
Best RPer in the World |

Lets try this fun.
stats
4d6 ⇒ (1, 1, 6, 3) = 11 10
4d6 ⇒ (4, 4, 3, 4) = 15 12
4d6 ⇒ (1, 5, 1, 5) = 12 11
4d6 ⇒ (5, 3, 1, 6) = 15 14
4d6 ⇒ (6, 5, 5, 2) = 18 16
4d6 ⇒ (6, 5, 5, 5) = 21 16
race
1d36 ⇒ 5 drow
class
1d21 ⇒ 5 cleric
level
1d3 ⇒ 2
gold
5d6 ⇒ (5, 5, 5, 1, 5) = 21
After seeing what I rolled I am withdrawing it. Drow Clerics are too Overpowered and are pretty boring. =( was fun though randomly selecting a character! Ty mighty GM for bringing happiness to my day.
stats
4d6 ⇒ (3, 4, 1, 6) = 14
4d6 ⇒ (2, 5, 5, 6) = 18
4d6 ⇒ (2, 1, 1, 1) = 5
4d6 ⇒ (1, 6, 6, 3) = 16
4d6 ⇒ (6, 6, 3, 5) = 20
4d6 ⇒ (6, 5, 4, 2) = 17
race
1d36 ⇒ 12
class
1d21 ⇒ 9
level
1d3 ⇒ 1
gold
5d6 ⇒ (3, 3, 2, 2, 5) = 15
Grippli Inquistor .. lol i can do this all day.. =P not creating character though

born_of_fire |

Dahlia Blaze
Female Ifrit Cleric (Evangelist) of Sarenrae 2
Init +6; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (2d8+4)
Fort +5, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
masterwork longspear +5 (1d8+4/×3)
Ranged sling +3 (1d4+3)
Special Attacks fascinate, inspire courage +1, sermonic performance, countersong
Spell-Like Abilities (CL 2nd; concentration +6)
1/day—efreeti magic
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—fire bolt (1d6+1 fire)
Cleric (Evangelist) Spells Prepared (CL 2nd; concentration +4):
1st—burning hands [D] (DC 13), divine favor, shield of faith, sun metal (DC 13)
0 (at will)—create water, detect magic, mending, stabilize
[D] Domain spell; Domain Fire
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 14, Wis 15, Cha 19
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Power Attack
Traits conspiracy hunter, maestro of the society
Skills Diplomacy +9, Knowledge (religion) +7, Perception +8, Perform (oratory) +9, Spellcraft +7
Languages Common, Dwarven, Elven, Ignan
SQ aura, domains (fire), hypnotic, public speaker, spontaneous casting, wildfire heart
Combat Gear potion of cure light wounds (3); Other Gear masterwork lamellar (leather) armor, dagger, masterwork longspear, sling, traveler's any-tool, backpack, bandolier, banner, simple, bedroll, belt pouch, blanket, gear maintenance kit, grappling hook, grooming kit, silver holy symbol (Sarenrae), scroll case, silk rope (50 ft.), wrist sheath
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance: Fascinate (1 targets, DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fire Bolt 1d6+1 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Hypnotic (1/day) +1 to DC of spells that fascinate. May make creature reroll against such 1/day.
Maestro of the Society +3 rounds of Bardic Performance a day.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Public Speaker (-6 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier
Sermonic Performance (standard action, 13 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as usual
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above: 1st--Command (DC 13) 2nd--Enthrall (DC 14)
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wildfire Heart +4 racial bonus on initiative
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.
Dahlia was born member to a nomadic desert tribe that travelled from town to town like a carnival, eking out a moderately comfortable living but never staying in one place for very long. She grew up believing she and her fellow clan members worshipped Sarenrae until they came across a real priest of hers in the course of their travels. This priest, a man by the name of Loxiv Veseche, revealed that they were actually under the influence of an evil aberration tricking them to do its bidding while leading them to believe they were performing good deeds in Sarenrae's name.
Most of her family and tribesmen did not believe the outsider but Loxiv rallied those that did, Dahlia among them, and launched an attack against the evil controlling the rest. The assault failed miserably. The priest, along with most of those that allied with him, died and the rest were captured. Dahlia was fortunate enough to survive the battle only to be sentenced to execution at dawn of the following day. Her parents, putting themselves at great risk for her sake, smuggled her away from the camp in the middle of the night. She was left with only a locket on a golden chain, a tiny etching of the family within, to remember them by.
Although young Dahlia was able to slip away, she knew that she would never see her family or friends again. She felt alone in the world, fleeing as fast as she could through the desert toward the nearest city on the coast, until the sun rose to shed Sarenrae's love upon her and see her to her ultimate escape across the ocean. Since then, Dahlia has made it her mission to serve the Dawnflower properly and faithfully, spreading Sarenrae's word wherever she travels.
All in one place, finalized for submission using standard wealth for level 2.

Voice of Awesomeness |

New Applications are no longer being accepted!!
All those who are still around, as I see we've had a couple drop outs, please do one of two things:
1)If you have one, post with your alias, letting me know your still interested.
2)If you opted to not create an alias, please post you character's race/class combo for me. Do not worry about re-posting stats, background, etc.
Thanks everybody! This has been fun so far!

♣♠Magic♦♥ |

You just saw, but in in compliance:
Undine Ninja. Mephit line, often mistaken for a tiefling.
Background of manipulation and intrigue in high, high society, which makes me want to buff his Cha a little bit more if I have the stats for it.
Main weapons, shurikens and charms.
Off tomorrow, so full crunch shall arrive on the morrow.

Figaro Wisk |

I kid, Its not needed, Poppy is fine as she is small and uses a medium pet, she will be devastating both as damage and as a tank like the character you will base her on.. Also We need something normal and she is definitely the closest. Hell i was thinking of her communicating with Figaro with handle Animal..lol

Figaro Wisk |

Huntmaster is a good archetype for a dungeon bound cavalier.
It is, if you are medium sized yourself more than anything; This is why I said Poppy was pretty much fine.

Sonny Wright |

New Applications are no longer being accepted!!
All those who are still around, as I see we've had a couple drop outs, please do one of two things:
1)If you have one, post with your alias, letting me know your still interested.
2)If you opted to not create an alias, please post you character's race/class combo for me. Do not worry about re-posting stats, background, etc.
Thanks everybody! This has been fun so far!
Denga wanna find stuff!

Tenro |

Sorry MG/VoA, I didn't have time to get something together. In the middle of moving all my crap a few towns over to a new place. Got some travel upcoming so it probably wasn't the best idea to get involved here, but it was too fun-looking to pass up!
Also i couldn't really get the flavor i wanted from my hobgoblin gunslinger.

Nessus Gris |

Orc Druid
CR 1
XP 400
Male orc druid 2
LN Medium humanoid (orc)
Init +1; Senses darkvision 60 ft., Perception +7
DEFENSE
AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield)
hp 24 (2d8+8)
Fort +7, Ref +1, Will +5
Weaknesses Light Sensitivity,
OFFENSE
Speed 9 m, Woodland Stride
Melee scythe (bone) (two handed) +7 ((two handed) 2d4+9/x4)
Melee bite +7 (1d4+6)
Melee shield (heavy/steel/bone) +3 (1d4+6)
Special Attacks Spontaneous Casting,
Druid Spells Prepared (CL 2nd, concentration +4):
1st—cure light wounds (2), magic fang
0 (at will)—create water, know direction, purify food and drink (DC 12), stabilize
STATISTICS
Str 22, Dex 12, Con 18, Int 7, Wis 15, Cha 9
Base Atk +1; CMB +7; CMD 18
Feats Furious Focus, Power Attack
Skills Survival +9, Survival (Find Food) +11
Languages Druidic
SQ animal companion, bonus druid animal companion damage (2x), darkvision, darkvision, dayrunner, feral, ferocity, humanoid traits, nature sense, orisons, weapon and armor proficiency, wild empathy +1, woodland stride,
Gear battle mask; scythe (bone); shield (heavy/bone); boots (fire-resistant); wooden; furs;
SPECIAL ABILITIES
Animal Companion (Ex)
Bonus Druid Animal Companion Damage (2x) Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Child of Nature (Gozreh) (Survival) You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision (Ex) Orcs can see in the dark up to 60 feet.
Dayrunner (Ex) Take a -2 penalty on all ranged attack rolls.
Feral (Ex) Get Survival as a class skill; +1 to melee weapon attack and damage when at negative hit points.
Ferocity (Ex) When below 0 hp can still fight; staggered, loses 1 hp/round.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Tusked Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus -5.
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Animal companion
Urgh
CR —
XP 0
Male tyrannosaurus
N Medium animal (animalcompaniondinosaur)
Init +3; Senses low-light vision, scent, Perception +8
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 17 (3d8)
Fort +3, Ref +6, Will +3
OFFENSE
Speed 9 m
Melee bite +4 (1d8+3)
STATISTICS
Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 17
Feats Furious Focus, Power Attack
Skills Acrobatics Perception +8,
SQ combat training, animal traits, bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel
SPECIAL ABILITIES
Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Animal Traits (Ex) Animals breathe, eat, and sleep.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Bonus Tricks 1
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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I'm still in!
Duangalom
Male Gnome
NG Possessed Oracle of the Outer Rifts
STR: 5
DEX: 9
CON: 12
WIS: 12
INT: 15
CHA: 19
Skills to be ranked: Diplomacy (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).
Gnome Homeland
•Forest
•You gain access to the Log Roller regional trait and the Animal Friend race trait.
Gnome Parents
•Both of your parents are alive.
Siblings
•Male Gnome [older than you]
•Female Dwarf (Adopted) [older than you]
Circumstances of Birth
•Adopted
•You were not raised by your birth family, but taken in by another family within your race or culture. Roll twice instead of once on Table: Parents' Profession—once for your birth family and a second time for your adoptive family. You gain access to traits granted by both sets of parents.
Birth Parents Profession
•Serfs/Peasants
•You gain access to the Poverty-Stricken social trait.
Adopted Parents Profession
•Thieves
•You gain access to the Child of the Streets social trait.
Major Childhood Events
•Major Disaster
•You witnessed—and survived—a major disaster in your childhood years, such as a great fire, flood, earthquake, volcano, or storm. It obliterated the settlement where you lived, whether a small village, large city, or entire island. You gain access to the Resilient combat trait and the Unforgotten story feat.
Oracle
•Stone
•You were buried beneath the earth, possibly after an avalanche or earthquake. For 3 days the earth covered you, until at the end of the third day you emerged from the mountain unharmed but not unchanged. You gain access to the Earth-Touched magic trait.
Influential Associates
•The Dead One
•One of your greatest influences was a sentient undead creature, such as a ghost, lich, grave knight, wraith, or vampire. You encountered it on several occasions and survived...mostly unscathed. Through this strange relationship you learned of its mortal life, giving you perspective on your own life. You gain access to the Deathtouched bloodline race trait and the Glimpse Beyond story feat.
Conflict
•Betrayal
•You betrayed someone who trusted you.
Conflict Subject
•Scoundrel
Conflict Motivation
•Love
No Guilt (+2 CP)
Conflict Points
•Total CP:
7-->NG
Romantic Relationships
•a Few Significant Relationships
•You've tried to make deep connections with individuals on several occasions, but it's never worked out.
Drawbacks
•Social Acceptance
•You want others to accept you, to believe you're special and worthy of merit. You are self-conscious about your social flaws and breaches of etiquette. Rejection is among your greatest fears. You might go to extraordinary lengths to be accepted by or seek favor from your peers. You gain access to the Dependent drawback.
Duangalom spent his early childhood with his hunter-gatherer parents and older brother. While he was still young, however, there was a great earthquake in his settlement, and he fell. He fell until the light could no longer touch him. Here he was approached by the spirit of Nocticula, Demon Lady of Darkness and Lust, she appeared to him as a beautiful, attractive, dark-haired gnome, and told him that his destiny and her purpose were entwined.
She promised him salvation from the pit if he would only offer his body as a vessel for her spirit when she needed it. Seeing no alternative, and having no foreknowledge of the demons of the abyss or their ways, he accepted readily. He fell asleep, and when he awoke, he found himself above ground with hair as dark as night, and a new voice inside his head. The voice led him to a gnome family of thieves and companions who took him in.
He did not approve of what they did, but he somehow loved them and they him all the same. This inner turmoil came to a head when his older adopted sister, Kotri the Dwarf, entrusted him with a secret: her plan to deceive and rob the magistrate of a nearby town. Unfortunately Duangalom’s love interest at the time happened to be the daughter of said magistrate, and he chose to warn him. Luckily for Kotri, and sadly for Duangalom, his family moved away shortly afterward.
It was at this point that the voice of his Lady in Darkness urged him to strike out on his own as her oracle.

Máv̱ros Fteró |

I am a little delayed but all of the bones to start playing is there. Paizo went down last night and then I fell asleep while waiting ... LOL
However, I have all of my weapons, gear, spell book, spells memorized, and my background outlined but not written. Basically, only refined fluff remains.
Mavros is the name of the character I will be using.