
The Chess |

Cavaliers have many cool archetypes. I tried Ghost Rider before and, although not a good archetype mechanically, in terms of flavor it's a blast.
But look at this archetype! It's awesome! It's a honorable warrior of sorts riding a giant serpent! Another full of flavor archetype that mechanically isn't that great but hey, who cares :)

ElterAgo |

What do you think about lizard folk, tengu, or vanaran?
I was thinking about a lizard folk riding some type of lizard and then taking the feats for a lizard familiar (or same with tengu, axebeak and hawk or vanaran, ape, and monkey).
What about the hero point feats and spells?
What about the background skills system?

Ricmorn Loyalar |

This is ObsessiveWiz's submission; hope you like it! If the background is too much, just say something and I'll write up a quick summary: I just wanted to do it justice. I did get kind of vague for recent years to leave room to be part of this established adventuring group, so that should be easy.
Also, I went ahead and threw in background skills; I didn't see a yes or no here, and figured they're easy enough to remove if you don't want them. I do second Philo Pharynx though, I think the system is a great way to encourage good roleplaying.

Philo Pharynx |

Okay, here's Niffin and Brisha. Ghostwise halfling nightglider.
Niffin Windfeather
Halfling hunter 6 (Pathfinder RPG Advanced Class Guide 26)
NG Small humanoid (halfling)
Hero Points 3
Init +3; Senses Perception +13
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 size)
hp 47 (6d8+12)
Fort +7, Ref +9, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 lance +9 (1d6+4/×3) or
. . mwk halfling sling staff +8 (1d6+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance)
Hunter Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—aggressive thundercloud[ACG] (DC 14), barkskin, burdened thoughts (DC 14), lesser restoration, summon nature's ally II
. . 1st (5/day)—cure light wounds, produce flame, snowball (DC 13), summon nature's ally I, windy escape[ARG]
. . 0 (at will)—detect magic, guidance, know direction, light, mending, purify food and drink (DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 10
Base Atk +4; CMB +5; CMD 19
Feats Dirty Fighting, Outflank[APG], Pack Flanking[ACG], Power Attack, Precise Strike[APG], Weapon Focus (lance)
Traits blackthorn rancher (lambreth)
Skills Acrobatics +3 (-1 to jump), Climb +8, Craft (leather) +10, Escape Artist +12, Fly +9, Handle Animal +9, Heal +6, Knowledge (geography) +7, Knowledge (nature) +10, Perception +13, Ride +12, Sense Motive +4, Stealth +14, Survival +11, Swim +8; Racial Modifiers +2 Perception, +2 Sense Motive
Languages Common, Elven, Halfling
SQ animal companion (giant owl named Brisha), animal focus (6 minutes/day), hero points, hunter tactics, improved empathic link, nature training, track +3, wild empathy, woodland stride
Combat Gear feather token (lance), wand of cure light wounds, wand of cure light wounds, sharpstone bullet (20); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 lance, mwk halfling sling staff, cloak of resistance +1, lesser talisman of beneficial winds[OA], lesser talisman of beneficial winds[OA], ring of protection +1, bedroll, blanket[APG], hammock[UE], masterwork backpack[APG], masterwork leatherworking tools, trail rations (10), wandermeal[UE] (10), waterskin (3), 8 gp, 2 cp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (giant owl named Brisha)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (6 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak without Sound (Su)
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Brisha
Female giant owl (Pathfinder RPG Bestiary)
N Medium animal
Init +5; Senses low-light vision; Perception +7
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Defense
--------------------
AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 42 (6d8+9)
Fort +7, Ref +11, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +10 (1d6+3), 2 talons +10 (1d4+3)
Special Attacks hunter tricks (4/day; bolster companion)
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 12, Int 4, Wis 13, Cha 11
Base Atk +4; CMB +6; CMD 21
Feats Flyby Attack, Outflank[APG], Pack Flanking[ACG], Piranha Strike, Precise Strike[APG], Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Down, Fighting, Hunt, Seek, Sneak, Stay, Watch
Skills Acrobatics +5 (+1 to jump), Fly +9, Linguistics -2, Perception +7, Stealth +9
Languages Halfling (can't speak)
SQ animal focus, attack any target, devotion, fighting, hunt, seek, sneak, watch, woodland stride
Other Gear amulet of mighty fists +1, cloak of resistance +1, bit and bridle, blanket[APG], exotic riding saddle, saddlebags
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Fly (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Hunt [Trick] Hunts or forages for food to bring to handler.
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak [Trick] Creature stays hidden.
Watch [Trick] Stands watch over designated area.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Niffin was raised in the Chondalwood, like most of his kind. He was blessed by the spirits and quickly showed an affinity with the owls of the tribe. It was a given that he would become a nightglider. Soon, he was bonded with Brisha. Soaring through the sky, he felt a freedom that he could never name before. The Ghostwise were nomadic, but bounded. Still they were Hin, and there was a wanderlust that could not be quenched. He needed to travel beyond the Chondalwood.
Niffin and Brisha moved out, to see the rest of the world.

ReNoid |

Cavaliers have many cool archetypes. I tried Ghost Rider before and, although not a good archetype mechanically, in terms of flavor it's a blast.
But look at this archetype! It's awesome! It's a honorable warrior of sorts riding a giant serpent! Another full of flavor archetype that mechanically isn't that great but hey, who cares :)
Either could work, I would suppose. The Nagaji would technically be relation to the Yuan-Ti in the Realms… though they wouldn’t be looked upon favorably.
What do you think about lizard folk, tengu, or vanaran?
I was thinking about a lizard folk riding some type of lizard and then taking the feats for a lizard familiar (or same with tengu, axebeak and hawk or vanaran, ape, and monkey).What about the hero point feats and spells?
What about the background skills system?
Lizardfolk would be more allowable than Tengu and Vanaran because of the location. Being that far away to bring them to Waterdeep would definitely have them under the watchful eye of the Lords of Waterdeep as to why they would be there.
Hero point feats are allowed as are the spells.
And since we’re all looking favorably to the background skill system, I’ll allow it. 2 skill points per level dedicated ONLY to background skills. Enjoy, friends.
Far Strike Monk and thank you for the go ahead on the weapons!
I see no issue with the Unchained Monk and the Far Strike Archetype. Permission granted.
This is ObsessiveWiz's submission; hope you like it! If the background is too much, just say something and I'll write up a quick summary: I just wanted to do it justice. I did get kind of vague for recent years to leave room to be part of this established adventuring group, so that should be easy.
Also, I went ahead and threw in background skills; I didn't see a yes or no here, and figured they're easy enough to remove if you don't want them. I do second Philo Pharynx though, I think the system is a great way to encourage good roleplaying.
I’m not picking any nits, but unless I read it wrong, I don’t think the Evangelist gets Medium or Heavy armor proficiency, but if they were feats you’d chosen for Ricmorn then I see no issue.
Okay, here's Niffin and Brisha. Ghostwise halfling nightglider.
** spoiler omitted **...
I ADORE them. Great combination if I may say so.
More questions, how do you feel about Vanara and Startoss Style (1, 2, 3)?
As mentioned earlier, I must turn down the Vanara race because of the Region. I’m sure they exist somewhere in the world, but for simplicity I’d say they’re not this far into the world.
The feats however are fine. I can see you’re to be a ranged fighter haha.

Ricmorn Loyalar |

I’m not picking any nits, but unless I read it wrong, I don’t think the Evangelist gets Medium or Heavy armor proficiency, but if they were feats you’d chosen for Ricmorn then I see no issue.
You are correct: Evangelist does not get medium or heavy armor, but I did pick them up as feats. Made the feats section bigger so it's easier to see.

ReNoid |

Would you allow the Sword-devil ranger archetype from Pathfinder WorldScape issue #1 ?
Link please?
ReNoid wrote:You are correct, Evangelist does not get medium and heavy armor, but I did pick them up as feats. Made the feats section bigger so it's easier to see.
I’m not picking any nits, but unless I read it wrong, I don’t think the Evangelist gets Medium or Heavy armor proficiency, but if they were feats you’d chosen for Ricmorn then I see no issue.
Very well. I see no other discrepancies!

RHMG Animator |

RHMG Animator wrote:Would you allow the Sword-devil ranger archetype from Pathfinder WorldScape issue #1 ?Link please?
No one has transfered it yet (d20pfsrd or archive), Though I have a copy of the issue so I could transfer it into a text document and put it in my dropbox and provide a link to it.
But this link can give you an idea of it, but does not supply mechanics.

ReNoid |

ReNoid wrote:RHMG Animator wrote:Would you allow the Sword-devil ranger archetype from Pathfinder WorldScape issue #1 ?Link please?
No one has transfered it yet (d20pfsrd or archive), Though I have a copy of the issue so I could transfer it into a text document and put it in my dropbox and provide a link to it.
But this link can give you an idea of it, but does not supply mechanics.
I found a copy of the comic online and saved the pages. If you want to throw together a Sword Devil I see no issue with it.

ReNoid |

since you've allowed aasimars, do you all the alternate aasimar variants found in Blood of Angels?
Also thinking of VMC cleric, or barbarian?
I'm not familiar with them, personally. I would like to keep it to what I'm able to reference easily should a rule discrepancy arise or something I would need to look into to help it fit the story.

ReNoid |

since you've allowed aasimars, do you all the alternate aasimar variants found in Blood of Angels?
Also thinking of VMC cleric, or barbarian?
Also found the book to download. What were you thinking?
[dice=]4d611
[dice=]4d615
[dice=]4d613
[dice=]4d612
[dice=]4d612
[dice=]4d613Skinwalker ok? I was thinking about follower of Selune. either orical, inquisitor or cleric.
Skinwalker... like Eberron shifters? What type are you looking at?

chubbs |

silver wolf. CG
Pact of the New Moon
Consists solely of lycanthropes sworn to Selûne, carrying out the most secretive and violent aspects of Selûne's work. Selûne grants these lycanthropes abilities other lycanthropes lack, such as an ability to speak in wolf form, also allowing her followers to invoke prayers and cast spells, rapid shapeshifting and increased strength. Was once declared heretical and anathema for espousing the Heresy of the New Moon but was renewed by Selûne's direct order in a vision to one of her lycanthrope priestesses.
I read the book with the Pact and thought it was cool.

RHMG Animator |

RHMG Animator wrote:since you've allowed aasimars, do you all the alternate aasimar variants found in Blood of Angels?
Also thinking of VMC cleric, or barbarian?
Also found the book to download. What were you thinking?
Just have a number of ideas floating around at the moment, and seeing which ones are valid.
Class Ideas floating around;
Ranger (sword-devil) VMC (cleric or barbarian)
Warpriest (Sacred-fist)
Cleric (w/o VMC Monk)
Monk(Scaled-fist) (w/o VMC Cleric)
Barbarian (Invunerable)
Bloodrager
Skald (either reg or noble scion)
Bard (reg or an archetype)
Ninja

Hat-Trick |

With Vanara off the table, I'm drawing blanks on a replacement race. Vanara fit so well with what I wanted to do.
Having a silly idea of playing a Kobold now, trading in Crafty for Gliding Wings (effectively free Feather Fall) and the Darkvision and Light Sensitivity for Day Raider (Low Light Vision).

Vrog Skyreaver |

I’m not familiar with the radium weapons. This is an official Paizo source? If so, I can allow it as long as the Pew Pew Lasguns become Pow Pow Flintlocks.
I'm actually don't care about the guns part (it's the archetype that John Carter of Mars has from the Pathfinder: Worldscape comic). I just like the archetype as a whole and want to get the chance to play it at a reasonable level.
I'm just fine without having guns of any kind.
Since you have approved it, I'll get my character posted sometime tomorrow. Thanks!

Yokaiboy |

Dotting. Either a were-bat kin skinwalker or a dhampir if allowed.
Let's see what the dice say.
3 highest: 4d6 ⇒ (4, 4, 4, 6) = 1814
3 highest: 4d6 ⇒ (2, 5, 1, 4) = 1211
3 highest: 4d6 ⇒ (5, 1, 3, 6) = 1514
3 highest: 4d6 ⇒ (2, 5, 4, 6) = 1715
3 highest: 4d6 ⇒ (5, 6, 5, 3) = 1916
3 highest: 4d6 ⇒ (1, 6, 3, 6) = 1615
Hmm, are vigilantes allowed?

Malleus The Grim |

Alright, let's roll the HP!
HP: 5d8 ⇒ (1, 4, 6, 8, 4) = 23
Ariel The Swift
Female Elf Investigator (Empiricist) 6
NG Medium Humanoid (Elf)
Init +3; Senses Perception +15; Low-Light Vision
--------------------
Defense
--------------------
AC 18, Touch 13, Flat-footed 15 (+5 Armor)
HP 43 (6d8+12)
Fort +4, Ref +9, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +1 : +8, 1d8+4, 19/20 x2
Ranged
Investigator Extracts Known (CL 6th)
. . 2nd (4/day) Alchemical Allocation, Invisibility, See Invisibility
. . 1st (5/day) Cure Light Wounds, Disguise Self, Enlarge Personn, Heightened Awareness, Long Arm, Shield
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 13, Int 18, Wis 11, Cha 11
Base Atk +4; CMB +3/+6; CMD 16
Feats Weapon Finesse, Weapon Focus (Longsword), Slashing Grace (Longsword)
Traits Accelerated Drinker
Skills Acrobatics +12 (6r), Disable Device +13 (6r), Perception +15 (6r), Stealth +12 (6r), Use Magic Device +13 (6r), Sense Motive +10 (3r), Escape Artist +9 (3r), Knowledge (Arcana, Dungeoneering, Plane, Nature, Religion) +10 (3r/each), Knowledge (History, Local, Nobility) +8 (1r/each), Craft (Alchemy) +14 (1r), Climb +5 (3r), Linguistics +8 (1r)
Languages Common, Elf, Draconic, Goblin, Orc, Sylvan, Undercommon
SQ Inspiration (10/day), Studied Combat (MA, 4 rounds, +3), Studied Strike (+2d6), Unfailling Logic (+2), Elven Immunities, Trap Sense (+2), Mutagen (6 hours)
Combat Gear Longsword +1, Mithral Chain Shirt +1 ; Other Gear , Belt of Mighty Constitution (+2), Cloack of Resistance (+1), Formula Book, Alchememist's Kit (10 Torches, 5 Rations), Masterwork Thieve's Tools, 3535 gc
--------------------
Special Abilities
--------------------
Weapon Familiarity: 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.
Silent Hunter: Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Ceasless Observation: At 2nd level, an empiricist uses his Intelligence modif ier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
Alchemy: When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Inspiration: As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Investigator Talents: - Alchemist Discoveries (Infusion, Mutagen)

The Chess |

4d6 - 2 ⇒ (6, 6, 5, 2) - 2 = 17
4d6 - 3 ⇒ (4, 6, 5, 3) - 3 = 15
4d6 - 1 ⇒ (1, 3, 3, 2) - 1 = 8
4d6 - 2 ⇒ (3, 2, 5, 6) - 2 = 14
4d6 - 1 ⇒ (5, 3, 2, 1) - 1 = 10
4d6 - 1 ⇒ (1, 2, 6, 1) - 1 = 9
I forgot to roll! I thought it was 25pb and was building it like that. Sorry. 22pb it is. For HP:
5d8 ⇒ (6, 3, 6, 7, 6) = 28

Malleus The Grim |

So here we are:
Ariel The Swift
Female Elf Investigator (Empiricist) 6
NG Medium Humanoid (Elf)
Init +3; Senses Perception +15; Low-Light Vision
--------------------
Defense
--------------------
AC 18, Touch 13, Flat-footed 15 (+5 Armor)
HP 43 (6d8+12)
Fort +4, Ref +9, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +1 : +8, 1d8+4, 19/20 x2
Ranged
Investigator Extracts Known (CL 6th)
. . 2nd (4/day) Alchemical Allocation, Invisibility, See Invisibility
. . 1st (5/day) Cure Light Wounds, Disguise Self, Enlarge Personn, Heightened Awareness, Long Arm, Shield
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 13, Int 18, Wis 11, Cha 11
Base Atk +4; CMB +3/+6; CMD 16
Feats Weapon Finesse, Weapon Focus (Longsword), Slashing Grace (Longsword)
Traits Accelerated Drinker
Skills Acrobatics +12 (6r), Disable Device +13 (6r), Perception +15 (6r), Stealth +12 (6r), Use Magic Device +13 (6r), Sense Motive +10 (3r), Escape Artist +9 (3r), Knowledge (Arcana, Dungeoneering, Plane, Nature, Religion) +10 (3r/each), Knowledge (History, Local, Nobility) +8 (1r/each), Craft (Alchemy) +14 (1r), Climb +5 (3r), Linguistics +8 (1r)
Languages Common, Elf, Draconic, Goblin, Orc, Sylvan, Undercommon
SQ Inspiration (10/day), Studied Combat (MA, 4 rounds, +3), Studied Strike (+2d6), Unfailling Logic (+2), Elven Immunities, Trap Sense (+2), Mutagen (6 hours)
Combat Gear Longsword +1, Mithral Chain Shirt +1 ; Other Gear , Belt of Mighty Constitution (+2), Cloack of Resistance (+1), Formula Book, Alchememist's Kit (10 Torches, 5 Rations), Masterwork Thieve's Tools, 3535 gc
--------------------
Special Abilities
--------------------
Weapon Familiarity: 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.
Silent Hunter: Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Ceasless Observation: At 2nd level, an empiricist uses his Intelligence modif ier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
Alchemy: When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Inspiration: As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Investigator Talents: - Alchemist Discoveries (Infusion, Mutagen)
The background will be done this weekend. I'll wait to see the others characters before completing my gear.

The Chess |

Hi GM! The Chess here with my submission. I decided to go with a Goblin Rogue :) I built him with a Glaive using the Bladed Brush feat - neutral good, worshipping Shelyn. He's an adorable little pest.
Bump
Male goblin unchained rogue 6 (Pathfinder RPG Advanced Player's Guide 135, Pathfinder RPG Bestiary 156, Pathfinder Unchained 20)
NG Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +9
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Defense
--------------------
AC 25, touch 18, flat-footed 18 (+4 armor, +7 Dex, +3 shield, +1 size)
hp 54 (6d8+18)
Fort +4, Ref +12, Will +2; +2 morale bonus vs. fear
Defensive Abilities evasion, uncanny dodge; Resist daring
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Offense
--------------------
Speed 30 ft.
Melee +1 keen glaive +14 (1d8+11/19-20/×3) or
. . unarmed strike +12 (1d2-2 nonlethal)
Ranged mwk shortbow +13 (1d4-2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 keen glaive)
Special Attacks sneak attack (unchained) +3d6
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Statistics
--------------------
Str 7, Dex 24, Con 15, Int 14, Wis 10, Cha 6
Base Atk +4; CMB +1; CMD 18
Feats Bladed Brush, Combat Expertise, Gang Up[APG], Shield Brace, Shield Focus, Weapon Finesse, Weapon Focus (glaive)
Traits regional recluse: ilsurian, threatening defender
Skills Acrobatics +18, Bluff +7, Climb +2, Diplomacy +7, Disable Device +18, Disguise +2, Escape Artist +16, Intimidate +2, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +11, Perception +9, Ride +11, Sense Motive +9, Sleight of Hand +16, Stealth +24, Survival +1, Swim +2, Use Magic Device +7; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Sylvan, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, combat trick, weapon training), unlearned
Other Gear +1 darkleaf cloth studded leather, +1 light steel shield, +1 keen glaive, arrows (20), mwk shortbow, belt of incredible dexterity +2, concealable thieves' tools[UI], masterwork backpack[APG], spider's silk rope (50 ft.)[APG], weapon cord[APG], 86 gp, 9 sp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
--------------------
Special Abilities
--------------------
Bladed Brush Glaives become finess and swashbuckler weapons. As a move action, can change from reach to non-reach.
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Daring +2 (Ex) +2 save vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gang Up You are considered to be flanking your target if two allies threaten that target
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Unlearned (Knowledge [nature]) You cannot attempt untrained checks with knowledge skills other than the one selected.

Storyteller Shadow |

Hi GM! The Chess here with my submission. I decided to go with a Goblin Rogue :) I built him with a Glaive using the Bladed Brush feat - neutral good, worshipping Shelyn. He's an adorable little pest.
** spoiler omitted **...
Hey Chess, I would change the Deity of Worship to Sune, the Goddess of Beauty, love etc. as she is the Forgotten Realms equivalent or one of them anyway.

RHMG Animator |

Thought about this as a character idea during my daily walk
I'm thinking of making a Half-Succubus aasimar Warpiest(Sacred-Fist) of good alignment.
I wanted to run this idea by you for approval before I start building the character.
I would be willing to modify the template to be weaker and more in-line with the abilities of the true succubus.
(change 2 immunities to resistance 10, and the one resistance to immunity, remove smite and certain SLAs)
Now the Adjustment should be 0 due to a number of factors;
One, the template's stats (i.e +8CHA) are not mainly used by the Warpriest class (WIS)
Two, The power boost from a template decreases as one gains class levels as referenced here

ReNoid |

silver wolf. CG
Pact of the New Moon
Consists solely of lycanthropes sworn to Selûne, carrying out the most secretive and violent aspects of Selûne's work. Selûne grants these lycanthropes abilities other lycanthropes lack, such as an ability to speak in wolf form, also allowing her followers to invoke prayers and cast spells, rapid shapeshifting and increased strength. Was once declared heretical and anathema for espousing the Heresy of the New Moon but was renewed by Selûne's direct order in a vision to one of her lycanthrope priestesses.I read the book with the Pact and thought it was cool.
As long as the character is non-evil I think this could work, especially with the connection to Selune and the effort you’ve made to fit it into the Realms.
Just have a number of ideas floating around at the moment, and seeing which ones are valid.Class Ideas floating around;
Ranger (sword-devil) VMC (cleric or barbarian)
Warpriest (Sacred-fist)
Cleric (w/o VMC Monk)
Monk(Scaled-fist) (w/o VMC Cleric)
Barbarian (Invunerable)
Bloodrager
Skald (either reg or noble scion)
Bard (reg or an archetype)
Ninja
Ninja might be an honest stretch. Again, we’re not in the Oriental-themed lands in the Realms. Everything else would be alright.
Having a silly idea of playing a Kobold now, trading in Crafty for Gliding Wings (effectively free Feather Fall) and the Darkvision and Light Sensitivity for Day Raider (Low Light Vision).
I would allow kobolds. They’re like mice; they’re everywhere!
I'm actually don't care about the guns part (it's the archetype that John Carter of Mars has from the Pathfinder: Worldscape comic). I just like the archetype as a whole and want to get the chance to play it at a reasonable level.
I'm just fine without having guns of any kind.
Since you have approved it, I'll get my character posted sometime tomorrow. Thanks!
I look forward to seeing the end product!
Dotting. Either a were-bat kin skinwalker or a dhampir if allowed.
Hmm, are vigilantes allowed?
Vigilantes are allowed. Dhampir may have difficulty traveling during the day (and would have to be Good) although the Daywalker feat could help that. I’m very unfamiliar with skinwalkers, but if I’m interpreting them right, as long as they are Good they would have a place (albeit a very small one) in the world.
Hi GM! The Chess here with my submission. I decided to go with a Goblin Rogue :) I built him with a Glaive using the Bladed Brush feat - neutral good, worshipping Shelyn. He's an adorable little pest.
I have truly never liked a goblin more! As it’s already been said, have him worship Sune and you’d be on the right path!
*spoiler omitted*
That just sounds… too busy. I can’t approve the whole “half-succubus” thing. The idea sounds kind of zany to me.
Hmmm,I might be able to think of a 'ordinary joe' kind of character....
Average Joe, the Squire-in-training. You gotta get better sometime, right?

RHMG Animator |

I'll randomise a small selection
Ranger (sword-devil) VMC (cleric or barbarian)
Warpriest (Sacred-fist)
Rand1: 2d100 ⇒ (8, 65) = 73
Cleric (w/o VMC Monk)
Monk(Scaled-fist) (w/o VMC Cleric)
Rand2: 2d100 ⇒ (99, 49) = 148
Warpriest or Cleric
Rand: 2d100 ⇒ (91, 15) = 106
So I'll cook up a warpriest(sacred-fist).

Storyteller Shadow |

Storyteller Shadow wrote:What year is the trilogy set in DM? Crunch is almost done but background is dependent on the Dale Reckoning year :-)I checked and it's not specific as to time, but if it helps everyone else: I've started it in 1372 as of this timeline.
Great. Thanks DM.
I will finish the crunch and background tonight.

Donkor Geddarm |

The submission for Storyteller Shadow.
I just have equipment left to do and the submission is complete. I'll probably have that done tomorrow as I need to get to the games that I DM now considering how late it is getting here! :-)
Once Donkor had the coin, just 17 years old, he fled Neverwinter seeking out his famous Uncle. Arriving in Waterdeep he had just missed the man as his work on that city was complete and Volo moved on to another locale. Donkor once again sang for meals and became a regular performer at the Yawning Portal Inn. He would marvel at the amount of people who would head down the well into the infamous dungeon of Undermountain. He considered joining a mercenary group himself once or twice but refrained as he saw how few of these groups actually returned form the place!
Then it happened, the unthinkable, from the sea rose hordes of creatures bent on the destruction of the City of Splendors. Whether one wanted to fight or not, they had to fight to survive. Donkor fought and survived. His performance was noted by some in the city. In conjunction with the recommendation from his employer Durnan the Wanderer, Donkor was accepted into the New Olamn Bard school.
Not only did he learn but he was expected to teach something he wrote his parents about to amuse them. That has been his life for the past 3 years. Learning and teaching becoming exactly what his parents wanted in many ways but not what he wanted, to be an adventurer like his uncle…