
Akiz Mairan |

I don't think a Tiefling will have to blend in, everything is turned good so so are the present tieflings.
I truly wish there was a better tengu picture that would also fit my character (like, say, the Tengu from page 2 of the Godsmouth Heresy) or just a picture of a doctor's mask. This one looks too stupid and animalistic, which isn't strange as it's supposed to be a crow.

Akiz Mairan |

While doing the stats on the Mount I just found a lovely clause (though somewhat silly as it can render most of the Beastrider archetype moot):
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
Would you, as a GM, say the Megaloceros I mentioned earlier would qualify as a suitable mount? Perhaps at level 7 when it would normally grow large (which could then be fluffed as my character actually modifying his horse to better suit his fancy instead of attracting a new animal)

Shizzle69 |

Updated List of people. Let me know fi I got anything wrong.
Finishing:
Berenzen 34 - Halfling / 98 - Gripili / 68 - Teifling AKA Kasidra Synthesist/Monk
Jman72 26 - Half-Dragon AKA:Nicolae Vintila Antipaladin/Bard
pavaan 10 - Half-orc / 44 - Half-Elf AKA:Tronath Colastar Alchemist/Barbarian
Spugly Fuglet 73 - Tengu / 19 - Elf AKA:"Them" Psion/Wizard
Jelani 83 - Catfolk AKA:Merran Spy/Sorcerer
Reckless 73 - Tengu / 37 - Halfling AKA Shrie Trill Martial Artist/Shadow Assasin
WolfMan1911 92 - Vanara AKA Enisald the Butcher Druid/Monk
BoJengo 91 Aasimar / 41 - Half-elf AKA Dardlara Zordlon Antipaladin/Vitalist
Cuan - 45 - Half-Elf / 77 - Maenad / 72-Tengu AKA Akiz Mairan Alchemist/Cavalier
Buidling:
Joriandrake 13 - Half-Orc / 62 - Dwarf / 27 - Human
Stiehl9s 10 - Half-Orc
Not Sure:
Jarred Henninger 4 - Blue / 50 - Gnome
Sverinn Nistarc 81 - Catfolk / 73 - Tengu
TCG 4 - Blue / 69 - Tiefling
Black Thom 45 - Half Elf
jtfoto 46 - Half-Elf
Azten 87 - Orc
Aroach1188 87 - Orc / 9 - Half-Orc
GM Kyle 80 - Maenad / 75 - Tengu
Sigz 99 - Gripili / 2 - Blue

Shizzle69 |

@ Akiz - Weapons cost normal price for material. These things will literally be made for you and an adamatine sword can take a year or so to make.
@Stiel9s - I would like for this to go quite high. You will need to gain some levels before you can properly topple this order.
@"them" - Everything is good except the soulbound doll. The one you made is not really in line with the ones in the book. They have a limited selection of spell-like abilities, however your doll is literally a 3rd level psion. That puts it's CR at 4 which is the same as your CR(not including gestalt). That's a bit too much. I'd like it if it was either the same spells as the regular ones, just psionic reflavored, or if you just replaced the spell like abilities with same level psionic powers. Something like this perhaps.
Soulbound Doll CR 2
XP 600
N (see below) Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +1
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects
OFFENSE
Speed 20 ft.
Melee dagger +3 (1d2–2/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +2)
3/day—mindlink, far hand, my light, empathy
1/day—defy gravity
1/day-telekinetic force
STATISTICS
Str 7, Dex 14, Con --, Int 11, Wis 10, Cha 9
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Toughness
Skills Perception +3, Stealth +13
Languages Common
SQ alignment variation, soul focus
@ Dardlara and everyone - Sorry for not answering this earlier. HP is rolled and please reroll 1,2, and 3's

Kasidra |

For Kasidra 4d8 ⇒ (4, 8, 4, 8) = 24
For her Eidolon 3d10 ⇒ (6, 1, 5) = 12
Edit: Rerolling a die for the Eidolon 1d10 ⇒ 1. And again 1d10 ⇒ 10
im guessing that since we're Gestalt there is no Favored Class options in regards to skill or hit points?
I'm going with that there should be- it's not a new class we're taking, just two classes at the same time.

joriandrake |
Here is the char, not entirely done in details for the Alias, but to have a decision about her being accepted or not it should be more than enough for now. (sorry about not PM-ing her link, seemed easier this way)
As both classes of mine is a godling version the creation was quite flexible, and I really had to come up with a concept before I choose powers for her. As written in the details, Laanrah is a good melee fighter with a bit of spellcasting like a druid, one (or two, not sure yet) animal companion (white tiger), full BAB, ability to cause misfortune, and a 6+Int skill per level that allows her to get some skills up for non-combat situations, plus her divine beauty aids especially Diplomacy checks.
I choose her to be neutral evil but may change it back to lawful, still due to druidic touch I felt a neutral alignment component fits, and Laanrah has a built-in alignment cloak as well. Here is her theme music.
EDIT: right, hitpoint rolls
4d12 ⇒ (1, 3, 11, 2) = 17 and 3 to reroll
3d12 ⇒ (2, 2, 3) = 7 ugh, again (I HATE the dices on this site)
3d12 ⇒ (5, 5, 10) = 20
results: 11, 5, 5, 10
hmm :/
Laanrah will be able to add her CHA modifier to AC and change into multiple forms as she advances in levels.

Berenzen |

So I rolled up a second character other than my Summoner/Monk. It is as follows (I used the same rolls for HP as I did for Kasidra as they're both 4d8 rolls for HP).
--CHARACTER--
Kelisar CR 1/2
Male Wizard/Rogue Gestalt 5
NE Medium Outsider(Native)
--STATISTICS--
STR: 10
DEX: 20
CON: 16
INT: 22
WIS: 12
CHA: 8
HP: 52
AC: 17= +1 (Armour)+5 (Dex)+ 1(Deflect)+10
Touch: 16
Flat: 12
Speed: 30ft/x4
Init: +15
BAB: +3
SR: 0
Spell Fail: 0
Concentration check: +11
FORT: +5 REF: +10 WILL: +6
CMB: +3
CMD: 19
Hanbo +8 (1d6/20/x2/B)
Hand Crossbow +8 (1d4/19-20/x2/P) 30'
--SKILLS--
Acrobatics: +13
Appraise: +14
Craft (Alchemy): +14
Craft (Calligraphy): +14
Fly: +22
Knowledge(Arcana): +14
Knowledge(Nature): +14
Knowledge(Nobility): +10
Knowledge(Planes): +14
Knowledge(Religion): +14
Linguistics: +14
Perception: +9
Spellcraft: +14
Use Magic Device: +6
"--TIEFLING RACIAL TRAITS --
• Dex: +2, Int: +2, Cha: -2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION 60 FT: Tieflings can see in the dark up to 60 ft.
• DARKNESS: Can use darkness [PFCR 263] once per day with a caster level of 5.
• TIEFLING RESISTANCES: Resistance to cold 5, electricity 5, and fire 5.
• VESTIGIAL WINGS: Some Tieflings possess a pair of undersized, withered, or
stunted wings like a mockery of those of their fiendish forbearer. Sometimes
these wings are leathery, like those of a bat. Other times they are covered with
a scattering of black, red, or violet feathers. Rare manifestations can take even
more bizarre forms. These wings do not provide the lift required for actual
flight, but do have enough power to aid flight attained by some other method,
and grant a +4 racial bonus on Fly skill checks.
• PREHENSILE TAIL: Many Tieflings have tails, but some have long, flexible tails
that can be used to carry items. While they cannot wield weapons with their
tails, they can use them to retrieve small, stowed objects carried on their
persons as a swift action.
• Automatic Languages: Common, Abyssal or Infernal
• Bonus Languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling,
Infernal, Orc
-- CLASS ABILITIES --
• FAVORED CLASS (Wizard/Rogue Gestalt) : You've gain the following bonuses: +5
Hit Point.
• WIZARD LEVEL: You count as having 5 Wizard Level. (PFCR).
• ARCANE BOND: You have selected Compsognathus familiar. It grants +4 bonus on
Initiative checks. See the rules for familiars in [PFCR 82-83]. (PFCR 78).
• ARCANE SCHOOL: You are a wizard of the Conjuration (Teleportation) school, you
are forbidden from using Necromancy or Enchantment schools. Preparing a spell
from a forbidden school takes up two slots of the given level. You have the
following school powers:
- Shift - You can teleport to a nearby space as a swift action as if using
dimension door. This movement does not provoke an attack of opportunity. You must
be able to see the space that you are moving into. You cannot take other
creatures with you when you use this ability (except for familiars). You can move
15 ft. You can use this ability 9 times per day. (PFAPG 147).
- Summoner's Charm - +2 rounds to duration of Conjuration (summoning)
spells. (PFCR 80). (PFCR 79-82).
• EVASION: Take no damage on a successful Reflex saving throw against attacks,
and only half damage on a failed save. Must be in light armor or no armor and not
helpless. (PFCR 68).
• EXPERT ACROBAT: When wearing light armor, an acrobat does not suffer armor
check penalties on Acrobatics, Climb, Fly, Sleight of Hand or Stealth. When no
wearing armor, she gains +2 on Acrobatics and Fly Skill checks (PFAPG 132).
• BONUS FEAT: A magus gains a bonus feat in addition to those gained from normal
advancement. These bonus feats must be selected from those listed as combat, item
creation, or metamagic feats. He must meet the prerequisites for these feats as
normal. (PFUM 12).
• ROGUE TALENT: You have chosen the following rogue talents: Finesse Rogue,
Minor Magic.
- Finesse Rogue: Gain the Weapon Finesse feat. (PFCR 68).
- Minor Magic: You can cast Daze (PFCR 264) 3/day. Caster level 0. Save DC
16. (PFCR 68). (PFCR 68-70).
• SECOND CHANCE: You can reroll any Acrobatics, Climb, or Fly skill check she
has just made. This reroll is made at a –5 penalty. You must take the second
result, even if it is worse. You can use this ability only once on any given
skill check. You can use this ability 1 per day. (PFAPG 132).
• SNEAK ATTACK: Deal +3d6 sneak attack damage in addition to weapon damage any
time the enemy is denied a dexterity bonus to AC or is flanked by you. Ranged
attacks must be within 30 ft to do sneak attack damage. (PFCR 68).
• UNCANNY DODGE: Retain your Dexterity bonus to AC (if any) even if caught
flat-footed or struck by an invisible attacker. You still loses Dexterity bonus
to AC if immobilized. (PFCR 34).
• WEAPONS AND ARMOR: You are skilled with all simple, Sap, Shortbow, Sword,
Short, weapons. You are proficient with light armor, and no shields. (PFCR).
• WIZARD BONUS LANGUAGES: The wizard can select Draconic as a bonus language at
1st level. (PFCR 78).
• WIZARD SPELLS: A wizard may know any number of spells, and cast them according
to the spell progression in PFCR 78. (PFCR 78).
–– GENERAL FEATS ––
• AUGMENT SUMMONING: Summons gain +4 Str and Con. (PFCR 118)
• IMPROVED INITIATIVE: You get a +4 bonus on initiative checks. (PFCR 127)
• SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR
134)
–– COMBAT FEATS ––
• WEAPON FINESSE: With a light weapon, rapier, whip, or spiked chain made for a
creature of your size category, you may use your Dexterity modifier instead of
your Strength modifier on attack rolls. If you carry a shield, its armor check
penalty applies to your attack rolls. (PFCR 136)
–– METAMATIC FEATS ––
• HEIGHTEN SPELL: A heightened spell has a higher spell level than normal (up to
a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually
increases the effective level of the spell that it modifies. All effects
dependent on spell level (such as saving throw DCs and ability to penetrate a
lesser globe of invulnerability) are calculated according to the heightened
level. The heightened spell is as difficult to prepare and cast as a spell of its
effective level. (PFCR 126)
–– ITEM CREATION FEATS ––
• SCRIBE SCROLL: Scribe scroll as per the rules in PFCR 552. (PFCR 132)
-- TRAITS --
• MAGICAL LINEAGE (Magic): Aqueous Orb is treat as one level lower when
figuring adjusted level for metamagic. (PFAPG 329)
• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG
328)
--FAMILIAR--
Venser
Male Compsognathus Familiar
NE Tiny Animal
--STATISTICS--
STR: 8
DEX: 15
CON: 14
INT: 8
WIS: 11
CHA: 5
HP: 26
AC: 18= +4 ( Natural Armour)+2 (Dex)+ 2(Size)+10
Touch: 14
Flat: 16
Speed: 40ft Swim 20ft
BAB: +3
CMB: +0
CMD: +2
FORT: +4 REF: +6 WILL: +4
CMB: +3
CMD: 19
Bite +4 (1d3-1/20/x2/B)
-Poison(Bite): Save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str.
--SKILLS--
Acrobatics: +10
Appraise: +4
Climb: +6
Fly: +10
Knowledge(Arcana): +4
Knowledge(Nature): +4
Knowledge(Nobility): +4
Knowledge(Planes): +4
Knowledge(Religion): +14
Linguistics: +4
Perception: +8
Spellcraft: +4
Stealth: +14
Swim: +10
Use Magic Device: +1
–– SPECIAL QUALITIES ––
• LOW-LIGHT VISION (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. (PFBty2 90)
• SCENT (Ex): Allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures
tracking by scent ignore the effects of surface conditions and poor visibility. (PFBty2 90)
–– SPECIAL ABILITIES ––
• ALERTNESS (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
• IMPROVED EVASION (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an familiar takes no
damage if it makes a successful saving throw and only half damage if the saving throw fails. (PFCR 53)
• SHARE SPELLS (Ex): Override may cast a spell with a target of “You” on this familiar. Override may cast spells on this familiar
even if the spells normally do not affect familiar type. (PFCR 52)
• EMPATHIC LINK (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate
emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be
shared. The master has the same connection to an item or place that his familiar does.
• DELIVER TOUCH SPELLS (Su): A familiar can deliver touch spells for him. If the master and the familiar are in contact at the
time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell
just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
• SPEAK WITH MASTER (Ex): A familiar and the master can communicate verbally as if they were using a common language. Other
creatures do not understand the communication without magical help.
• MASTER BONUS: The master of a Compsognathus familiar gains a +4 bonus on Initiative checks.
–– FEATS ––
• IMPROVED INITIATIVE: You get a +4 bonus on initiative checks. (PFCR 127)

Tiny Coffee Golem |

I think I will submit a character. Tiefilng per the roll Staff magus/ TBD.
I want to make him a teleporter and the easiest way to do that is to be a conjuration (teleport) wizard, but I've made a lot of those. I'm also thinking monk for the sheer coolness factor. More likely probably only a level or two of monk then fighter or ranger for the rest.
So I'd like to crowdsource a bit. Which do you all think would be the most fun/best mechanically and why.
1) Staff magus 5/ Teleport wizard - very Nightcrawler-esque
2) Staff magus 5/ Monk 5 - Probably the monk type that lets you change out abilities for other powers. the name escapes me at the moment.
3) Staff magus 5/ Monk 2 + Fighter 3

joriandrake |
I think I will submit a character. Tiefilng per the roll Staff magus/ TBD.
I want to make him a teleporter and the easiest way to do that is to be a conjuration (teleport) wizard, but I've made a lot of those. I'm also thinking monk for the sheer coolness factor. More likely probably only a level or two of monk then fighter or ranger for the rest.
So I'd like to crowdsource a bit. Which do you all think would be the most fun/best mechanically and why.
1) Staff magus 5/ Teleport wizard - very Nightcrawler-esque
2) Staff magus 5/ Monk 5 - Probably the monk type that lets you change out abilities for other powers. the name escapes me at the moment.
3) Staff magus 5/ Monk 2 + Fighter 3
will he sing this? (Nightcrawler is blue, right?)