 +6 +3 +6 Superior defense +3
10th +10 +7 +3 +7 Bonus feat
Source: Races of the Wild
4d6 ⇒ (1, 2, 2, 2) = 7 = 6
4d6 ⇒ (2, 6, 5, 6) = 19 = 17
4d6 ⇒ (6, 6, 1, 1) = 14 = 13
4d6 ⇒ (5, 4, 2, 6) = 17 = 15
4d6 ⇒ (5, 2, 1, 3) = 11 = 10
4d6 ⇒ (3, 1, 3, 6) = 13 = 10
less than 19 point buy so rolling again
4d6 ⇒ (5, 2, 6, 5) = 18 = 16
4d6 ⇒ (5, 5, 3, 1) = 14 = 13
4d6 ⇒ (3, 4, 6, 4) = 17 = 14
4d6 ⇒ (5, 6, 5, 6) = 22 = 17
4d6 ⇒ (4, 3, 4, 5) = 16 = 13
4d6 ⇒ (5, 2, 2, 3) = 12 = 10
OK should be good.
Even if the prestige class isn't approved (or I decide I don't like it by 7th level) I could still play a similar concept.
str 16 (16)
dex 15 (13+2)
con 12 (14-2)
int 15 (13+2)
wis 10 (13)
cha 17 (17)
Definitely gestalt with paladin. The other half I'm not settles on, but magus seems very thematic. Also interested in:
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness -seeker/
This character would be a hero's hero, a knight's knight, a..you get the idea. Or at least, that's what he thinks he can and should be. Non-judgemental, maybe as paladins go depending on your impressions of paladins, he's convinced others are amazing and he's really just somehow faking it and people are believing him. It remains to be seen whether he really grows into his power, and what a real clash with trying times does to him.
So far, it sounds like the party doesn't start completely with the goal of retaking Myth Drannor. As such, he feels compelled at first just to try and expand the safety of elvendom, and perhaps recover an interesting artifact from the area, before it's lost to time. A rare scroll, a writing, maybe (in his dreams) a relic of a lost age.
I see that Dorian Grey has already submitted a paladin though, Ser Armithia-Seendren, would it be better to submit a non-paladin? Mines pretty different, but...

Dragonofashandflame |

I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.
** spoiler omitted **...
Submit what you want. It's better to follow your bliss :)
This gives me a great opportunity to talk about party "roles".
I don't care if the party is all Paladins or rogues or whatever. I'm picking PCs based on how well I think I could GM them as a group, whether they pique my interest, and a bunch of other random things (like what I read on the entrails of my victims). If you don't have a healer, a skill-monkey, an arcane caster, or a trapfinder in the group, that's OK. We can figure things out along the way.

mdt |
1 person marked this as a favorite. |

I have updated the submissions doc with the entries thus far. Please check it and make sure it's acccurate.
I'll give feedback on backgrounds tonight when I'm free from my phone and next to my computer.
Critzable's links are off by about 20 posts (153 vs 174 on the background)
Velden's background is off by 1 (128 vs 129)
Baine Nailo's link should be message 121, it's pointing to page 3.
Other than that, didn't see anything.

GrinningJest3r |

Here's the very beginnings of my character.
Akor is from the time of Myth Draenor. He fought during the battle involving the Nefarious Trio, and was the subject of a Trap the Soul spell. Broke free during the drow occupation, he managed to escape.
Edit: Are you allowing us alternate racial traits?
Why does the name Shriraryn make me think of Scorpion from Mortal Kombat? Also, I definitely need to look into the alternate racial traits for Herrnarrell. I always forget about those.

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He's currently in town to further hone his craft both in filling orders for people and in searching for lost lore of the magic the ruins used to hold

Zanbabe |

Zanbabe wrote:That works out to be a 52 point buy actually, nice!Dotting and Rolling to see what I get...
** spoiler omitted **
Wow. I knew it was nice, but didn't realize it was [b]that[b] nice. Don't worry. I will only use my power for good.
... Working on a character now. Will have something up tonight. Probably not finished all the way, but at least background, race, classes, skills.

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blashimov wrote:I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.
** spoiler omitted **...Submit what you want. It's better to follow your bliss :)
This gives me a great opportunity to talk about party "roles".
I don't care if the party is all Paladins or rogues or whatever. I'm picking PCs based on how well I think I could GM them as a group, whether they pique my interest, and a bunch of other random things (like what I read on the entrails of my victims). If you don't have a healer, a skill-monkey, an arcane caster, or a trapfinder in the group, that's OK. We can figure things out along the way.
OK :) The other concept knocking around in my head was some kind of warrior of Vildeis I mean Tyr with Blind Zeal.

Dragonofashandflame |

Dragonofashandflame wrote:OK :) The other concept knocking around in my head was some kind of warrior ofblashimov wrote:I've wanted to play a Champion of Corellon for a while, but with 3.5 mostly dead (at least in my parts) I thought I'd basically only play a vaguely similar thing in pathfinder. Plus the feat requirements for what you get were really hard in 3.5. Should not require any adjustments to pathfinder at all.
** spoiler omitted **...Submit what you want. It's better to follow your bliss :)
This gives me a great opportunity to talk about party "roles".
I don't care if the party is all Paladins or rogues or whatever. I'm picking PCs based on how well I think I could GM them as a group, whether they pique my interest, and a bunch of other random things (like what I read on the entrails of my victims). If you don't have a healer, a skill-monkey, an arcane caster, or a trapfinder in the group, that's OK. We can figure things out along the way.VildeisI mean Tyr with Blind Zeal.
That could be interesting

Nivian |

Zanbabe's submission: I'm playing Nivian, a Naiad, who is a Arrowsong Minstrel Bard/Oracle of the Waves. (This is the Alias, but it is a work in progress; not done yet. Will be done by the deadline, but the basics are here.)
Question... for languages, you have Sarusan instead of Aquan... does that work for all water creatures, not just the ones from the Sea of Fallen Stars? (She can't breathe water, and it isn't on the page... just Sylvan, but I am guessing a Naiad would learn the language of the creatures in the bodies of water that she bonds with.)
Naiads don't seem like a very well-rounded race, but I like the whole lady-of-the-lake flavor. :)
Here's her background so far:
Nivian thinks of herself as a Bard... the oracle part is just her innate Naiad self and her connection to the Gods of all that is good.
Nivian has been singing of Cormanthyr, the City of Song, her whole life and has kind of idealized it--in her mind it is the utopia where everyone gets along and unenlightened races don't start wars and ruin things.
She's never considered searching for it, but if that kind of thing came up, she would be all over it--she'd say it was to seek our the songs and stories, but it would also be because the whole idea of it is something she wants to see happen again.
She's an explorer, curious about people and things... the whole community of the world and how it all fits together. She does her best to spread the ideas of peace, community, and oneness with nature through her songs, stories, and poems. Adventure too, of course. Heroes and great deeds, but also compassion and doing what's right and good, even in the face of wicked rulers, judges, or laws.

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From that day forth, Prim was one of a dozen elite warriors tasked with both the protection and improvement of their home. When the occasional wild beast grew violent, her order would track it down and calm it with words and spell. When a storm’s lightning caused a rampant fire, they were there to encourage the new growth. And when a series of attacks on creatures of the forest turned out to be due to the arrival of a vicious ettercap, they were there to slay the creature.
Unfortunately, Prim was not destined to stay in her family’s adopted home. In the end, it was not fiendish invaders or natural corruption that drove them out. Deep within the mountain beneath their home, a foul magic ritual had been taking place for weeks. Finally, just before its completion, the would be villainous wizard made a mistake. Instead of drawing forth vast elemental power and claiming it as his own, his containment wards broke, and the spell spiraled out of control. It is unclear if he managed to teleport himself to safety in time, but the primal energy he had unleashed ripped through the mountain. First came massive earthquakes that drove Prim and the other gathlains into the sky. As the trees whipped about like worms revealed beneath overturned dead wood, there was a tremendous crack and then a spray of glowing red.
The next few minutes were complete chaos. Fire, smoke and rock filled the sky. As she dodged flying debris, Prim’s training kicked in. Her eyes scanned the burning remnants of her forest home. Below her, clinging to a small rock outcropping surrounded by flowing streams of lava, was her friend Nara. She dove. As she got close, her vines stiffened, leaves broadened and she caught the hot, acrid air rising up from the burning stone. With a quick shake of her mistletoe, a surprisingly strong Prim lifted the singed but still beautiful woman and flew her down the mountain.
It wasn’t until they were close to the bottom of the mountain that Prim realized that Nara was pounding on her armor, begging her to go back. Nara. A dryad. The fact that Nara was bonded to the massive tree in the center of the wood hit her even harder than Nara had. Prim set her down and turned back, darting up the mountain, narrowly missing flaming rock cascading from the peak. When she arrived, she saw that her home was a ruined, smoldering caldera. What little trees remained were burning or ruined husks. Somehow, Nara’s tree’s deep roots had managed to cling to a portion of the mountain that had not collapsed following the eruption, the tree itself had taken a direct blast of lava. The charred remains looked as if they would crumble away into ash at any moment. Not sure what she could do, Prim flew towards it, determined to at least try. Flitting before the tree, she reached out a cautious hand and drew upon her deep connection to all living things, hoping to bolster this tree. To her surprise, the tree responded to her raw magical call, and a branch grew, sprouted leaves and finally dropped a single seed into Prim’s outstretched hand.
The next few days were an ordeal. The pair traveled as far as they were able, hoping to find a suitable location for the seed. For much of the journey, Nara could barely walk, and she grew weaker each day. Finally, they found a secluded valley with a small waterfall cascading down the cliffs. Prim set Nara down, planted the seed, then reached deep within herself once more, willing the seed to grow. She must have been successful, though Prim can’t recall how it happened, because when she woke up, Nara was there, cradling her head beneath the spindly boughs of a new tree.
Over the next few days, both Nara and Prim regained their strength, and Prim came to terms with the fact that she had both failed in her duty to protect her home, but succeeded in saving her community’s oldest member. Once she was strong enough, Prim said her goodbyes to Nara, with plenty of promises to return again when her duty was through, then set out to find other survivors and direct them to Nara’s new grove. While she has not yet found any others, she continues to travel both the trackless wilderness and the bustling roads, seeking word of her friends and family while aiding others in need as she is able.
She looks like this, with do-maru (breastplate), kote (gauntlets) and kabuto (helm), all made of ironwood. Her bow changes with the season, pink flowers in the spring, leaves turn red and yellow in the fall. She keeps her ironwood daisho (katana and wakizashi pair) at her belt, and when drawn the imprint of leaves are visible along the blades. Her vines generally trail behind her, swishing back and forth, except when being used for flight when they expand and stiffen to resemble massive dragonfly wings.
Female gathlain druid (nature fang) 1/samurai (yojimbo) 1/gestalt 1 (Pathfinder Player Companion: Armor Master's Handbook 7, Pathfinder RPG Advanced Class Guide 92, Pathfinder RPG Bestiary 4 122, Pathfinder RPG Ultimate Combat 18)
NG Small fey
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 natural, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +6
Defensive Abilities resolve 1/day
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 40 ft. (poor)
Melee ironwood wakizashi +5 (1d4+3/18-20) or
. . mwk ironwood katana +6 (1d6+4/18-20) or
. . wooden stake +5 (1d3+3)
Special Attacks challenge 1/day (+1 damage, +1 to attack when not challenging plants or animals), studied target +1 (1st, move action)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—entangle (DC 11), feather step[APG] (DC 11)
Druid (Nature Fang) Spells Prepared (CL 1st; concentration +7)
. . 1st—faerie fire, thunderstomp[ACG], whispering wind[D]
. . 0 (at will)—create water, detect magic, stabilize
. . D Domain spell; Domain Air (Wind domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 8, Wis 18, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Traits desperate focus, helpful
Skills Acrobatics -1 (-5 to jump), Craft (armor) +3, Craft (weapons) +3, Fly +1, Perception +8, Sense Motive +8, Survival +4 (+5 to track aberrations and outsiders)
Languages Common, Druidic, Sylvan
SQ nature bond (Wind domain[APG]), order of the green, resolute defense, wind blast
Combat Gear acid (2); Other Gear mwk ironwood do-maru[UC], ironwood wakizashi[UC], mwk ironwood katana[UC], wooden stake[APG] (4), armorsmithing tools, backpack, belt pouch, blanket[APG], carpentry tools, flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, weaponsmithing tools, 6 gp, 1 sp, 2 cp
--------------------
Special Abilities
--------------------
Druid (Nature Fang) Domain (Wind)
Fly (40 feet, Poor) You can fly!
Green's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to attack when not challenging plants or animals.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resolute Defense (Ex) When challenge, select 1 ally as ward. Can use resolve on adj ward instead of self.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Wind Blast (7/day) (Su) Create a blast of air that can bull rush targets.

Dragonofashandflame |

Zanbabe's submission: I'm playing Nivian, a Naiad, who is a Arrowsong Minstrel Bard/Oracle of the Waves. (This is the Alias, but it is a work in progress; not done yet. Will be done by the deadline, but the basics are here.)
Question... for languages, you have Sarusan instead of Aquan... does that work for all water creatures, not just the ones from the Sea of Fallen Stars? (She can't breathe water, and it isn't on the page... just Sylvan, but I am guessing a Naiad would learn the language of the creatures in the bodies of water that she bonds with.)
Naiads don't seem like a very well-rounded race, but I like the whole lady-of-the-lake flavor. :)
Here's her background so far:
** spoiler omitted **
Serusan is aquan

Jereru |

Alright, my submission is about to be ready, but I'll be a bit busy today. The crunch is not 100% ready, but this is the alias, a Ranger/Warpriest of Mielikki. The fluff is not 100% ready, and I'm working on it on a doc outside of the forums (since I hate when my text is eaten by Paizo), but mostly:
Teucer is the bearer of a weird longbow, inherited from his father. He travels to the Half Way Inn in hopes of getting some clues about the bow from the inhabitants of Evereska. This will be further elaborated.
One question: in Faerun, half-elves cannot have progeny, right?