
Game Master Borum |

Humans: With the most diversity, humankind varies tremendously in appearance, with hair color ranging from black to the lightest shade of silver-blond. Their eye color is mostly brown, with variants including blue, green, hazel, grey and sometimes purple or black. Imperials tend to have lighter colored skin, fairer hair and lankier builds, however this vary by profession. Hedonites, meanwhile, are best described as mutts among humans. Most of the Hedonite Commoners have ruddy, tanned skin from hard work, stockier builds and a thicker accent, but overall there are few differences between the two ethnic groups.
Elves: While they appear mostly human, elves are indeed creatures of a different sort and origin. Their bodies are willowly and supple, their long faces angular and most often compared to hawks, with almond shaped eyes, long pointed ears and a mysterious air about them. Their hair ranges from pure black to actual silver, no matter the age, while their eyes are most often forest tones of green, brown, blue and also yellow. Eastern and Western Elves both appear the same, the only difference being in the Clan symbols on their clothes, armor and weapons.
Dwarves: If one took a Hedonite Commoner, or even two, squashed them together and shrunk them down, one might be confronted with a likeness most like a Dwarf's. Theirs is a stolid and steady race, barely ever reaching above 4 feet tall but as wide as two humans from shoulder to shoulder in most cases, no matter their profession. Their hardyness is iconic among the Dwarf Race, as is their reputed wisdom and, of course, their magnificent beards, which range from black, to red, to blond to brown, while their eyes are either brown or blue. Dwarves are among the greatest craftsmen in the world, as well as fearsome warriors, and they all dwell together in the mountain stronghold of Hammerfell.
Halflings: One of the oddest races in Hedon, Halflings are a gregarious, ever-laughing and surprisingly solid folk for their size, known for their disproportionate bravery as well as their appetites. Most Halflings stand at barely 3 feet tall, with sometimes eccentric hairstyles, most resembling children to most others. Their hair varies as widely as humans, while their eyes, strangely, are most similar in their spectrum of colors to those of Elves, and it is often wondered if the two races have something in common in terms of their ancestry. Halflings have a definite place in the world of Hedon, however unlikely the idea seems to the larger folk.
Half-Angels (Ashy): The Ashy, no matter their ethnic background among their Mortal half, all appear mostly the same. Their bodies are tall and well formed, male or female, their faces unearthly beautiful and full of calm serenity or vicious and righteous anger, depending on their mood. Their hair is most often a bright, literally shining blond, their eyes glowing with golden hues like miniature suns. From their backs sprout magnificent feathery wings of snow-white feathers. In truth, they seem most like their mortal half, but perfected in every way, and even in these dark times they find it easy to sooth the fears of those they meet, theirs a natural aura of peace and good intentions. Both the Ashy and the Roak are able to live substantially long lives, some reputed to have survived since the founding of Hedon over 1000 years ago.
Half-Demons (Roak): Like their Ashy cousins, the Roak most resemble the mortals with which their ever-living parents mated with years before, only made perfect in mind and body. However, unlike their Angelicly descended brethern, the Roak's appearance is, most often, frightening at first glance. Their skin is most often a dark, ruddy red color, with patches of scales dotting their shoulders, abdomens, arms and legs, as well as all across the membranes of their bat-like wings. Their faces are naturally feral, with inhumanly sharp-looking teeth, burning red eyes and a small pair of horns growing from their brow. Their hair varies in color as widely as humans, but most often it is a deep, blood-hued chrome. Like the Ashy, they are tall, charismatic and inhumanly beautiful, but while the Half-Angels possess a natural aura of good will, most who stand too close to a Roak tends to feel ill at ease. Like their Demonic parents, the Roak are mysteries to all in their intent, and while not evil, their motives are their own at all times.
Half-Dragons (Drakon): While the Ashy and Roak mostly resemble their human halves, the same cannot be said of the Drakon, a mysterious and powerful race of warriors and inherently powerful sorcerers. Standing well over the average height of any human and indeed most Ashy or Roak, the Drakon are immense. Their faces are not at all human, with wide, often distended muzzles, flaring nostrils, thickly scaled skin, which ranges from every color of the rainbow, horns and powerful fangs. Their cat-like eyes vary from bright yellow to blazing red depending on their mood, and perpetual smoke drifts from their nostrils. Hunted, hated and feared by most of the country, most Drakon have become refugees in their own homeland, most blameless in the hate of others, but almost all resentful. A Drakon possesses many dragonish qualities, the thick armor-like scales that protect their skin as easily as crafted metal, the sharp rending fangs and talons, and powerful wings with which they can fly at impressive speed for their size. Drakon are naturally stronger, hardier and fiercer than most of the other races, but their souls remain mostly virtuous and noble, no matter their disposition towards the rest of the world and how they are treated.

Game Master Borum |

Also, on Half-Elves: The Way I see it, Humans can have any bonus they like, but being half-ELF means that instead of being able to be brawny or whatever, you instead are more graceful, intelligent or such, like your elven parent, thus you gain one of their bonuses and don't lose the CON. I have seen way too many people abuse the half-elf race just to get the immunities, so I play them with a few limititations, if you don't mind *whistles and clicks tongue*
Half-Elf Ability Bonus: Dexterity OR Intelligence
That is all. Humans and Elves breed no problem, and Half-Elves aren't looked at any differently in either society. Humans and Elves get along perfectly fine.

Lunar Mage |

Thanks for the info, Borum. That really helped me narrow down my spell choices (ordinarily, I go for any cool looking spell in any source I can find ^_^()). Anyways, I now have the arcane submission done, so here it is.
-Female NG Imperial Human Wizard
-average height and build, black hair, light skin, deep blue or purple eyes, enjoys wearing blue and purple clothing, prefers silver jewelry, a few small cosmic-themed tattoos
-background:
*recently graduated from an arcane college or university
*is fascinated with astronomy, stars, planets, etc.
*also loves art, magic, travel and music
*somewhat more ignorant of the political intrigue (finds it too complex and often depressing)
*possibly worships a deity with a portfolio pertaining to the Moon and stars (originally Desna from the core pantheon)
-Favored Class: Wizard
-STR 12, DEX 14, CON 12, INT 17 (19 with racial bonus), WIS 14, CHA 15
-HP: 7 (6 on the d6 roll, +1 from her CON modifier)
-AC: 13 (touch 13, flat-footed 10)
-Fort Save: +1, Ref Save: +3, Will Save: +5
-Speed: 30 ft
-Melee Attacks: rapier +3 (1d6+1, 18-20/x2)
(You said casting types get a proficiency in either the longsword, rapier or lance in an earlier post, so I chose the rapier for Serena)
-Feats: Spell Focus (Illusion), Weapon Finesse
-Skills: (Skill Ranks= 2+4 INT mod + 1 favored class + 1 human bonus rank)
*Appraise= +7 (3+4 INT mod)
*Craft(any)= +7 (3+4 INT mod)
*Diplomacy= +4 (4 CHA mod +1 from being an Imperial human)
*Fly= +6 (3+3 DEX mod)
*Knowledge (Arcana)= +8 (3+4 INT mod+1 rank)
*Knowledge (Geography)= +8 (3+4 INT mod+1 rank)
*Knowledge (History)= +8 (3+4 INT mod+1 rank)
*Knowledge (Local)= +8 (3+4 INT mod+1 rank)
*Knowledge (Nature)= +8 (3+4 INT mod+1 rank)
*Knowledge (Religion)= +8 (3+4 INT mod+1 rank)
*Linguistics= +7 (3+ 4 INT mod)
*Perform (Wind)= +4 (3 CHA mod+ 1 rank)
*Spellcraft= +8 (3+4 INT mod+1 rank)
-Spells
*specialty: Illusion
*school powers: Extended Illusions, Blinding Ray 7/day (3+4 INT mod)
*opposition schools: Enchantment, Necromancy
*Cantrips: all from CRB except for Daze, Bleed, Disrupt Undead and Fatigue
*1st Level spells (3+4 from INT mod): Color Spray, Disguise Self, Magic Missile, Detect Secret Doors, Detect Undead, Shield, Sleep
This might receive some editing stat wise, but Serena's set otherwise. Let me know if anything needs changing. ^_-
I'll get the Divine and Martial submissions up as soon as I can. I've got two really cool ideas that I'd love to try. ^_^

Lunar Mage |

Thanks for the info, Borum. That really helped me narrow down my spell choices (ordinarily, I go for any cool looking spell in any source I can find ^_^()). Anyways, I now have the arcane submission done, so here it is.
** spoiler omitted **...
Haha, whoops. Fatigue is supposed to be Touch of Fatigue. Sorry. That's what I get for typing that up at midnight.
Divine entry to be posted today. Martial entry today as well, if possible

Lunar Mage |

Ack! I calculated a few things wrong for Serena. I'm just gonna go ahead and re-post her. Also listed is Chandra, the divine submission.
-Female NG Imperial Human Wizard
-average height and build, black hair, light skin, deep blue or purple eyes, enjoys wearing blue and purple clothing, prefers silver jewelry, a few small cosmic-themed tattoos
-background:
*recently graduated from an arcane college or university
*is fascinated with astronomy, stars, planets, etc.
*also loves art, magic, travel and music
*somewhat more ignorant of the political intrigue (finds it too complex and often depressing)
*possibly worships a deity with a portfolio pertaining to the Moon and stars (originally Desna from the core pantheon)
-Favored Class: Wizard
-STR 12, DEX 14, CON 12, INT 17 (19 with racial bonus), WIS 14, CHA 15
-HP: 7 (6 on the d6 roll, +1 from her CON modifier)
-AC: 12 (touch 12, flat-footed 10)
-Fort Save: +1, Ref Save: +2, Will Save: +4
-Initiative: +2
-Speed: 30 ft
-Melee Attacks: rapier +2 (1d6+1, 18-20/x2)
(You said casting types get a proficiency in either the longsword, rapier or lance in an earlier post, so I chose the rapier for Serena)
-Feats: Spell Focus (Illusion), Weapon Finesse
-Skills: (Skill Ranks= 2+4 INT mod + 1 favored class + 1 human bonus rank)
*Appraise= +7 (3+4 INT mod)
*Craft(any)= +7 (3+4 INT mod)
*Diplomacy= +3 (2 CHA mod +1 from being an Imperial human)
*Fly= +5 (3+2 DEX mod)
*Knowledge (Arcana)= +8 (3+4 INT mod+1 rank)
*Knowledge (Geography)= +8 (3+4 INT mod+1 rank)
*Knowledge (History)= +8 (3+4 INT mod+1 rank)
*Knowledge (Local)= +8 (3+4 INT mod+1 rank)
*Knowledge (Nature)= +8 (3+4 INT mod+1 rank)
*Knowledge (Religion)= +8 (3+4 INT mod+1 rank)
*Linguistics= +7 (3+ 4 INT mod)
*Perform (Wind)= +3 (2 CHA mod+ 1 rank)
*Spellcraft= +8 (3+4 INT mod+1 rank)
-Spells
*specialty: Illusion
*school powers: Extended Illusions, Blinding Ray 7/day (3+4 INT mod)
*opposition schools: Enchantment, Necromancy
*Cantrips: all from CRB except for Daze, Bleed, Disrupt Undead and Touch of Fatigue
*1st Level spells (3+4 from INT mod): Color Spray, Disguise Self, Magic Missile, Detect Secret Doors, Detect Undead, Shield, Sleep
This might receive some editing stat wise, but Serena's set otherwise. Let me know if anything needs changing. ^_-
-Female NG or CG Half-Elf Oracle of the Heavens
*Taking Ancestral Arms Alternate Racial Trait for half-elves, choosing the shortbow, replaces adaptability racial trait
-golden brown long wavy hair, green eyes, light skin, primarily dresses in hues of purple (along with silver and gold)
-backstory:
*originally intended to be a scholar by her parents
*parents eschewed religion while Chandra embraced it
*randomly developed divine abilities and magic
*fearing rejection from her parents, she ran away from home
*worships/pays respect to any deity associated with the Heavens mystery (originally Desna, Gozreh, Pharasma and Sarenrae as stated in the APG)
-STR 12, DEX 14, CON 14, INT 14 (with +2 racial bonus), WIS 15, CHA 17
-HP: 8 (6 on the d8 roll + 2 CON mod)
-AC: 12 (touch 12, flat-foot 10)
-Fort Save: +2, Ref Save: +2, Will Save: +4
-Initiative: +3 (2 DEX mod+1 from Warrior Priest Feat)
-Speed: 30 ft.
-Melee Attack: longsword +1 (1d8+1, 19-20/x2) (chosen as casting type character bonus weapon prof)
-Ranged Attack: shortbow +2 (1d6+1, x3) (Ancestral Arms racial trait)
-Feats: Warrior Priest (from UM)
-Skills (skill ranks=4+2 INT mod+1 favored class rank):
*Craft(any)= +5 (3+2 INT mod)
*Diplomacy= +7 (3+3 CHA mod+1 rank)
*Fly= +5 (3+2 DEX mod)
*Heal= +6 (3+2 WIS mod+1 rank)
*Knowledge(History)= +6 (3+2 INT mod+1 rank)
*Knowledge(Religion)= +6 (3+2 INT mod+1 rank)
*Perception= +6 (3+2 WIS mod+1 rank)
*Sense Motive= +6 (3+2 WIS mod+1 rank)
*Spellcraft= +6 (3+2 INT mod+1 rank)
-Spells:
*mystery: Heavens
*curse: Haunted (grants Mage Hand and Ghost Sound orisons at 1st level)
*orisons at will, 4 1st level spell slots/day
*orisons known: Detect Magic, Ghost Sound, Light, Mage Hand, Spark (from APG), Stabilize
*1st level spells known: Cure Light Wounds (automatically added to spells known), Bless, Detect Undead
Hope this works. Let me know if I need to change anything! ^_-
The third and final submission (my martial character, Tessara) will be up tonight or tomorrow, but Borum I need a bit more information first. You said in an earlier post that fighters had to be either dual wielders, sword and board types or greatsword fighters. I'm working on a dual-wielder, but do I need to take the dual-wielding archetype or can I take another one? (If I take another one, I'm still taking two-weapon fighting). Also, any weapon choice restrictions for dual-wielders? You also said fighter shouldn't be using anything ridiculous. Just making sure my characters fit your specifications. ^_-

Game Master Borum |

AT Lunar Mage:
As for the Fighter, regular build is fine if you would rather go it than the archetype, but for weapons, I mean the general stuff, short swords, swords, axes, maces. I have seen a particular character submit a fighter with cestuses, a tonfa (or police nightstick) and a war fan and then claim they are combat effective. This is what I mean by ridiculous weapons. thank you

Lunar Mage |

Thanks Borum, Thanks Arjhann. I'll edit Serena and Chandra, finish up Tessara, and post the finalized versions tonight. Glad you guys like them so far ^_^
I was planning on having Tessara dual-wield rapiers or a longsword and rapier. Hope that's all right with you. And I'll take out Chandra's longsword attack. It'd probably make more sense for her to wield a quarterstaff in melee anyways. ^_^

Lunar Mage |

All right! I'm finished! Okay, here they are. And thanks again to those who pointed out my mistakes in calculating skills. I checked the CRB again and confirmed that the +3 bonus only applies to class skills the characters have put ranks in. I've adjusted Serena and Chandra accordingly and made sure I didn't make the same mistake with Tessara.
-Female NG Imperial Human Wizard
-average height and build, black hair, light skin, deep blue or purple eyes, enjoys wearing blue and purple clothing, prefers silver jewelry, a few small cosmic-themed tattoos
-background:
*recently graduated from an arcane college or university
*is fascinated with astronomy, stars, planets, etc.
*also loves art, magic, travel and music
*somewhat more ignorant of the political intrigue (finds it too complex and often depressing)
*possibly worships a deity with a portfolio pertaining to the Moon and stars (originally Desna from the core pantheon)
-Favored Class: Wizard
-STR 12, DEX 14, CON 12, INT 17 (19 with racial bonus), WIS 14, CHA 15
-HP: 7 (6 on the d6 roll, +1 from her CON modifier)
-AC: 12 (touch 12, flat-footed 10)
-Fort Save: +1, Ref Save: +2, Will Save: +4
-Initiative: +2
-Speed: 30 ft
-Melee Attacks: rapier +2 (1d6+1, 18-20/x2)
(You said casting types get a proficiency in either the longsword, rapier or lance in an earlier post, so I chose the rapier for Serena)
-Feats: Spell Focus (Illusion), Weapon Finesse
-Skills: (Skill Ranks= 2+4 INT mod + 1 favored class + 1 human bonus rank)
*Appraise= +4 INT mod
*Craft(any)= +4 INT mod
*Diplomacy= +3 (2 CHA mod +1 from being an Imperial human)
*Fly= +2 DEX mod
*Knowledge (Arcana)= +8 (3+4 INT mod+1 rank)
*Knowledge (Geography)= +8 (3+4 INT mod+1 rank)
*Knowledge (History)= +8 (3+4 INT mod+1 rank)
*Knowledge (Local)= +8 (3+4 INT mod+1 rank)
*Knowledge (Nature)= +8 (3+4 INT mod+1 rank)
*Knowledge (Religion)= +8 (3+4 INT mod+1 rank)
*Linguistics= +4 INT mod
*Perform (Wind)= +3 (2 CHA mod+ 1 rank)
*Spellcraft= +8 (3+4 INT mod+1 rank)
-Spells
*specialty: Illusion
*school powers: Extended Illusions, Blinding Ray 7/day (3+4 INT mod)
*opposition schools: Enchantment, Necromancy
*Cantrips: all from CRB except for Daze, Bleed, Disrupt Undead and Touch of Fatigue
*1st Level spells (3+4 from INT mod): Color Spray, Disguise Self, Magic Missile, Detect Secret Doors, Detect Undead, Shield, Sleep
-Female NG or CG Half-Elf Oracle of the Heavens
*Taking Ancestral Arms Alternate Racial Trait for half-elves, choosing the shortbow, replaces adaptability racial trait
-golden brown long wavy hair, green eyes, light skin, primarily dresses in hues of purple (along with silver and gold)
-backstory:
*originally intended to be a scholar by her parents
*parents eschewed religion while Chandra embraced it
*randomly developed divine abilities and magic
*fearing rejection from her parents, she ran away from home
*worships/pays respect to any deity associated with the Heavens mystery (originally Desna, Gozreh, Pharasma and Sarenrae as stated in the APG)
-STR 12, DEX 14, CON 14, INT 14 (with +2 racial bonus), WIS 15, CHA 17
-HP: 8 (6 on the d8 roll + 2 CON mod)
-AC: 12 (touch 12, flat-foot 10)
-Fort Save: +2, Ref Save: +2, Will Save: +4
-Initiative: +3 (2 DEX mod+1 from Warrior Priest Feat)
-Speed: 30 ft.
-Melee Attack: quarterstaff +1 (1d6+1, x2)
-Ranged Attack: shortbow +2 (1d6+1, x3) (Ancestral Arms racial trait)
-Feats: Warrior Priest (from UM)
-Skills (skill ranks=4+2 INT mod+1 favored class rank):
*Craft(any)= +2 INT mod
*Diplomacy= +7 (3+3 CHA mod+1 rank)
*Fly= +2 DEX mod
*Heal= +6 (3+2 WIS mod+1 rank)
*Knowledge(History)= +6 (3+2 INT mod+1 rank)
*Knowledge(Religion)= +6 (3+2 INT mod+1 rank)
*Perception= +6 (3+2 WIS mod+1 rank)
*Sense Motive= +6 (3+2 WIS mod+1 rank)
*Spellcraft= +6 (3+2 INT mod+1 rank)
-Spells:
*mystery: Heavens
*curse: Haunted (grants Mage Hand and Ghost Sound orisons at 1st level)
*orisons at will, 4 1st level spell slots/day
*orisons known: Detect Magic, Ghost Sound, Light, Mage Hand, Spark (from APG), Stabilize
*1st level spells known: Cure Light Wounds (automatically added to spells known), Bless, Detect Undead
-Female CG elf fighter (mobile fighter archetype, no special notes at first level)
-average height and build, orange-reddish hair worn up in a ponytail, light skin, yellow eyes, favors red and black clothing
-background/personality
*enjoys traveling, sparring, fighting monsters, swimming and spending time at local taverns
*focuses on grace and elegance in her fighting style
*prefers friendly sparring instead of duels to the death, but will not hesitate to kill if necessary
*tries to bathe whenever possible, spends a good bit on soap
-STR 15, DEX 19 (with +2 racial bonus), CON 12 (with -2 racial penalty), INT 12 (with +2 racial bonus), WIS 14, CHA 14
-HP:9 (6 on the d10 roll +1 CON mod)
-AC: 16 (touch 14, flat-foot 12) (+4 DEX mod, +2 from leather armor)
-Fort Save: +3, Ref Save: +4, Will Save: +2
-Initiative: +4
-Favored Class: Fighter
-Speed: 30ft
-Feats: Two-Weapon Fighting, Weapon Finesse (fighter combat bonus feat)
-Melee attacks:
*primary hand rapier +3 (1d6+2, 18-20/x2)
*secondary hand rapier +3 (1d6+2, 18-20/x2)
*primary hand longsword +1 (1d8+2, 19-20/2)
(penalties for two-weapon fighting already factored in)
-Skills (ranks=2+2 INT mod+1 favored class rank):
*Acrobatics= +5 (4 DEX mod+1 rank)
*Climb= +2 STR mod
*Craft(any)= +1 INT mod
*Handle Animal= +2 CHA mod
*Intimidate= +6 (3+2 CHA mod+1 rank)
*Knowledge(dungeoneering)= +1 INT mod
*Knowledge(engineering)= +1 INT mod
*Perception= +2 WIS mod
*Ride= +8 (3+4 DEX mod+1 rank)
*Survival= +6 (3+2 WIS mod+1 rank)
*Swim= +6 (3+2 STR mod+1 rank)
Okay, I think they should be set. Serena's my first choice, but I wouldn't mind playing any one of these girls. I had fun making them ^_^

Game Master Borum |


Lunar Mage |

Yeah actually you cant dual wield rapiers lunar they are martial one handed weapons :) can always go rapier and short-sword though :)
Huh, weird. I actually looked through the CRB last night, and I couldn't find anything that told me you can't dual-wield rapiers. Not to mention I've seen some movies and other stuff where characters are dual-wielding rapiers. But oh well. ^_^

Raventhorn |

Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your
hands. You can make one extra attack each round with the
secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with
two weapons are reduced. The penalty for your primary hand
lessens by 2 and the one for your off hand lessens by 6. See
Two-Weapon Fighting in Chapter 8.
Normal: If you wield a second weapon in your off hand,
you can get one extra attack per round with that weapon.
When fighting in this way you suffer a –6 penalty with
your regular attack or attacks with your primary hand and
a –10 penalty to the attack with your off hand. If your offhand
weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
So actually you can dual wield a rapier in each hand however
since its not a light weapon you still suffer penalties even though in weapon qualities for the rapier you can apply weapon finesse to it but in the description of the weapon it says martial one handed weapon.
So im sort of at a loss for words, except how the wording is for the weapon and the actual feat

Lunar Mage |

Yeah, the wording is kinda confusing. One thing I can say for sure is that I did screw up calculating Tessara's attack bonus with the rapiers. Each one should've been +1 instead of +3.
If she had a dagger or other light weapon in her off hand instead of another rapier, it would've been +3. And I could easily see Tessara fighting florentine style ^_^ (florentine style= one handed weapon in primary hand, dagger in the off hand)

Benoit Leblanc |

Hi Everyone, just saw this thread now.
I know that submissions end today, but here are some ideas for characters, if I can still submit I'll flesh them out more tomorrow (it is already past 10 here, so a bit late to do stat blocks).
If submission are closed then I guess that I just came up with some character ideas for future campaigns ;o).

Game Master Borum |

All right then, three players have since been chosen, but recruitment will remain open, under strict supervision by me, and the players chosen thus far.
I am looking for a EPIC group of at most 6.
When I say EPIC, i mean that if you all succeed in the plot, thousands of years from now, they will tell tales of your epic adventures, and I am sorry all of those who think it is either inventive or hilarious to pitch ideas this silly but I do NOT consider "Lorri the Gnome Barbarian Dragon-Slayer" an EPIC character, more like someone half-assing the character creation or wanting to make a joke out of it.
I assume you all have read some good books in this genre, especially the Dragonlance, Drizzt Do'Urden Series, Lord of the Rings and the like. There are stereotypes for characters I find endearing and love to see made in Pathfinder, such as the Sword and Shield wielding warrior, the mage who casts magic and wields a sword or lance, the tricky and optimisitc Halfling rouge, etc. I encourage creativity and imagination, but within reason.
I do have standards, it's true, and I know this will perturb or push away many players who realize this type of character creation may not be as open as others. Any others who do stay, I request, nay, CHALLENGE you to give show me character builds that will shock and awe the world you inhabit. THat is all. If I seem angry or such, I have had a very long day, and will probably wind down soon enough but right now I need more characters.
THe character submission period is open until further notice. thank you *whistles and clicks tongue*

Benoit Leblanc |

Based on your comments in the discussion thread let me submit different characters. (Sorry I thought that it was based on core races, so that's why I did half-orc. I'm not really attached to the barbarian, so accept that one as the less likely one that I would want to play). As for making similar character...sorry I hadn't looked at extensively at other players submissions.
Banil 22 year old male Human
Ranger,C-G
5'11" 210"
S:19 +4 (+2 Human)
D:14
C:14
I:14
W:15
C:10
Saves:
F:+4
R:+4
W:+2
AC: 16 (+3 Armour, +2 Dex, +1 Shield)
Init: +2
Attacks:
Longsword: +5 1d8+4
Longbow: +3 1d8
Feats:
Two-Weapon-Fighting
Improved Shield Bash
Simple/Martial Weapons Proficiency
Ligh/Medium Armor Proficiency
Skills:
Climb: 8
Handle Animal: 4
Knowledge (dungeoneering): 6
Knowledge (geography): 6
Knowledge (nature): 6
Perception: 6
Ride: 6
Stealth: 6
Survival: 7
Gear:
Longsword, longbow (20 arrows), Spiked shield(light), back pack, bedroll, travel rations (5), rope 50', sunrods 3.
Born over a century ago Ithalin, was born during the height of the war with the dragons of an elven mother and celestial father. His father left after the war was over, so he knows very little of his celestial ancestry, with the exception of what he learned in books. Seeing the descent of humanity through his lifetime, has made him realize that life is quite fragile. With this in mind, he has set it as his goal to perfect his combination of both magic and combat. Having received his blade from his mother who said that her father left it to him as a gift and that it will be a great companion, Ithalin set out from the wilderness near Stagholt and has recently arrived in the town. Hearing of the problems of Orcs, Ithalin wants to help this small town in his own way.
Ithalin's celestial appearance is apparent in both his skin and hair. Both have a complexion that is much lighter than usual with streaks of golden blond and blue, with golden eyes. He has a lithe frame with muscular arms. He is adorned in normal travelers clothing, with an elegant scimitar scabbard and associated blade at his side.
He has a quiet disposition and seems to weight every word before spoken. While he carries a spellbook, he seems to be more focused on his martial pursuit than his arcane studies (the latter supporting former).
Ithaling 112 years old male Elven Half Celestial
Kensai (Bladebound Kensai),N-G
5'6" 165"
S:16 +3 (+2 Celestial)
D:20 +5 (+4 Celestial +2 Elf)
C:16 +3 (+4 Celestial -2 Elf)
I:20 +5 (+4 Celestial +2 Elf)
W:15 +2 (+2 Celestial)
C:12 +1 (+2 Celestial)
Saves:
F:+5
R:+5
W:+4
AC: 16 (+5 dex, +1 canny defense)
Init: +5
Attacks:
Scimitar (Heirlom Blade): +6 1d6+3
Longbow: +5 1d8
Feats:
Weapon Finesse
Weapon Focus (Scimitar)
Simple Weapon Proficiency
Martial Weapon Proficiency (Scimitar)
Traits:
Magical Lineage (Shocking Grasp)
Heirloom Blade
Skills:
Spellcraft: +9
Knowledge(Arcana): +9
Knowledge(Planes): +9
Perform (Dance): +3
Acrobatics: +6
Swim: +7
Clim: +7
Gear:
Scimitar(Heirloom), Travelers Clothing, back pack, bedroll, travel rations (5), rope 50', sunrods 3, spellbook, spellcomponent pouch.
Spells:
(1st)
Chill Touch
Enlarge Person
Expeditious Retreat
Mirror Strike
Shocking Grasp
Shield
True Strike
Vanish
Borum, if possible would it be okay to not have wings and rather a jump/featherfall spell-like ability?
Link to Kensai abilities:
link
Link to Bladebound abilities:
link

Game Master Borum |

I apologize if I seem brusque in my home rules (last night I had to deal with a load of guys trying to harass a personal friend of mine who is a server girl at the bar I work at, and I ended up having to throw them out, quite literally, but one of them gave me a black eye and a pounding headache with a followup sucker-punch, so I wasn't in the best of moods last night) I much prefer these two, especially the Ranger. Rangers cover botht the Martial and Divine spectrum so I like them alot, and Banil looks good.
The Eagle Shaman Druid, yes, we already have, but if you wanted to join the group with Banil, I wouldn't mind him. I really should have had the Barbarian thread up on here I admit, so I understand your confusion. I didn't include half-orcs because of the story behind Orcs in this world, but your Ranger is human so YAY! *whistles and clicks tongue*
In any case, glad you didn't just say "Fick this guy, Im leaving"
EDIT: Actually, now that I remember, I have approved your Ranger, but it IS up to the rest of the party to vote on you joining. Thanks. Also, your Magus? I don't allow multiple archetypes and I know Bladebound and Kensai are two different things. I suggest removing one of them, preferrably the Kensai, before fully submitting him again.

Lunar Mage |

I like both Banil and Ithalin, and I'd be happy to see either in the party. But I gotta admit that it did weird me out a little when I saw Ithalin with two archetypes. Didn't know that was even possible. He might need a little editing there, but in any case, you have my vote, Benoit. ^_^
I'm sorry to hear about what happened last night. ='( Apart from your injuries, are you and your friend okay?

Game Master Borum |

Hmmm I just noticed this Sir Benoit, but I would assume that being half-elf half-celestial would make you half-elf by racial standards, not full-blooded. With humans, their entire race is geared to survive no matter how they adapt so I allow them to keep their racial abilities, but for Elves, I do have to hesitate upon wondering upon how they would breed with others, what are the rest of your thoughts?

Benoit Leblanc |

Not a problem for the half-celestial/ half-elf confusion, I am good either way as it is only a slight modification. My understanding was that the half-celestial acts as a template that you add on top of the base race as is. But if you would rather that I take it as a half-elf modification that works fine for me as well.
Lunar to answer your question on archetypes if you look at the text it states that you can have more than one, as long as they don't change/modify the same abilities.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
To be honest I am more keen on playing Ithalin (as I have been wanting an oportunity to play a magus for while), but if the party would rather that I play Banil, I can do that as well. (I'll have to change his archetype, as it is a non casting one, but that doesn't affect his stat block at all, as it would only have come into effect at lvl 5)
@Borum: Not a problem, from your post after your misfortune I figured that you had a really s@~*ty day and was just venting it out. Not a problem , I didn't take it personally. I've had similar ficked situations as well, so I can relate somewhat. As for the modifcations to Ithalin, here are the changes. I was leaning more heavily on the Kensai due to flavour part (unarmored fighter dancing around his foes and assaulting them with spell and blows), but just having bladebound can still work for the character concept with a few modifications.
Ithalin 112 years old male Half-Elven Half Celestial
(Bladebound ),N-G
5'6" 165"
S:16 +3 (+2 Celestial)
D:20 +5 (+4 Celestial +2 Half-Elf)
C:16 +3 (+4 Celestial)
I:19 +4 (+4 Celestial)
W:12 +1 (+2 Celestial)
C:12 +1 (+2 Celestial)
Saves:
F:+5
R:+5
W:+3
AC: 19 (+5 dex, +4 Chain Shirt)
Init: +5
Attacks:
Scimitar (Heirlom Blade): +6 1d6+3
Longbow: +5 1d8
Feats:
Weapon Finesse
Skill Focus(Acrobatics)
Simple Weapon Proficiency
Martial Weapon Proficiency (Scimitar)
Traits:
Magical Lineage (Shocking Grasp)
Heirloom Blade
Skills:
Spellcraft: +9
Knowledge(Arcana): +9
Knowledge(Planes): +9
Perform (Dance): +3
Acrobatics: +9
Swim: +7
Gear:
Scimitar(Heirloom),chain shirt Travelers Clothing, back pack, bedroll, travel rations (5), rope 50', sunrods 3, spellbook, spellcomponent pouch.
Spells:
(1st)
Enlarge Person
Expeditious Retreat
Mirror Strike
Shocking Grasp
Shield
True Strike
Vanish

Raventhorn |

Benoit you do know they have changed the trait Heirloom weapon right?thought id make sure you have your attack with the weapon as +6 they changed the trait, so you get a non-masterwork weapon and a choice of three options, proficiency with that single blade (weapon), bonus to AOO, or bonus to one Combat maneuver made with the weapon

Benoit Leblanc |

Benoit you do know they have changed the trait Heirloom weapon right?thought id make sure you have your attack with the weapon as +6 they changed the trait, so you get a non-masterwork weapon and a choice of three options, proficiency with that single blade (weapon), bonus to AOO, or bonus to one Combat maneuver made with the weapon
Thank you Raventhorn, I didn't know actually. But that does make sense as it was a powerful trait.
Borum, I know you said you wouldn't allow two archetypes, but rather to tone down the character would you rather that I change the race to elf instead? It is just that both archetypes really fell in nicely with the type of character that I wanted to make/have for Ithalin?
Background is essentially the same, just did not have a celestial father, and his father died in the final days of the war.
Ithalin 112 years old male Elf
(Bladebound Kensai),N-G
5'6" 165"
S:13 +1
D:19 +4 (+2 Elf)
C:12 +1 (-2 Elf)
I:19 +4 (+2 Elf)
W:10 +0
C:11 +0
Saves:
F:+3
R:+4
W:+2
AC: 15 (+4 dex, +1 canny defense)
Init: +4
Attacks:
Scimitar (Heirlom Blade): +2 1d6+1
Longbow: +4 1d8
Feats:
Weapon Finesse
Weapon Focus(Scimitar)
Simple Weapon Proficiency
Martial Weapon Proficiency (Scimitar)
Traits:
Magical Lineage (Shocking Grasp)
Heirloom Blade (+1 to attacks of opportunity)
Skills:
Spellcraft: +8
Knowledge(Arcana): +8
Knowledge(Planes): +8
Perform (Dance): +2
Acrobatics: +5
Climb: +5
Gear:
Scimitar(Heirloom) Travelers Clothing, back pack, bedroll, travel rations (5), rope 50', sunrods 3, spellbook, spellcomponent pouch.
Spells:
(1st)
Enlarge Person
Expeditious Retreat
Mirror Strike
Shocking Grasp
Shield
True Strike
Vanish

Game Master Borum |

Raventhorn wrote:Benoit you do know they have changed the trait Heirloom weapon right?thought id make sure you have your attack with the weapon as +6 they changed the trait, so you get a non-masterwork weapon and a choice of three options, proficiency with that single blade (weapon), bonus to AOO, or bonus to one Combat maneuver made with the weaponThank you Raventhorn, I didn't know actually. But that does make sense as it was a powerful trait.
Borum, I know you said you wouldn't allow two archetypes, but rather to tone down the character would you rather that I change the race to elf instead? It is just that both archetypes really fell in nicely with the type of character that I wanted to make/have for Ithalin?
** spoiler omitted **
Benoit, I just told you, I am not allowing two archetypes, it's a homerule of mine, I don't care what the rules say on it, I don't allow it. Just because you choose not to be fathered by an Angel from the White Plane doesn't mean you can still have two archetypes. In fact, it's a loss by you because of how powerful the Half-creatures are in this world. If you want to be pure-blooded elf and receive the 35 point buy, that is entirely up to you during creation.
In this world, when you choose to have an Archetype of a class, you are going away from the Norm of that career in pursuit of a different approach, such as choosing to specialize in Archery as a Fighter rather than training to be Valiant and masterful with weapons and armor. Thus, you have TRAINED to become a Bladebound or Kensai under a tutor at the Academy, and once you mastered it to a certain extent you were allowed to leave to explore the world around you. You were taught the disciplines of one of the two, not both.
Looking back on the half note however, I am allowing full racial abilities, with some understandings that this is done ONLY for flavor, NOT so you can have the best stats, and I am talking to all of you.

Hu5tru |

Darshee
Female Elven Witch (Transformation Patron)/1
NG Medium Humanoid
Init +2 Senses Low Light Vision, Perception +2
DEFENSES
AC 18 (+4 M.Armor, +3 Dex, +1 N.Armor) touch 14, flatfooted 15
HP 7
Fort +1 Ref +3 Will +3 (immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects)
OFFENSES
Melee Quarterstaff +0 (1d6+0, x2)
Ranged Longbow +2 (1d8, x3, 100’)
STATISTICS
Str 10 (0) Dex 16 (5+2) Con 13 (7-2) Int 18 (10+2) Wis 13 (3) Cha 16 (10)
Trait Elven Pantheist
Feats Extra Hex
Skills Craft (Music) +8, Fly +6, Kn. Arcana +8, Kn. History +8, Kn. Nature +8, Kn. Religion +5, Spellcraft +8
Languages Known Common, Elven, Celestial, Draconic, Syvlan, Goblin
Combat Gear Longbow, ammunition, quarterstaff
Equipment:
TBD
SPECIAL ABILITIES:
Cantrips
Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally
Hexes
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Patron Spells
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Witch’s Familiar
At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1stlevel spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
RACIAL ABILITIES:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
SPELLS PREPARED
(CL 1st, concentration +5, melee touch +0, ranged touch +2)
1st Mage Armor, Ray of Enfeeblement
0 Daze, Detect Magic, Guidance
HEXES
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Description:
Age 136 Height 6’1” Weight 117 Hair Ash Eyes Violet
Darshee stands taller than most men, but slight as a whip. Her ash hair is typically pulled back into a system of plaits and knots, accentuating the length and height of her pointed ears and the brightness of her pure violet eyes. Darshee smiles often, and has a soft, somewhat musical voice, if the cadence of it is a bit slower than humans, as if she has all the time in the world to be heard.
Personality:
Darshee is a kind and affable young woman. A follower of the Lady of the Spheres, she has made considerable effort to reach out the Varisian community, and has a particular fondness for their performances. Darshee is as much a patron of the arts as she is a peer of the arcane, more, it seems to most at first glance. She speaks slowly, and softly, more inclined to listen and deliberate for a period of time rather than simply reacting to a proposed action or situation. Darshee is confident, but not the type that prefers leadership, instead she prefers to support those in positions of power by providing them with a critical analysis of information so that they may make good decisions.
Brief History (have a much longer one that's campaign specific, but did not believe that you would be interested)
Darshee's love of music comes from her father, who was a bard. He was the first to recognize that though Darshee was exceedingly bright, she had not the essential spark to become a "proper" wizard, and would have to find her own way to access magics. A series of dreams lead to her turtle familiar, Elanor and her magics.
Elanor
N Tiny animal
Init –2; Senses low-light vision; Perception +4
DEFENSE
AC 17, touch 10, flat-footed 16 (–2 Dex, +7 natural, +2 size)
hp 3
Fort +1, Ref +0, Will +1
OFFENSE
Speed 5 ft., swim 20 ft.
Melee bite –2 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 6, Con 8, Int 6, Wis 12, Cha 3
Base Atk +0; CMB –4; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +4, Swim +10
SPECIAL ABILITIES
Shell Retreat (Ex)
A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on its turn.
Natural Armor Adj.
The number noted here is in addition to the familiar's existing natural armor bonus.
Int
The familiar's Intelligence score.
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su)
The master has an empathic link with her 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 her familiar does.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
SPELLS STORED
1st Cure Light Wounds, Enlarge Person, Diagnose Disease, Hypnotism, Mage Armor, Ray of Enfeeblement, Summon Monster 1
0 All
Lilith
Human (Imperial) Female Oracle (Dark Tapestry)/1
N Medium Humanoid
Init +3, Senses Darkvision 30’, +0
DEFENSE
AC 17 (+4 Armor, +3 Dex) touch 13, flat-footed 14
HP 9
Fort +2 Ref +3 Will +2
OFFENSE
Melee Quarterstaff +0 (1d6 -1, x2)
Ranged Light Crossbow +3 (1d8, 19-20/x2, 80ft)
STATISTICS
Str 10 (0) Dex 16 (10) Con 14 (5) Int 16 (10) Wis 10 (0) Cha 18 (10+2)
Traits Desperate Focus
Feats Eschew Materials, Skill Focus: Profession (Courtesan)
Skills Intimidate +8, Knowledge (Arcana) +7,Knowledge (Nobility) +8, Knowledge (Planes) +7, Profession (Courtesan) +7, Sense Motive +4, Sleight of Hand +8, Spellcraft +7, Stealth +7
Languages Known Common, Infernal, Aklo
SPELLS KNOWN
(CL 1st, concentration +7, melee touch +0, ranged touch +3)
1st Forbid Action (DC 15), Inflict Light Wounds, Murderous Command (DC 15)
Orisons Create Water, Detect Magic, Detect Poison, Purify Food and Drink
ORACLE CURSE
Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
REVELATION
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Brief History:
Lilith was a character for a political campaign that got canceled before it got off the ground. Essentially, she is from the chaotic capital, and would serve Norberger in the regard that she has interest in secrets, not murder. She learned very early that the best way to obtain secrets was to appear to be weak and be easily dismissed by others. This does not mean that she's necessarily a very good person, however, but I do not use the Neutral alignment to justify doing evil acts, especially where the party is concerned.
Appearance
Age: 22 Height: 5'3", Hair: Red, Eyes: Clouded
Lilith can be seen to sport last seasons imminent fashions. It is not as though she is not abreast of the current ones, but lacking attention to such details on account of her blindness, she cannot afford be seen to be in possession of the finest textiles, nor would she. Lilith keeps her hair cropped short at the base of her jaw in a naturally curled bob, and expertly cut bangs draw further attention to her sightless eyes.
"Martial" submission forthcoming. But uh... battle herald, so will require more thought that just doctoring up previous concepts and sheets I had at the ready.

Hu5tru |

Female Human (Imperial) Cavalier/1
CG Medium Humaniod
Init +3; Senses Normal Vision Peception +0
DEFENSES
AC 19 (+6 Armor, + 3 Dex), touch 13, flat foot 16
HP 12
Fort +4 Ref +3 Will +0
OFFENSE
Melee mwk Greatsword +6 (2d6+6, 19-20/x2)
Ranged composite Longbow +3/+1 (1d8, x3, 110 ft)
STATISTICS
Str 18 (10+2) Dex 16 (10) Con 14 (5) Int 14 (5) Wis 10 Cha 14 (5)
BAB +1, CMB +5, CMD 17
Traits Armor Training, Rich parents
Feats Mounted Combat, Mounted Archery, Shake it Off
Skills Climb + 8(-2), Diplomacy +6, Handle Animal +6, Knowledge (Nobility) +7, Profession (Soldier) +4, Ride +7(-2), Swim +8(-2)
Languages Known Common, Draconic, Elven
Gear mwk Greatsword, mwk Breastplate, Composite Longbow
SPECIAL ABILITIES
Edict
The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conf lict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.
Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect unti the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed i the section describing the cavalier’s order.
Order of the Blue Rose
Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
Mount (Ex)
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.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
BRIEF HISTORY
Katherine is a most fortunate daughter of a goodly family of nobles with stars in her eyes and a certain passion for service. As a child, she was heavily influenced by the bards tales of exceptional heroes and heroines, but felt in her heart that there was much that was left unsaid. Having no male heir, her family was loath to push her into the ancestral tradition of joining and serving in the military, but Katherine was honored to answer the call. She found that the reality of battle, bloodshed and mates mangled and killed did not suit her in the least, and began to work towards peaceable solutions. Her passion for diplomacy was noticed by several knights, who invited her to join the Order of the Blue Rose.
APPEARANCE
Age: 20 Height: 5’5” Weight: 180 Hair: Blond Eyes: Blue
Katherine appears to be very much a poster child of pale perfection before her time on the battlefield. Her build is stockier than most females, but not unattractively so, and as if decreed by divine mandate, the scars she has taken only accentuate her appeal. More handsome than beautiful, Katherine will never be mistaken for a foppish or vain courtly girl, but she easily transitions between her gleaming armor and more feminine court attire. Her blond hair, more like ash, has several thick tendrils of almost honey highlights courtesy the sun and does not seem to wish to conform to the simple plait that she works it into.

Lunar Mage |

@ Borum: Ruling accepted. Having two archetypes still doesn't make any sense to me, even if the rules (outside of this campaign, anyway) say it can.
@ Hu5tru: I like your characters a lot. I just have one question about Darshee, your arcane entry. Shouldn't Craft (music) be one of the perform skills? Or does she actually write music?

Ragathiel |

Hey guys:) Im really glad to see you guys submitting!
Just a quick note DsX I don't think he is allowing Barbarians after all, although I can't say for sure, he won't be back for a couple days apparently. :) All of those ideas sound rly good Hu5tru, btw how much money does Rich Parents even give you for a mwk greatsword (350) and mwk breastplate (350?) plus a composite longbow (100+)?
Just curious, because the starting amount of gold on this one was 150.
otherwise really looking forwards to more characters in the party :) I am playing a Half-Dragon Fighter ^^ yays! *personal small victory dance*

DSXMachina |

Looking at the submissions so far, I am not exactly sure what the potential party composition will be. Rags, looking through the posts, so far it just says that 'Fatigue will be enforced', which is cool. But if Barbarians are not being allowed, then I'll just reskin the crunch.
Melee - Barbarian Tal (Human Male) (hedonite commoner)
Motivations: He wishes to help his town defend itself from future threats, to do this he plans to recruit guards, find treasure to pay for this and obviously improve his own skills. He also believes the best form of protection is offence, thus he attempts to reduce the amount of evil/ problems in the world. By making the local area safer he hopes that his home will be safe. He also is looking out for a potential mother to his daughter, whilst knowing that she is safe with her Grandma.
Personality: Resolute, jovial with a strong sense of justice. When in towns he likes to be social, integrating himself with the common man with the ease.
Background:
The town of Gilsholm for long years had been largely peaceful. Located in the rolling hills, this walled town beside the lake had slowly grown. After becoming self-sufficient over time they have taken to exporting smoked fish, soft stone jewellery, woollen cloaks and a honeyed cake called mead-cake. The spring was particularly cold that year, the lingering snow of summer had not gone. All the townsfolk were particularly nervous, the wolves cried of their hunger throughout the night. A youth nigh-starved, collapsed at the town entrance, soot adorned face showing signs of hardship and battle. It was a couple of mornings before he regained consciousness, with a tale of marauders to the north. His village was annihilated, he escaped in the chaos. Slowly over the next few weeks the youth regained strength, thanks to the wise-woman’s daughter. Her knowledge and care lifted Tal's spirit.
Unfortunately, the North-men followed the path south. With fire and beasts they attacked Gilsholm, but it held. Until suddenly overnight the weather broke, the snow melted and the lake flooded. This gave the marauders the impetus to breach the palisade. Tal rose from his bed a grabbing a weapon and rushed to the defence of the town that had showed him such kindness. A long & bloody day drew into a freezing night, by the end of it the raiders had lost. The retreated into the woods, but the decimated town did not pursue. In fact, some raiders even came to town as beggars and the town welcomed them. Tal found a home, a love the healers' daughter (Nieve) and a purpose amongst the town guard.
A chill summer’s eve found him sat before a fire, desperately trying to recall his youth. ‘The sign is upon you’ an old woman had said, her wrinkles deep as her voice was sorrowfully kind. A spirit whistled. The ashes whipped up causing motes to drift on the air, a voice called to him 'protect....heal the land'. The motes coalese into the transluscent form of a raven; 'you will protect the people, i will teach you how. I will watch our you.' The raven flew from the fire and vanished in a burst of ash. Frequently Eiron sits by the fire on a night and asks the raven he sees within questions. He learns the rituals and theories of magic the power to summon his raven to this world from 'where he watches'.
Divine - Paladin - Salshar - (Human Female) (Hedonite Noble)
Unfortunately, in his eyes, the child was not the son he wished for but a daughter. He loved her still, but she could tell his disappointment as he taught her. Salshar knew that she would have to work hard to have the respect of her father.
Arcanist - Bard - Marc (Human Male) (Imperial Commoner)
He is a happy young man, who enjoys comedy (though he uses awful puns, secretly he prefers the darker self-deprecating humour that infects his soul).
EDIT: THanks Lunar Mage, didn't see the discussion thread and also altered it in responce to your comments.

Lunar Mage |

Just looked back through the threads, and I don't see anything specifically saying barbarians aren't allowed in this campaign. Borum did seem on the fence about it in the discussion thread, so a back-up martial entry may be a good idea, DSX. But I liked Tal and Marc quite a bit. Salshar's entry confused me a little bit, but she seems cool too. Just one quite note: I think it's hedonite, not hedonist. Either way, I can't wait to see their stats. ^_^
Looking forward to seeing more characters!! (and getting pretty excited about Serena, my wizard character ^_^)

Lunar Mage |

Actually Lunar ^^ I think we three are supposed to post on the gameplay thread of us arriving at the village :) Seems like the perfect oppertunity for Serena to jump into, I have to do a bit more on this crap Fafsa but will have Arjhann's intro gameplay post up soon :)
I know, Ragathiel. I'll be posting that soon. ^_- I'm really busy too, what with Taiko drumming and working on stuff for my ceramics final, plus a 20 page seminar paper. College can be a $$#%* sometimes. ^_^ Good luck with the FAFSA.

Ragathiel |

Just looked back through the threads, and I don't see anything specifically saying barbarians aren't allowed in this campaign. Borum did seem on the fence about it in the discussion thread, so a back-up martial entry may be a good idea, DSX. But I liked Tal and Marc quite a bit. Salshar's entry confused me a little bit, but she seems cool too. Just one quite note: I think it's hedonite, not hedonist. Either way, I can't wait to see their stats. ^_^
Looking forward to seeing more characters!! (and getting pretty excited about Serena, my wizard character ^_^)
I also really like Your characters DSX :) the only reason I brought up the barbarian thing was this post Triple B made on the Discussion board, we never did vote on it but this is the post that made me curious if Barbarians were actually allowed...
"Also, when it comes to Barbarians, I want a vote right now, should I allow them? This world emphasizes the civilized world, evil and good, versus the all evil chaos of the savage invaders, orcs, bandits, etc. Barbarians are one of my most tentative classes and while it's fun to play them I believe that they can get way out of hand when it comes to breaking stats. All one has to do in my game is simply dump into str and con, rage and get double over 20's in a matter of "Hulk smash!" I don't think I want to allow them, but what are all of your thoughts?"
We never broached the subject again but with him apparently absent due to a job hunt, best of luck to him, I can't ask him about it again :)
Just to explain what I said earlier ^^

DSXMachina |

No thanks for that. I agree, I don't really like the 'hulk-smash' idea myself. But I do quite like the soft spoken Northman, in a kilt with wild-hair and face-paint.
I can definitely see the problem with stats, I will probably have a half-decent Cha & Int (esp. with the points allowance). Currently I am going through the srd trying to get some interesting crunch together.
Mechanically this maybe a big trap, fluff-wise it could easily work but would totally be down to the GM's discression. And I would totally understand it not being allowed.
It also means that a Cha & Int are needed.

Raventhorn |

Aria could you mark that shake it off feat as your teamwork feat was talking to borum through email and he mentioned it was confusing thought id mention it :) also he did mention for us to have bonuses to every stat did you not see or was it intentional
also he did mention it was only 150 starting gold I dont know what he is allowing but maybe have back up plan if you cant take trait he says he cant access paizo atm so dunno when he will be able to make the ruling im just helping him with creating maps and such
anyways sorry if I seem nitpicking just was passing it along also yeah dsx hair.....as a weapon.....ummmmm
oh forget to add for you dsx when you get a familiar from two different sources it doesnt stack you have to have specific archtype to allow them

Hu5tru |

can't exactly alter things that i have no access to now, but if he wants that character, I can denote it when i make the alias.
As for rich parents, I am fairly certain I am not making things up. I mean, I have been making characters for a good long time now, and this is the second I've ever given that trait, the first being Alika in GMCanyonR's game. I don't see why having better armor would be a problem. It is not like I spent 750 gold on a fully charged wand or a bunch of scrolls.

DSXMachina |

That's fine, thanks.
I was just trying to do something a bit different with the build, trying to get a character with natural attacks that wasn't the usual great sword and bite. Taking references from films such as 'New Dragon Gate Inn' & 'Swordsman 2' (iirc), where the bad-guy has prehensile hair. It would have been controlled by the spirits that influence Tal, and had sharp razor chains in it to actually do the damage. But I can easily see it being not allowed, too oriental, a trap option (esp. since it would be ~lvl 6, before he would take it).
The familiars, what happens when you have 2 classes that grant familiars. Do you only get 1 at the lower CL? I saw the archetype that allowed you stack them so it was 1 at the combined CL?
Anyway, I'll try to get at least 1 build up today. Just trying to do something with them.

DSXMachina |

Marc
Human (Imperial Commoner) Male Bard [favoured class-skill] (Dervish Dancer)/1
NG Medium Humanoid
Init +2,
DEFENSE
AC 15 (+3 Armor, +2 Dex) touch 12, flat-footed 13
HP 7
Fort +2 Ref +5 Will +3
OFFENSE
Scimitar +0/4 (1d6, 18-20, x2, S)
Kukri -5 (1d4, 18-20, x2, S)
STATISTICS
Str 16 (10) Dex 14 (5) Con 12 (2) Int 13 (3) Wis 12 (2) Cha 18 (10+2)
Traits: Killer (+2 dam to crits) & Resilient
Feats:
Dazzling Display
Weapon Focus (Scimitar)
Skills: Acrobatics* +5, Bluff* +8, Appraise* +6 (Imperial bonus), Intimidate* +8, Perform(Dancing)* +8, Know(Local)* +5, Sense Motive* +5, Sleight of Hand* +8, Spellcraft* +5, Stealth +6, UMD* +8
Languages Known Common, Draconic
SPELLS KNOWN
(CL 1st)
1st - Cure Light Wounds
0th - Dancing Lights, Resistance, Mage Hand, Message
Equipment - Scimitar, Kukri, Studded Leather & more
Class Abilities
Inspire Courage (Su)
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Countersong (Su)
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su)
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
DERVISH DANCER ARCHETYPE ABILITIES
Weapon and Armor Proficiency
Dervish dancers gain weapon proficiency with the scimitar and kukri.
This ability replaces their proficiency with the rapier and whip.
Battle Dance
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
Wow, sorry didn't really realise how selfish this ability is to the party. If people want I can change the archetype.
This is my first run through.

Lunar Mage |

Sweet! A dervish dancer bard! It's actually one of my favorite bard archetypes. ^_^
Just one question, though, DSX. Are you planning on dual-wielding the scimitar and kukri? If you are, you might want to consider (and this is just a suggestion; you don't have to do this) switch out one of your current feats for Two-Weapon fighting. The only other thing I can see is that you might've forgotten to add your strength bonus to the damage rolls for each weapon. Otherwise, I like the looks of Marc. ^_^
And don't worry too much that the battle dance abilities only affect you. I don't see that as much of a problem. ^_-

DSXMachina |

Yep, that i did forget about the str bonus. I was thinking about at some point getting the 'Gory Finish' feat, so if (big if) he kills anyone then he gets a free intimidation check.
The dual wielding wouldn't be all the time, especially since he would mainly be a secondary combatant compared to the ranger & fighter. Thus could be setting up flanks, rather than going for the full-attack. Although the 2-weapon fighting feat should be purchased.
The alternate Archetype I was looking at for this PC was the Songhealer.

Lunar Mage |

Yep, that i did forget about the str bonus. I was thinking about at some point getting the 'Gory Finish' feat, so if (big if) he kills anyone then he gets a free intimidation check.
The dual wielding wouldn't be all the time, especially since he would mainly be a secondary combatant compared to the ranger & fighter. Thus could be setting up flanks, rather than going for the full-attack. Although the 2-weapon fighting feat should be purchased.
The alternate Archetype I was looking at for this PC was the Songhealer.
Ooh! A songhealer would be cool too. ^_^ The bard just has a ton of cool archetypes ^_^ Don't worry too much about taking two weapon fighting. I only mentioned it because your attack roll bonuses for both the scimitar and the kukri looked a little scary. But it's your character and your call. ^_-

Lela Korvosa |

Hey there, just found this. I had a couple characters that would benefit from your EPIC style that may be fun.
I'll toss up builds and more stories for them when I get a few moments time, but would lke some feedback on the ideas, as they're kinda silly mechanically, but fun...
Melee Sorc crazy right?
Here's what I'd like to do: He's Tiefling Abyssal Sorc with EH (orc)
He was descended from an or line that fought against the Demon hords. One great ancestor managed to survive a conflict with a great Pit-Fiend but was deeply scarred, into his very essence. the fiendish taint remained within his line, occasionally manifesting as abyssal power, and in some rare cases a tiefling.
Jiinok was one of those acursed unlucky ones, forced to abandon his surname in favor of the Demon-Summoner who called the Pit Fiend that scarred his ancestor.
Story 1:
But within the RazorMaw clan his curse is the mark of his family's heroism, he is the price of their freedom from the demon-lords that would have enslaved him. He was schooled by the shamans of the clan apart from the others, his powers fostered and taught to contain the dark energy that was a part of him, until he came of age.
He chose to leave his clan, seek those who would use demons to enslave others, carrying on his family legacy.
Story 2:
He was nearly passing for an orc as an infant, but as he grew, the nature of his Demonic taint became more pronounced and he was banished from his home, an infant left to fend for himself. Yet he did. The child found his way to a near blind crone, and begged shelter in return for servitude. She accepted the offer and raised the boy until a fateful day that a visitor came to the witch and saw what he was. The now twice banished young man wandered the lands, searching for a place of his own, taking what work he could find, using his magic and strength to get by, but only being hired by the least savory of individuals. He is altely discontented, ever battling his darker nature and searching for a way to prove that he is more than his boodline.
This character relies on a few things, the ability to take Fiendish Herritage: Demon-spawn at first level to get the +2 to str and cha, and get a bita attack like an Orc with the Toothy racial trait that replaces ferocity, that most of the Orc of his clan have, as well as using the Eldritch Heritage tree for the Orc bloodline.
He'll be a combat character, and focus on natural attacks as well as casting with High Str and Cha, working on summoning later on as he levels.
Undead Lord
Human Haunted Juju Oracle
Serena is a vivacious wench haunted by dark spirits. She has a lust for life and a respect of death, and seeks to learn to use a normally taboo power to provide vessels to give those spirits that are drawn to her some closure.
Serena relies on the the Spirit Vessel Juju mystery revelation woking with CLeric animate dead spells, which it theoretically should, letting her be a non-EVIL undead lord. SHe would worship a Neutral Death God if there are any in your game other than Pharasmia, as she hated undead. There are the Ancestral Spirits, Fandarra, Hanspur, and maybe Groetus if you dig him (he's pretty undeadly in a way, just chillin over the graveyard and all...) the neutral got lets her take Versatile Channeling
Martial options!
For a Fighter!
Jessen
do you let Power attack work with weapon finesse? cause if you do, there's the Bladed Scarf that would make a fun thing to play with, 2-handing a finesse weapon to make use of Power attack and decent Str for damage. It's from Rise of the Runelords.
For a ranger!
Lela (Or Leon, haven't decided...)
I'm totally changing her story to fit this world not Riverport
Will you allow Thunder and Fang
Also, can you shield-bash with a Klar?