
Dragoncat |

I meant that I don't have any game mechanics for half giants or a trait called giant blooded. If someone wants to say there is giant in their family tree for role play purposes that's OK. ... I suppose I could up with some game mechanics eventually put I don't know how long that would take.
Alright then.
I just asked because the caster I'm submitting is of the Stormborn bloodline.

Dragoncat |

Alright, then.
My caster submission is here: Tassira Vantyev, a sorceress of a Stormborn heritage hailing from the City of the Storm King, built as an engineer & party support!
As an aside, would my character's background qualify her for the Scholar Background Package?
I'll work on my other submission tomorrow. Thinking of a ranger who's extremely paranoid about magic...

GMGhost1776 |

First you selected the river kingdoms as your location, and said you grew up near a small outpost town. I can't think of a place that's exactly like there are two options below outside the spoiler.
Second you didn't pick an ethnicity or your bonus languages due to high Int. If you want to wait on picking the languages until later, that’s ok, but I’d prefer you pick an ethnicity because it will help be envision your character better. A good choice for either location would be Taladan, for Alger’s Vale add Ulfen, Kellid, and Shoanti, for Standpoint you could also consider well anything really there aren’t a lot of people living there who weren’t brought their by the military, and that includes farmers and hunters, and all the other townsfolk.
Third, as far as I can tell Axe to Grind and Resilient are both combat traits and you can’t have both, sorry.
Forth, you can take a skill point in profession Bounty Hunter for free, but that is the only background bonus point you earned. If you want to flesh out your back story some more you could still qualify for a craft skill point and a hobby skill point as well as a background package.
Fifth you spent 50gp more than you should have by my calculations and you bought 2 magic potions. Maybe my calculations are wrong. As for the 2 cure light wounds potions if you write into back story how you acquired them you can keep them (if you can afford them).
1.Standpoint - a small outpost and village built near the ruins of the Guardian, a fallen fortress/city that has been destroyed and rebuilt many times. After the last burning of Guardian some 50 years ago, Standpoint was constructed instead. The outpost watches the river and sends patrols into the large forest to the north. It also serves a resupply and contact point for the long range patrols of the Frontier Legions that rotate in out of fortress/city of Hereuth which is located about 80 leagues to the southeast on the other side of the river.
Standpoint is definitely under Imperial Authority and a posting to standpoint is considered one of the most important and dangerous in the Imperial Military. Detachments from elite units often operate out of it. The danger stems from fact even after nearly a thousand years of Imperial rule the area has a lot of wilderness.
2.Alger’s Vale and Outpost #436 should be even more dangerous than Standpoint. It’s not. Located in the Northwest of the Empire near the headwaters of the Dark River, it’s not far from the sea, from the mountains, from the great swamp called The Mire, from the Ruins of Kabor and the Greyport Ruins. It’s also not far from the Dark Forest and the Northern Elf Kingdom on one side of the mountains. On the other side of the Mountains lay Needleton, Deep Hallow, and Pareth the traditional home cities and station of the 204th Imperial legion for the last 800 years. Between the Elves of the Dark Forest (loyal Imperialists since one of their princes became Emperor 300 years ago) and the Orcs of the legion, nothing ever happens in Alger’s Vale. Outpost #436 is considered one of the worst assignments in the Imperial Military Service. Well, almost nothing, Alger’s Vale does have a reputation for tasty vegetables, especially onions.

Andrea1 |

Okay, I added bonus languages, ethnicity,bonus skill and removed both potions from the inventory. I removed Resilient and forgo the third trait since I can't decide what to take.
Changed location to Standpoint.
Full Name : Furnok of Ferd
Race: Human(Taladin)
Classes/Levels : Ranger (Skirmisher)1 (hp favored)
Gender M
Size M
Age 18
Special Abilities :
Alignment: NG
Deity : Eristal
Location Standpoint
Languages Common.Elf,Orc
Occupation : Bounty Hunter
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 10
Height: 6'3" Weight: Hair: Black Eyes: Grey
Favored Class: Ranger(hp)
EXP:
Hit Points: 16
Spd: 30
Init: +6
AC: 17 ( 5 armor shield)/Touch 12 /FF15 )
BAB: +1
CMB: +4
CMD: 15
Saves: Fort +4 Ref +4 Will +2
Weapons:
Lucerne Hammer +4 1d12+4 BP Brace,Reach
Longbow +3 1d8/x3 100 ft
Falchion +4 2d4+4 18-20
Skills: (9 level)+2 free
Perception (1+2+3+1)7
Survival (1+2+3)6 +1 Tracking
Stealth (1+2+3) 6
Know-Geography (1+2+3) 6
Know-Nature (1+2+3) 6
Know-Dungeneering (1+2+3) 6
Climb (1+3+3) 7
Swim (1+3+3) 7
Ride (1+2+3) 6
Handle Animal (1+3) 4
Intimidate (1+3) 4
Profession-Bounty Hunter (1+2+3) 6
Feats:Improved Initiative, Combat Reflexes,Toughness(Free)
Traits: Conspiracy Hunter(+1 Perception),Axe to Grind(+1 damage against threatened foes)
Special Abilities: Favored Enemy(Humans) +2 Hit/Damage,Bluff,Knowledge,Perception,Sense Motive,Survival. +1 Tracking,Wild Empathy(+1)
Equipment:
Lucerne Hammer
Logbow
20 Arrows
Falchion
Scale Mail
Backpack
Waterskin
4 days rations
Silk rope
Bedroll
Manacles
Flint&Steel
1 gp 9 sp
Description: Furnok is a rough looking young man who has a small scattering of scars on his tanned features and looks somewhat older than
his 18 years. he keeps his hair in a short mop in order to keep it out of combat and makes sure his weapons and armor are spotless.
Background:Furnok grew up near Standpoint and had a simple and hard life as a lad whose parents encouraged him to join the militia at
a young age and he took well to the scouts but loved the up-front life of a frontline battler and melded the skills of scout and soldier
together. Instead of joining the army, he decided to become a bounty hunter for a while and see what the world has to offer. Currently his
motivations are simple; get better with his skills and increase his reputation as a bounty hunter. It remains to be seen if he can
achieve these goals and move on to other things.

GMGhost1776 |

Also some of your crunch is wrong, I've got a pounding headache right now so I'm not going to worry about finding out every tiny little thing but here's a few things: hit points look wrong to me (I think you actually have more!); cosmopolitan grants 2 languages(pick them later if you want to, but know that you have them); you spent too much money pretty sure composite longbow of str+3 costs more than 300gp); you can't use scholar for UMD, but I don't think you assigned your skill specailizations which you could.
I really like you concept and want to use you characther in another characther's back story.
If I may suggest part of your backstory? I would consider the Great Libary as a place to study, and teach. It's not far from Stormheim (the City of The Storm King) and sits on an island. The Ancient protective magics on the island have rendered the Great Libary safe from harm for long before the Empire came into existance and it is not a part of the Empire in the slightest.

GMGhost1776 |

Alright people I'm going extend the submission deadline a week, that means the new deadline is midnight Jan. 5th. Gameplay will start no later then the second monday in Jan. (which is the 13th). It will give me more time to go over submissions and get feedback back to people before the deadline. It will also cut everyone some slack with the holidays that are here.
Merry Christmas and Happy New Year

Fatty |

Kragthorn Al'Trin
Dwarf Fighter (Armor Master) 1
LN Medium humanoid (dwarf)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +3 Dex)
hp 16 (1d10+6)
Fort +5, Ref +3, Will +1; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +4 (1d6+3/×2) and
. . dagger +4 (1d4+3/19-20/×2) and
. . dwarven waraxe +4 (1d10+3/×3) and
. . throwing axe +4 (1d6+3/×2)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Steel Soul, Toughness, Two-weapon Fighting
Traits armor expert, conspiracy hunter, suspicious
Skills Craft (weapons) +4 (+6 on checks related to metal or stone), Perception +6, Sense Motive +6; Racial Modifiers craftsman
Languages Common, Dwarven
SQ hardy, hero points, rock stepper, slow and steady, stability
Combat Gear Oil (2); Other Gear Scale mail, Shield Spikes Heavy wooden shield, Dagger, Dwarven waraxe, Throwing axe (2), Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Flint and steel, Rope, Trail rations (7), Waterskin, 174 GP, 7 SP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Throwing axe - 0/2
Trail rations - 0/7
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Kragthorn Al’Trin a.k.a Krag Bloodhand
It was a dark eerie morning, the mist had settled unnaturally thick little could be seen and the noise of the caravan was muted. He had his brothers at arms had been hired to protect a particularly valuable cargo. It didn’t take long of the attack to come, the goblins came screaming over the hill as their information had suggested.
Krag’s first skirmish was fierce and quick, the goblins fell beneath dwarven axes and their blood soaked the road. The cargo unharmed, they prepared to continue on their journey there was one thing left to do. Krag reached into a pool of blood soaking his hand. Placing his hand on his shield to leave the mark of those who complete their right if passage in the house of Trin, the Bloodhand.
The House of Trin
The Seventh House
The House of the Bloodhand
Characteristics
Race: Dwarven
Alignment: Lawful
Income: Trade, Mining, Craft, Brokerage and Protection
Colors: Crimson and Gold
Arms: Crossed golden axes on a crimson background
House Trin has maintained its wealth and power of the centuries in the only way it knows how, strength of arms. They are known for unwavering trustworthiness and willingness to resolve any disputes with an axe to the skull. That said they often called in to mediate amongst others as no one will break and agreement with House Trin.
House Trin consists of the Main House or as they like to call it the Royal Line of Trin and the Branch Houses. Centuries ago the branch houses swore to protect the main house, and that oath is still held about all others to this day.

Sawyer Masonjones |

Sorry about that. I wrote the character at about 2 in the morning by that point. One question though, what do you mean by skill specialization? Do you mean the feat Skill Focus? Answered below: Specialization is a flat +2.
Rowan Mikalson
Str:16
Dex 14
Con 14
Int 17
Wis 10
Cha 8
Race: Human (Ulfen), age 22
Traits:
Scholar of the Ancients
Pragmatic Activator
Threatening Defender
Background: Scholar
Feats:
Toughness
Scholar: Arcana and History
Cosmopolitan: UMD and Perception
Dodge
Mobility
Weap Prof Fauchard
Skills: 2(fighter)+2(lore warden)+2(free)+3+1 = 10 +1 for UMD and Arcana from Scholar Background. Specialization in UMD and Perception. Librarian and Craft from backstory.
Climb 7
Craft(weapon) 7 (see backstory)
Arcana 10
History 10
Planes 7
Nature 7
Geography 7
Dungeoneering 7
Engineering 7
Perception 6
Profession(Librarian) 4 (see backstory)
Spellcraft 7
Swim 7
UMD 9
HP: 14 (10 class +2 con +1 toughness +1 favored)
AC: 17 T: 13 FF 14
Fort: 4 Ref 2 Will 0
BAB 1 CMB 4 CMD 16
Attacks:
Fauchard +4 1d10+4 18-20 x2 trip, reach
Halberd +4 1d10+4 x3 brace, trip
Longbow +3 1d8 x3
Languages: Common, Orc, Dwarf, Elven, Thassalonian, Draconic, Abyssal
Equipment
Fauchard
Halberd
Chain Shirt
Longbow, 20 arrows
50 hemp rope
10 days rations
Bedroll
5 sunrods
Compass
Masterwork Backpack
26gp,5sp
Backstory:
Rowan was born in a small fishing village in the Ulfen lands. For the first part of his life, he lived a fairly typical Ulfen one, learning to fight as a warrior and apprenticed to his father, a blacksmith, until a Finder came to town looking for some child found to be have magical ability. The family had hidden the child, in fear of him being taken, but the Finder was determined. He threatened to burn their house down to locate the child, casting a spell that cast flames in a wide arc. The family still refused. Not actually wanting to harm the parents, the Finder just put them to sleep and went inside to retrieve the child.
Rowan was fascinated by the magic the Finder performed. To have such power at one's finger tips, it was simply amazing. For months after, Rowan tried to elicit some form of magic from himself, even the tiniest bit. Failing that, he went to the town's priest, a learned man, for advice and knowledge. He turned him onto some books he had collected on magic. Rowan tore through them, eating every word. He learned of sorcerers and wizards, of the different schools and types of magic, hoping that he could find some scrap that would allow him to unlock whatever power he may hold.
His parents grew worried as this obsession took over him. To them, all this reading and learning was not normal. They pushed him to resume his training as a proper blacksmith. Rowan resisted at every turn, until one day Rowan decided to simply leave. Hearing stories of a Great Library and believing that some where in those halls was the answer to his plight, he set off with nothing but a spear and a few supplies.
When he arrived there, he was first turned away. But he continued to try to gain entrance. Eventually, he drew the eye of a Lore Warden, one Patrick Galls, a protector of the knowledge of the library. He took him under his wing and taught him everything he knew. For the next few years, he trained as a fighter and scholar, learning from his mentor and the scholars that would visit the library from across the continent. eventually earning a degree in Arcanum. Now he [Insert plot hook here].
Appearance: Standing at 6'3", he wears his blonde hair long in a single braid down his back. He wears the robes of a scholar of the Great library, modified as to not to interfere with his movements. In the gap at the collar, however, you see the glimmer of a chain shirt. He wields a fauchard, a nasty looking polearm reminiscent of a scythe with its long curved blade. His blue eyes studies you as you examine him.
Characterization and alignment: NG. Ultimately, he is most concerned with knowledge and using it to better people. He is most often seen pouring over books or studying magical artifacts. He tends to be obsessive, but can be torn away if the need is great. If he is busy, he tends to be short, almost rude, but he is considerably nicer when not distracted.
I imagine he needs similar changes
Garrak Tharn
Str 15 (+1 from Physical Enhancement)
Dex 12
Con 16
Int 17
wis 12 (14 when shifted)
Cha 5
Race Coldborn skinwalker
Class Shapechanger Wizard, opposition schools Illusion and Enchantment
Traits:
Magical Knack
Mastery of Form
Background: Backwoods Scholar - Character was trained by a wizard in hiding in transformation magic and how to survive in the wilderness. Benefits- Wilderness Scholar K Nature and Survival (this is modified scholar feat. Insteand of Knowledges, it would be picked from Geo, Nature, Perception, Survival) and Extra Feature (skinwalker Feat. For non skinwalker, perhaps endurance or combat casting). Benefit two would be similar to the Scholar background, with specialization in a pair of skills + 1 free rank). Also explains why he is not Imperial Army.
Arcane Focus
Drawback: Loner
HP 11
AC 11 T 11 FF 10 (4 for each shield and mage armor)
Fort 3 Ref 3 Will 3(4)
Feats:
Toughness
Scholar
Extra feature
Combat Casting
Alertness (From Familiar)
Weasel Familiar
Skills: 2+2+3 +1 for Profession (Guide) and Craft (leather). Specialization in Survival and Nature, with free ranks in those.
Craft Leather 7
Climb 4
Arcana 7
Nature 11
Planes 7
Geography 7
Spellcraft 7
Perception 4(5)
Survival 6(7)
Swim 4
Main attacks are bite and claws from his racial ability change shape and natural attacks he gains from the Battle Shaper class Feature. Next level, he will have larger claws while raging.
Equipment:
3 Scrolls Burning Hands
3 Scrolls Mage Armor
2 Scrolls Shield
2 Scrolls Enlarge Person
Compass
Rope
Bedroll
Tent
Explorers Clothes
10 days of trail rations
Longbow
Greataxe (I get proficiency next level)
Masterwork backpack
20 gp
Backstory: Found by fey left in the wilderness to die, he was taken to the only human they knew, a wizard named Jaran Tharn, who had deserted the Imperial Army, fleeing into the forests to hide. During his childhood, he wandered the wilderness with his adoptive father and the 2 fey that found him, training in magic and evading those that might discover them.
It was not until he was 13 years of age that he discovered that he was not completely human. One day,he woke up to hear a pair of bandits found their camp. His father was sleeping in another tent and the fey were no where to be found. The bandits started to rummage through their camp, stealing whatever useful things they could find. Eventually, they reached his father's tent. He heard them whispering to each other about how they were going to cut his fathers throat. Filled with fear, he underwent his first shift, growing a nasty bite, attacking those who would harm his father. He caught them by surprise, but they were two and he was but a boy. They stabbed him, but the noise was enough to wake his father, who blasted them with fire. For two long weeks, the boy was unconscious, his father all along fearing for both the boy's life and what he was.
From that point on, his training was doubled, teaching the boy how to control his rage and his shifts, as well as having him focus on shapechanging magic. This went on for 5 years, until his aging father passed in his sleep. Now with nothing left keeping him to the wilds (the only thing keeping him there was his fathers fear of discovery), the boy said goodbye to his fey friends set off to explore the world outside the forests he grew up in and to discover what sort of creature he is. He has been traveling now for 4 years, going from town to town, gathering information on rumors of strange beasts and earning money by acting as a bodyguard to caravans and guides through the wilderness.
He is a rather wild looking man, standing at 6'3" with long, tangled blonde hair and blue eyes. He tends to hide his magic, often using a greataxe or bow, pretending to be a ranger or barbarian. When he must perform magic in front of others, he tells others that he is a druid as not to alert the Imperials that they are missing a potential soldier.
Characterization and alingment: CG. Garrak tends to go his own way, paying no heed to the laws of city folk. He will always do what is right, regardless of the consequences. He tends to stay away from others, but he will fiercely protect his companions. In the wilderness, he will set up far from camp, often sleeping in some tree and when traveling, he prefers to walk off the road. He does carry some tattered books from his father, using bent and scratched glasses to read them. He tends to forget much of the social niceties like saying hello or using a knife and fork. He is quiet, reserved, and a little gruff, but he is far from mean or angry, despite his outward appearance. He is patient, but will get angry if time is wasted on something he feels is unneeded.
Edit: Skills now include specializations.
Edit: Characterization of both is now included.

GMGhost1776 |

Skill specialization, +2 bonus to a skill if it is (or later becomes a class skill), if skill is not a class skill treat it as a class skill. To be honest I've only seen skill specialization used as boons ( story rewards) in PFS play. When I got my first one it took a while to track down what it did.

![]() |
Skill specialization, +2 bonus to a skill if it is (or later becomes a class skill), if skill is not a class skill treat it as a class skill. To be honest I've only seen skill specialization used as boons ( story rewards) in PFS play. When I got my first one it took a while to track down what it did.
Oh so that's what it does lol. Now I Know it too.
With GM Approval. All reflavoring done, including package.
I have this Completed Submission.
I present Vigar Savage, former Imperial Elite.
Vigar Savage

Dragoncat |

@GMGhost1776
In my caster's backstory, I had her be plagued by nightmares of the magical apocalypse that more or less caused magic to die a slow death in this setting.
Would it be alright if these dreams came from something other than divine influence?
I can take the Touched by Divinity trait if I need to.

True Repentance |

Here is some preliminary backstory for a elven archer(slayer class).
The 3rd scout detachment(eyes and ears) options looks awesome I wish it were possible to have something like that (having weapon focus as a bonus would be a sweet boost). Are there going to be more possible options?
It was one such trip that he had just returned from to find a human man inside their home. A traveller, likely out of luck and hoping for a few free meals and some hospitality that the elves were apparently known for. Strangely enough his mother seemed to be almost normal around the man, as if a stranger from other lands gave her incentive to be polite and think before she acted or spoke. The man by the name of Gerard was aparently a mundane bard who travelled all over the world gathering stories and putting together the different legends that the people spoke of into exsquisite storytelling to pay his way. He had come across tough times and the elven lands seemed uncooperative to his efforts to produce his way of life. Eldrian thought he wasn't looking hard enough. There were plenty of elven legends to go around. Not two weeks later the man had disappeared again as quickly as he left and his mother returned to her usual ranting self. He did not realise the effect the bard had until months later when she could no longer hide the pregnancy. She seemed to be happy at the chance to raise another child. He wasn't sure how he had survived his childhood and worried that this child would not be cared for properly, so when the half-breed was finally born he made sure he was there to ensure she was properly cared for. The excitement that their mother had for the new child wore off with two years. She no longer had any patience for the childs demands and told Eldrian to look after Ikvvy for her. This he did not mind so much and he practically became her guardian. In her fourth year of life things took an interesting turn, for better or worse he was not sure. Ikvvy began to display rather obvious displays of magical effects on the environment around her. He had never seen such before but he knew what the result would be. The finders would come back at the next yearly visit and she would be found and taken away from him. Their mother went on about how nice it would be for her to be gone and the house back to normal once again. Eldrian did not want Ikvvy to be taken away and hatched a plan. Only months before the Finders would return he was about to go on another hunt. To his great relief he was allowed to take his half-sister with on the reasoning that she could learn a thing or two from him. His mother agreed so that she would be left alone for a time. Usually his trips could last up to a month sometimes and he knew that by the time their mother figured out that they were not returning, their was no chance of them being found anytime soon. Taking all his belongings and even his fathers old curve blade they left, never intending to return.
He took his half-sister and they fled the elven lands, making a new 'home' for themselves in a distant forest that did not have a village close by for miles. There they survived on the land. Using his skills with wood he made a treehouse of sorts for them to keep away any beasts at night. Ikvvy grew up and her gift with the arcane grew naturally without assistance of any Imperial wizards to guide her. Sometimes he worried about what this meant for her. Someday they might be found and she would be taken away. He tried not to think what they might do to him for keeping her from them. But it entered his mind sometimes that he might be killed for it given the global importance the empire had put on magic users. He thinks that the empire is responsible for the situation. Taking all the magic for itself and culling it from the population. If the empire fell it would be it's own fault. And perhaps partly his fathers fault too. As the young elf 80ish and his even younger half-elf half-sister 18 or so live their quiet and peaceful lives, swimming in the rivers and pools, practising his fletching and bowcraft and helping Ikvvy to control her talents better, little do they know that the outside world of man would soon come knocking on their door.
In the build I have taken the liberty of giving myself the extra 3 possible skill points that you outlined for creation, (swim as hobby, craft(bow) as a craft and profession(tracker) as a job. If you don't think my reasons for them are good enough then fair enough I'll change it. Also I took the Overprotective drawback because it seemed so fitting to the background, gave myself indomitable faith for it.
Eldrian
Elf Slayer 1
NG Medium Humanoid(elf)
Init +6; Senses Perception +7; Low Light Vision
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 dex, +3 armour)
hp 15 (1d10+5)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Curve Blade +3 (1d10+3/18-20x2)
..Dagger +3 (1d4+2/19-20x2)
Ranged Longbow +6 (1d8/x3)
..Dagger +5 (1d4+2/19-20x2)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Toughness, Weapon Focus(Longbow)
Traits Know The Land(Nature), Armour Expert, Outlander(Exile), Indomitable Faith
Drawback Overprotective
Trained Skills 1 Acrobatics +8, 1 Climb +6, 1 Craft(bows) +8, 1 Heal +5, 1 Knowledge(Nature) +8, 1 Knowledge(geography) +6, 1 Knowledge(local) +6, 1 Perception +7, 1 Profession(tracker) +5, 1 Sense Motive +5, 1 Stealth +8, 1 Survival +7(+1 to follow tracks, +1 in forests, +2 to get along from MW survival kit), 1 Swim +6.
Untrained Class Skills Bluff, Disguise, Intimidate, Knowledge(dungeoneering), Ride.
Languages Common, Elven, Sylvan, Draconic.
Other Gear Longbow(75), 20 Arrows(1), Studded Leather(25), Elven Curve Blade(80), MW Survival Kit(50), Ranger's kit(9), Explorer's outfit(free), Masterwork Artisan's Tools(55)
GP 5
--------------------
Special Abilities
--------------------
Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Know The Land(Nature) You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills becomes a class skill for you.
Armour Expert When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Outlander(Exile) You gain a +2 trait bonus on Initiative checks.
Indomitable Faith You gain a +1 trait bonus on Will saves.
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. A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Woodcraft Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Favoured Target(Ex) At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Track(Ex) A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Edit:Just an extra note GM. This characters sister will be the PC of Walter who has been posting here also.

Dragoncat |

@GMGhost1776
Done. She now has the Carefully Hidden trait & the Doubt drawback.
They should suit her personality & backstory well.

GMGhost1776 |

I've been really pleased with the submissions so far. Even the ones that have needed a little work have made me happy. The only real problem is no clerics, no oracles, and no druids have applied. Their also haven't been any monks, samurai, ninja, cavaliers, rouges, bards. Their really needs to be some divine casters submitted or things could get ... messy.

Rednal |

Some Templates. They're basically like Archetypes, but for your race instead of your class - with somewhat more varied power levels (CR +0 templates tend to give both strengths and weaknesses, CR +1 is a useful selection of additional powers, but not overwhelming, and anything above that probably isn't suitable for player characters). If I wanted to submit, say, a Weretiger Monk whose family was trying to add some sort of power to their bloodline before other ways to gain it in this world failed, I'd use a Template to do it.
Of course, even some CR +1 templates aren't really a good option for player characters... It's usually a case-by-case thing in my experience. ^^ I'm pretty much fine either way, really. I just thought I'd ask, since I usually enjoy the fluff and characterization that they can bring to a game (as long as things stay reasonably balanced, of course).

Rednal |

It would look something like this. Depending on the template chosen, anyway. Some templates are more magical (which my instinct says would be less acceptable here, unless maybe it was the reason for their spellcasting ability...), some templates are more location-based, etc.
(Also: Actual character submission here.)

GMGhost1776 |

I almost did a spit take when I read were tiger and monk together. Those desert tribes that have monks? Their clerics gain the ability to shape change into a tiger and tigers are the favorite animal of the tribes diety. It was one of the things that been in place from the beginning, and by beginning I mean for more than 20 years.

GMGhost1776 |

Alright submissions continue to stay open to fill the remaining eight slots but the people who have managed to get a characther submitted so far have really impressed me. I'm not saying ever charater is perfect, but everybody has helped to do what I hoping to do all those years I spent thinking about that map, bring this world alive for me.
So I decided that since I had made my mind to accept these people it wouldn't be fair to them to keep them wondering or for people who plan to submit a character and have them think 16 spaces were open.
So the discussion thread should be open, the following people and thier characters are welcome to post there. For now the setting is a college pub/resturant on Isle of the Great Libary called the White Bear Inn. It 3 pm,springtime and the class of 999 EY graduated a week ago. The campus is mostly empty and so is the Inn. This is not percisely gameplay yet, it more of a chance for people to role play a little and see which characters work well with each other.
Andrea 1's Furnok of Ferd, Human, Ranger
Nightdeath's Vigor Savage, Half-Orc, Bloodrager
Dragoncat's Tassira Vantye, Human, Sorceress
Fatty's Krag (Kragthon Al'Trin), Dwarven, Fighter
Sawyer Masonjones's Rowan Mikalson, Human, Fighter
Rednal's Tio, Human(were tiger), Monk
True Repentance's Eldrian, Elf, Slayer
Walter das Sombras, Half-Elf, Arcane Caster

GMGhost1776 |


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DEFENSE
HP: 13 (1d10+3)
Saves: Fort: 4 Ref: 2 Will: 1 (+2 vs Fear)
AC 22 Touch 13 FF 19 (Dex +2, Dodge +1, Shield +3, Armor +6)
OFFENSE
Melee: longsword +5 (1d8+4 19-20 x2)
Ranged: javelin +3 (1d6+4 20 x2) Range 30, Ammo 6
STATISTICS
Abilities: Str 18 Dex 14 Con 14 Int 13 Wis 12 Cha 10
BAB 1 CMB 5 CMD 17
Feats: Dodge, Power Attack, Shield Focus, Toughness(b), Skill Focus (stealth)(b), Stealthy (b)
SQ: Skilled, Favored Class (Fighter, skills)
Skills: Climb, Intimidate, Handle Animal, Knowledge (dungeoneering), Perception, Ride, Stealth, Survival
Traits: Conspiracy Hunter (Perception), Armor Expert, Child of the Crusades
Combat Gear: Alchemist Fire
Gear: Breastplate, Heavy Wooden Shield, Longsword, Morningstar, Dagger, Javelin (6), backpack, bedroll, belt pouch, fling & steel, iron pot, mess kit, rope (100’), soap, torches (10), trail rations (12), waterskin, candles (2), chalk, hammer, pitons (4), hooded lantern, oil (5), sacks (2), tindertwigs (4), crowbar, 10.5gp
Coin: 10 gp 4 sp 10 cp
Carrying Capacity: Light 100 Medium 200 Heavy 300 Lift 600 Drag 1500
Background: Elite Imperial Veteran (3rd Scout Detachment – Eyes and Ears) [i]Stealthy & Skill Focus: Stealth (Profession: Soldier, Stealth
Marcos DeAngelis is the last scion of a small, rather impoverished noble family. His father, uncles, and as many generations back as the genealogies go, all the men of his family, have served faithfully as soldiers and scouts for the empire. This has not left much time to settle into the more profitable and safer life of a farmer or merchant. Many of the other houses look down on the DeAngelis’, both for their relatively unfashionable dedication to the public good over their own, as well as their relative poverty. The DeAngelis land consists of 40 or so acres of farm and woodland, north of the crossroad town of Woodbridge. Their home is a modest, but secure fortress of stone with a wooden palisade and watchtowers overlooking the nearby fields.
Marcos has served himself for only a few years, but has proved himself an able scout and dedicated soldier. He has been allocated to the 3rd Scout Detachment, where his fighting skills, knowledge of woodcraft, and watchfulness has become extremely valuable. Marcos has even been selected as assistant squad leader for his last few missions. His natural paranoia and attention to detail saved the squad from at least one potentially fatal ambush, while spotting targets of opportunity and weak points in advancing forces readily. As of yet, Marcos has not been wounded in battle himself, although he has seen several friends and fellow soldiers felled.
Whispers of a person or group gathering forces to itself, including some of the rumored spell casters and other exotic warriors have permeated the army. Marcos, being of strong mind and constitution, as well as naturally cautious mien, was fed some of the details of this summoning. Whether those details were intended for him or if he only came about them by chance, he doesn’t know. He knows better than
to trust to coincidence, though. Marcos put in for an extended leave of absence from the army, which was surprisingly granted, packed up his gear, and headed for the meeting. He looks forward to finding out more about this mysterious benefactor, and plans on ensuring he acts for the good of the Empire, or not at all.

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I'm working on my first submission (and it's gonna be a bold one, I think) and I'm curious about some of your creation guidelines.
The 2 bonus skills per level are every level, correct?
Further, are the three additional skills at 1st level just one-time bonuses, not per level?
Lastly, for now, the package two benefits, specifically the honor's scholar: the wording seems somewhat ambiguous--you say "gain specialization in those skills and gain a point each." I'm wondering what you mean by specialization here.

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Skill specialization, +2 bonus to a skill if it is (or later becomes a class skill), if skill is not a class skill treat it as a class skill. To be honest I've only seen skill specialization used as boons ( story rewards) in PFS play. When I got my first one it took a while to track down what it did.
T

GMGhost1776 |

Daynen you get 2 extra skill points at every level, so a first level human fighter with a 10 Int would have 5 skill points (2+2,+1 for being a human). Then in that fighter's backstory he said he made his living as a gambler and spent a lot time practicing card tricks (that would him gain 1 pt for profession gambler and 1 pt for hobby slieight of hand)despite his parents wanting him to follow in the family pottery bussiness (gain 1 pt for craft pottery). Brings his total skill points at first level to 8 but 3 are defined by the back story. Then the player says he got caught cheating at cards (hey he didn't know that the guy accross the table was with the Imperial Inspector General's Office) the judge gives him a choice service in the armed forces or prision. He picks service and takes the 204th background package with the explanation that the guy who he cheated made sure that he got the most dangerous assigment he could think of - patroling the insanely dangerous swampland known as The Mire with a unit were everyone else was an orc or half orc. The fighter then get 2 more skill points defined by the 204th package for a total of 10 skill points at first level.
Also nightdeath was right about skill specialization, that is exactly my understanding of how it works. When I decided to use it I forgot how obscure a rule it was, which is really silly because it took like three or four days for me to track it down the first time I came accross it.

GMGhost1776 |

Two new Background Packagees and a new Great House.
Military Brat: You grew up with one or both parents being in the Imperial Armed Forces, or maybe your parent or parents are veterans who settled near a military base and maintained close contact with their former comrades. Either way you grew up in a way that civilian kids don’t understand. Whether it was from your Dad getting you up a 4 in the morning for inspection, your mother’s insistence that you always be armed (even in the bath tub!), or their friends endless discussion of every battle, engagement, and or skirmish in the history of the Empire you’ve managed to learn a few things.
Benefit One) Pick two of the following feats for free: Weapon Focus (Any), Exotic Weapon (any), Skill Focus Knowledge History, Improved Initiative, Improved Unarmed Strike.
Benefit Two) Pick two of the following skills, gain specialization, and a skill point in them: Profession (Soldier), Knowledge History, Perception, Heal, Ride, Survival.
Run for your freedom: You manage to avoid the wizard hunters throughout your whole like, mainly because of a sharp tongue, alert senses and a perfect hiding ability. You are a free magic user now, but you know that every time you use your powers someone will come after you, so you are ever watchful.
Benefit one) Pick two of the following feats and gain them for free: Alertness, Persuasive, Deceitful, Deft Hands, or Stealthy.
Benefit two) Pick two of the following skills to specialize in and gain a skill point for: Bluff, Diplomacy, Disguise, Perception, Sleight of Hand, Stealth, or Sense Motive.
-credit to Walter das Sombras
The House of Trin
The Seventh House
The House of the Bloodhand
Characteristics
Race: Dwarven
Alignment: Lawful
Income: Trade, Mining, Craft, Brokerage and Protection
Colors: Crimson and Gold
Arms: Crossed golden axes on a crimson background
House Trin has maintained its wealth and power of the centuries in the only way it knows how, strength of arms. They are known for unwavering trustworthiness and willingness to resolve any disputes with an axe to the skull. That said they often called in to mediate amongst others as no one will break and agreement with House Trin.
House Trin consists of the Main House or as they like to call it the Royal Line of Trin and the Branch Houses. Centuries ago the branch houses swore to protect the main house, and that oath is still held
about all others to this day.
-credit to Fatty

GMGhost1776 |

True Repentance I hope the above post answered you quetions about backstories.
Please it was never my intention to limit your creativity with the example backstory packages I posted. I want to reward people for putting thought and effort into the backstories they create. That's why the backsory package and bonus backstory skill points are there.
Sorry bit of rant there. If there is one thing I think Pathfinder could do better in it is skills, but then the earilier versions of the game did worse.
Anyhow if any of you don't see a background package you like, think one up for yourself and ask me what I think. Or, if you want me to, you can ask me to think of something for you. I will work with you to find something that we are both happy with.

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I liked that PF used less skill points and kept the same overall bonuses, at first, because it reduce the bookkeeping of skills, which was, in 3.5, quite a chore.
However, it does lead to the aforementioned problem in exchange...
Hard to say now which I would really prefer.
Working on my submission, BTW, just got home from parent's house, should probably have it up in a couple hours.

Rednal |

All right, managed to pull something together... it's really kind of incredible what you can make while still being within the rules of the game. XD I mean, aside from Rule Zero, anyway. And this isn't even a hardcore minmax build...
Anyway, before we get to the crunch part, I did have a few comments.
In spite of that, I know she's pretty high up, so I've decided on a couple of things... first, I plan to train her primarily in a support capacity, so that most of what she does is assisting other characters. In larger parties, it can be hard to feel like you're truly relevant, especially if someone else is very sparkly and shiny - and I don't want to be the special snowflake that makes everything about them, so Kariel won't really be on the forefront of every event. She'll help, but it's others who will truly get the job done.
Secondly, after some consideration, I've slapped a number of skill penalties into her custom background package. Reading the GM's thoughts on skills and experience up above, I figured that it might as well go two ways... in the same way that a character with a lot of experience can have more skills to reflect this, a character with little or no experience might be better represented by penalties. In other words, Kariel is going to need to work extra-hard over a period of time just to acquire a basic level of knowledge or experience in some fields, and she's absolutely atrocious at anything requiring stealth, disguise, or even just fending for herself. I don't know that it will perfectly balance things out, but it seemed like a good place to start. Also, watching her fail horribly at trying these things might be funny.
Adding on to that, I traded in the racial spell-like ability for getting nutrition from sunlight and not appearing to age (both from the Blood of Angels book), which are basically cosmetic options instead of particularly useful ones. It's not a huge penalty, but it does bring her down a bit more. And despite everything, she still has barely any direct offensive power - I'm kind of happy about how far down I managed to keep that, actually. She's more Holy Energy Drink than Holy Hand Grenade.
Plot-wise, divine power is supposed to be rare, so it seemed a little odd that someone with a lot of potential would just be walking around - instead, she's actually with the Empire in a fairly literal sense... and I included the option of turning the acquisition of divine magic into something that could be done as an early quest. If that's too awkward, though, I can rewrite it into an escape or something, where she might literally crash into the group and beg them to help her. XD I'll figure something out if I really need to; I'm actually fine either way.
Crunch:
Kariel
Female Half-Celestial Aasimar Oracle 1
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 14, touch 12, flat-footed 12 (+1 armor, +2 Dex, +1 natural)
hp 13 (1d8+5)
Fort +3 (+4 bonus vs. poison effects), Ref +2, Will +7; +2 vs. [evil], +2 circumstance vs. blinded or dazzled
DR 5/magic; Immune disease; Resist acid 10, cold 10, electricity 10; SR 12
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee dagger +2 (1d4+2/19-20/×2)
Special Attacks smite evil
Spell-Like Abilities
. . 3/day—protection from evil
. . 1/day—bless
Oracle Spells Known (CL 1st; concentration +7):
1st (5/day)—shield of faith, cure light wounds, valiant resolve
0 (at will)—purify food and drink (DC 16), cure minor wounds (DC 16), create water, mage hand, ghost sound (DC 16), light
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Statistics
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Str 14, Dex 15, Con 14, Int 18, Wis 18, Cha 22
Base Atk +0; CMB +2; CMD 14
Feats Angelic Blood, Improved Initiative, Toughness
Traits freed slave (katapesh), indomitable faith, touched by divinity
Skills Acrobatics +3, Bluff +1, Diplomacy +12, Disguise -4, Fly +10, Heal +8, Intimidate +10 (+12 circumstance vs. evil creatures, +0 circumstance otherwise), Knowledge (arcana) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +7, Perform (sing) +7, Sense Motive +8, Spellcraft +8, Stealth -8, Survival -6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Aklo, Celestial, Common, Draconic, Eldritch, Elven
SQ +4 to fortitude saves vs poison, exalted resistance, gain sustenance from sunlight, halo, mysteries (dark tapestry), never appear to age, revelations (pierce the veil)
Other Gear Padded armor, Dagger, Backpack (empty), Bedroll, Canteen, Holy symbol, silver (Yog-Sothoth), Holy text (Yog-Sothoth), Spell component pouch, Trail rations (5), 292 GP, 5 SP
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Special Abilities
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+4 to Fortitude saves vs Poison You get +4 to Fortitude saves against Poison effects.
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bless (1/day) (Sp) Granted by Half-Celestial heritage. Allies gain +1 on attack rolls and +1 on saves against fear.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Exalted Resistance (6) You have spell resistance 6 vs evil spells, or any spell cast by evil outsiders.
Flight (60 feet, Good) You can fly!
Gain Sustenance from Sunlight Standing in the sun for half an hour is equivalent to a meal.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Immunity to Disease You are immune to diseases.
Never Appear to Age Once an adult, remain young looking, though still take age penalties.
Pierce the Veil (Su) Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.
Protection From Evil (3/day) (Sp) Granted by Half-Celestial heritage. +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Smite Evil (1/day) (Su) +6 to hit, +1 to damage, +6 deflection bonus to AC when used.
Spell Resistance (12) You have Spell Resistance.
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Kariel was a rare Aasimar birth, a child with a certain degree of divine heritage that granted her access to a place normal humans could never really hope to reach. Her parents were, of course, rather ecstatic about the whole thing... and had planned on giving her to one of the temples in the hope that her birth signalled the favor of the gods and would be the start of magic returning to the world. Together, the two of them took what money they had and hired a messenger to bring the good news to the closest major temple, which they assumed (quite correctly) would be delighted to take such a child in. Unfortunately for them, the man carrying the news spoke along the way, since he was more than a little delighted about the birth... when times are tough, even a small light is valued, and sharing even a small bit of hope can make someone feel much better themselves.
Three days before the delegation from the temple arrived, Kariel's home was raided by a group of cultists. Neither of her parents survived, and the delegation was unable to track the cultists to their base; they'd been preparing a long time and had waited until the time seemed right, and all of them were very well-versed in what needed to be done. As for Kariel herself, she was quickly brought into the ritual chamber that had been ready and waiting, where she was consecrated to one of the mightiest of the Eldritch deities - Yog-Sothoth, the Key and the Gate, an unknowable and incomprehensible power. As part of this ritual, Kariel's (still very small) left wing and right arm were chopped off and offered to the deity, which showed its acceptance of the child by providing replicas that appeared artificial, but functioned precisely like normal limbs - a paradoxical creation entirely in keeping with the madness of the Outer Gods and the best proof the cultists could possibly have hoped for that they'd found the one they wanted. The restoration carried with it a major surge of divine power that infused Kariel's body and permanently changed her, adding a degree of divine power above and beyond her Aasimar heritage.
On top of the maiming and subsequent restoration of Kariel's body, this ritual blocked the visions of those searching for Kariel through some form of magic, and she was raised as the Priestess of Yog-Sothoth once it became apparent that he truly had given her that most precious of gifts: access to divine magic, and with every sign that she'd be one of the few living people who had access to the stronger spells. Kariel spent the next few decades locked away from almost everything in the world, since a rare, accepted child was far too much of a blessing to be lost. Plus, Aasimar aged very slowly, and they had plenty of time to raise her how they liked and bring her up according to their beliefs. Not a day went past where it wasn't drilled into her that she was the holy servant of their unknowable lord.
Keeping her happy (and not asking awkward questions) was often considered a bit of a priority by the cultists, and she eventually picked up singing as a hobby when she had some free time. She also used her singing voice for ceremonies, though, when she was obligated to speak in the language of the eldritch deities. Kariel probably would have served as the slave of the cultists for her entire life... if the base hadn't ended up being raided by a group of bandits. With the value of magic shooting upwards, even a rumor was often enough to get people to move, and once again, tongues had been a bit too free. The bandits crushed the cultists (who had only the tiniest bit of magical talent themselves - those who could cast a single Orison were abnormally good), and Kariel was taken captive... then sold for a fortune to House Alenkine, which was quietly but fiercely looking for a magical solution to their King's slowly worsening health. Kariel manifested her halo, and they pretty much just left it at that for inquiring about her beliefs - Aasimar were assumed to be good... and, in fact, she was. Her patron was incomprehensible to others, but that was okay - it wasn't like she understood its intentions, either. Assuming it even had any - it never seemed bothered no matter what she did with her power, and with a bit of a shrug, Kariel began to put her magic to good use. It wasn't like she had anything better to do, and she was honestly grateful for the opportunity to help others.
Kariel has a bad habit of lapsing into the eldritch tongue when she's stressed - and she doesn't even cast spells in anything else. This occasionally makes her hard to understand, though it's not as bad as an Oracle's curse - which, in her case, has manifested as strange events happening around her at largely random intervals. In fact, it was these minor mishaps that eventually led to her being pushed away from the King. For all her natural goodness, the suspicious things that happened around her were hard to ignore... and the minions of the King didn't want to take any chances at all. Ever since then, Kariel's been confined to one of the remote estates of House Alenkine, but she'd very much like to be free. She's spent decades as the captive of people who want to use her for their own ends (whether for religion, money, or magical power), and she'd truly love to have the opportunity to discover who she is, find friends she can rely upon, and otherwise be her own person. If only some kind people would be willing to break in and free her... but that would only happen in stories, right?
Then again, strange coincidences can happen when your deity is everywhere at every time and might be willing to nudge people your way...
Most people, when they see Kariel, have trouble looking past her basic nature - she's attractive (to most humanoids with normal standards, anyway), she's blessed with quite an amount of divine power in a world where it's fading away, and she can occasionally get more done by asking nicely than other people can through quite a lot of hard work. What these people usually fail to realize is that a lot of Kariel's apparent perfection is nothing but smoke and mirrors that obscures who she really is: Aasimar may live much longer than humans, but they don't necessarily mature faster, and she's effectively spent her childhood being a commodity. Her actual social skills (beyond charming others into doing what she wants) are almost entirely non-existent, and even a rookie at a provincial guardhouse has more combat training and general aptitude.
In short: she's naive, inexperienced, and generally has no idea who she really is or what she ought to be doing. More than one person has come to dislike her in spite of her charm because of the haunting of the spirits that follow her everywhere she goes, making it that much harder to find and keep friends... and her frequent isolation only adds to that. Reality is rarely as nice as it should be, and she understands this all too well.
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Background Package:
Divine Child: Decades of focus on your holy heritage and close connection with a deity have helped to bring your holy heritage to the forefront - you couldn't escape from it even if you wanted to.
Bonus: Gain [Angelic Blood] as a Bonus Feat, and [Angel Wings] as a Bonus Feat at Character Level 10. Additionally, the holy consecration ritual shortly after your birth grants you the [Half-Celestial] template.
Penalties: -10 to Disguise, Stealth, and Survival, -5 on Bluff, Knowledge (Geography), Knowledge (History), and Knowledge (Local). Situational Penalty: -10 to Intimidate (Except vs. Evil). At the GM's discretion, some of these penalties may be temporarily removed as a circumstance modifier (for example, using the alter self spell to hide the parts of the character that normally create the disguise and stealth penalties by causing them to stick out in crowds)