
Dashil Masozi |

I'm late to the conversation on the previous page, but my character is missile-proficient: composite longbow and Inquisitor powers should make for some reasonably hard-hitting at range.
As for kingdom roles, without wanting to count my souls before the contracts are signed, Mellisan would make a decent councilor, high priest(ess) or treasurer.

Cuàn |

I'm working on a Halfling Sandman or Magician Bard and devotee of the Infernal Duke Ruzel. The guy would come from a line of Halflings that worked for the Surtovas for over a hundred years. Recently there has been a string of deaths that looked like accidents but were just too surreal to be true and there were enough things pointing to him that they wanted to get him out of there and he would more or less be pushed into the Stolen Lands mission.
Mechanically he would have Trapfinding if I go Sandman and I'm thinking of building him ranged using a shortbow.
He is still under construction though.

TerminalArtiste |

So I've remade and finalized my build for Quellina as an Inquisitor of Baphomet.
I think she'd go well as a councillor or high priestess, with general also being a possibility.
Stats
Female Human Inquisitor of Baphomet 1
CE Medium humanoid (human)
Init +2, Senses Perception +8
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DEFENSE
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AC 13, touch 10, flat-footed 13 (+4 armour)
HP 14 (1d8+6)
Fort +5, Ref +0, Will +6; +1 against mind-affecting effects
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OFFENSE
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Speed 20 ft.
Melee glaive +3 (1d10+3/x3) or heavy mace +3 (1d8+3)
Ranged shortbow +0 (1d6/x3)
Special Attacks ferocious strike (+1, 7/day), judgement 1/day
Inquisitor Spells Known (CL 1st; concentration +5[+7 cast defensively])
1st (2/day) - magic weapon, shield of faith
0th (at will) - create water, detect magic, light, read magic
Domains Strength (Ferocity subdomain)
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STATISTICS
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Str 16 (+3) [6 points], Dex 10 (+0) [0 points], Con 16 (+3) [6 points], Int 10 (+0) [0 points], Wis 19 (+4) [7 points], Cha 14 (+2) [4 points] (Human +2 to Wisdom)
BAB +0; CMB +3; CMD +13
Feats Toughness (+3 hit points, +1 per Hit Die beyond 3), Warrior Priest (+1 bonus to initiative and +2 on concentration checks when casting defensively)
Skills Bluff (Cha) +6, Climb (Str) +5, Diplomacy (Cha) +6, Intimidate (Cha) +7, Knowledge (nature) (Int) +4, Perception (Wis) +8, Sense Motive (Wis) +9, Survival (Wis) +8 (Favoured class bonus +1 skill rank)
Traits Armour Expert (Reduce armour check penalty by 1), Issian (+1 trait bonus to saves against mind-affecting effects)
Languages Common, Draconic, Sylvan
SQ monster lore +4, stern gaze +1
Combat:
Special abilities:
SPECIAL ABILITIES
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Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Domain:
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Strength Domain (Ferocity Subdomain)
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Judgment (Su):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 profane bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 profane bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 profane bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 profane bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 profane bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Equipment, including encumbrance:
acid (2) (20 gp, 2 lbs.)
alchemist's fire (2) (40 gp, 2 lbs.)
hide armour [+4 Armour Bonus, ACP -2 ] (15 gp, 25 lbs.)
glaive (8 gp, 10 lbs.)
heavy mace (12 gp, 8 lbs.)
shortbow (30 gp, 2 lbs.) w/ 20 arrows (1 gp, 3 lbs.)
backpack (2 gp, 2 lbs.)
bedroll (1 sp, 5 lbs.)
belt pouch (1 gp, 1/2 lb.)
ink (8 gp, -)
inkpen (1 sp, -)
iron pot (8 sp, 4 lbs.)
journal (10 gp, 1 lb.)
masterwork survival kit (50 gp, 5 lbs.)
mess kit (2 sp, 1 lb.)
soap (1 cp, 1/2 lb.)
spell component pouch (5 gp, 2 lbs.)
trail rations (5 days) (25 sp, 5 lbs.)
waterskin (1 gp, 4 lbs.)
wooden unholy symbol (1 gp, -)
32 gp (Technically all her equipment costs 207.71 gp, so I rounded up to 208)
Total Encumbrance: 57 lbs.
Description:
Backstory and Personality:
Quellina's upbringing has instilled a twisted set of virtues in her. She is obsessed with proving her strength to others; she is the first into any engagement and picks on anyone that she thinks is weaker. Knowing that she draws strength from Baphomet, she dedicates her more significant victories to him. Though she is trained in the use of a bow, she prefers to engage her oppponents in melee, savouring the rush of adrenaline and the warmth of spilt blood. She cares for the company of others only so long as they are useful to her, and tends to be aloof. She eats only the meat of animals that she herself has hunted and killed. Mercy is virtually a foreign concept to her, as is honour, replaced with only a will to conquer and win.

Richard Foxworthy |

Str 16 (+3) [6 points], Dex 10 (+0) [0 points], Con 16 (+3) [6 points], Int 10 (+0) [0 points], Wis 19 (+4) [7 points], Cha 14 (+2) [4 points] (Human +2 to Wisdom)
Im afraid that isnt how point buy works. Stat costs are as follows
7 (-4)
8 (-2)
9 (-1)
10 (+0)
11 (+1)
12 (+2)
13 (+3)
14 (+5)
15 (+7)
16 (+10)
17 (+13)
18 (+17)
So your build is currently costing 38 points : /

Afanasi Medvyed |

Str 16 (+3) [6 points], Dex 10 (+0) [0 points], Con 16 (+3) [6 points], Int 10 (+0) [0 points], Wis 19 (+4) [7 points], Cha 14 (+2) [4 points] (Human +2 to Wisdom)
Point buy doesn't quite work like that. A Str 16 would cost 10 points alone. Same with the Con of 16. It's Table 1-1 in the book. It'll show you how much everything costs.
Edit: Or you can Richard's post for the costs.

TerminalArtiste |

Once more, with feeling:
Female Human Inquisitor of Baphomet 1
CE Medium humanoid (human)
Init +2, Senses Perception +7
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armour, +1 Dex)
HP 12 (1d8+4)
Fort +3, Ref +1, Will +5; +1 against mind-affecting effects
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OFFENSE
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Speed 20 ft.
Melee glaive +2 (1d10+2/x3) or heavy mace +2 (1d8+2)
Ranged shortbow +0 (1d6/x3)
Special Attacks ferocious strike (+1, 7/day), judgement 1/day
Inquisitor Spells Known (CL 1st; concentration +5[+7 cast defensively])
1st (2/day) - magic weapon, shield of faith
0th (at will) - create water, detect magic, light, read magic
Domains Strength (Ferocity subdomain)
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STATISTICS
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Str 15 (+2) [3 points], Dex 12 (+1) [2 points], Con 13 (+1) [3 points], Int 10 (+0) [0 points], Wis 16 (+3) [10 points], Cha 14 (+2) [5 points] (Human +2 to Strength)
BAB +0; CMB +2; CMD +13
Feats Toughness (+3 hit points, +1 per Hit Die beyond 3), Warrior Priest (+1 bonus to initiative and +2 on concentration checks when casting defensively)
Skills Bluff (Cha) +6, Climb (Str) +6, Diplomacy (Cha) +6, Intimidate (Cha) +7, Knowledge (nature) (Int) +4, Perception (Wis) +7, Sense Motive (Wis) +8, Survival (Wis) +7 (Favoured class bonus +1 skill rank)
Traits Armour Expert (Reduce armour check penalty by 1), Issian (+1 trait bonus to saves against mind-affecting effects)
Languages Common, Draconic, Sylvan
SQ monster lore +3, stern gaze +1
Thanks for that advice, Richard and Afanasi! Numbers are not always my strong suit, haha.

Mawj |

@Kirill - I could easily drop Knifemaster and pick up Trapfinding. I was just keeping it for flavor, really.
=================================
FINAL SUBMISSION ROSTER
ARCANE
Redelf - Sevelis Loreallona - LE Half-Elven Summoner
joerice - Sombral Madilinthir - LE Elven Necromancer
aptinuviel - Afanasi Medvyed - NE Human Witch
Ken 418 - Sebastian Vorius - LE Human Sorcerer
Helikon - Morde Chai - NE Human Magus
DIVINE
Joy - Lavinia Batharoy - NE Dhampir Oracle
Darkness Rising - Mellisan Astradax - LE Tiefling Inquisitor
Gypsy Mischief - Skezok - NE Tengu Cleric
TerminalArtiste - Quellina Esstanov - NE Human Inquisitor
Havocprince - Marcus Teric - LE Human Cleric
tgoodman2003 - Kayan Everwind - LE Human Oracle
NS - Itamar Dahan - LE Human Inquisitor
MARTIAL
KakkarottoZ - Malak Niitei - NE Half-Orc Ranger
Stalwart - Astrid Tith'kali - LE Half-Elf Ranger
Irnk - Iolanda - CE Human Anti-Paladin
Jon 164 - Herodes Aemilius - LE Human Cavalier
Moondragon Starshadow - Narvolo - NE Human Barbarian
Joel VA - Piotr Dovesky - NE Human Fighter
SodiumTelluride - Thakus - NE Goblin Ranger
Bane88 - Rosemary Thorn - CE Dhampir Antipaladin
Alexander Kilcoyne - Talmanes al'Vence - LE Human Monk
SUPPORT/UTILITY
Tourach - Kirill Medvyed - LE Dhampir Bard
Tanner Nielsen - Mawj - LE Tiefling Rogue
gresch555 - Pavanna Crispin - LE Human Bard
Runge - Amber Mirabelle - LE Human Bard

Skezok The Magician |

...Was crunch expected in advance? The stuff in my profile is from a previous paladin character, I was able to change the name and such, but was refraining from hashing out my feathered friend here before the results of the draft, wouldn't wanna count my chicks before they hatch, hehehe.
Skezok's build will be a Ranged combat support type of deal, may I use alternate channeling archetypes? They basically allow me to inflict a certain status effect on our enemies with my channeling by taking a severe damage cut.

Mawj |

FINAL-FINAL SUBMISSION ROSTER
ARCANE
Redelf - Sevelis Loreallona - LE Half-Elven Summoner
joerice - Sombral Madilinthir - LE Elven Necromancer
aptinuviel - Afanasi Medvyed - NE Human Witch
Ken 418 - Sebastian Vorius - LE Human Sorcerer
Helikon - Morde Chai - NE Human Magus
Deliverance - Richard Foxworthy - LE Human Wizard
DIVINE
Joy - Lavinia Batharoy - NE Dhampir Oracle
Darkness Rising - Mellisan Astradax - LE Tiefling Inquisitor
Gypsy Mischief - Skezok - NE Tengu Cleric
TerminalArtiste - Quellina Esstanov - NE Human Inquisitor
Havocprince - Marcus Teric - LE Human Cleric
tgoodman2003 - Kayan Everwind - LE Human Oracle
NS - Itamar Dahan - LE Human Inquisitor
MARTIAL
KakkarottoZ - Malak Niitei - NE Half-Orc Ranger
Stalwart - Astrid Tith'kali - LE Half-Elf Ranger
Irnk - Iolanda - CE Human Anti-Paladin
Jon 164 - Herodes Aemilius - LE Human Cavalier
Moondragon Starshadow - Narvolo - NE Human Barbarian
Joel VA - Piotr Dovesky - NE Human Fighter
SodiumTelluride - Thakus - NE Goblin Ranger
Bane88 - Rosemary Thorn - CE Dhampir Antipaladin
Alexander Kilcoyne - Talmanes al'Vence - LE Human Monk
SUPPORT/UTILITY
Tourach - Kirill Medvyed - LE Dhampir Bard
Tanner Nielsen - Mawj - LE Tiefling Rogue
gresch555 - Pavanna Crispin - LE Human Bard
Runge - Amber Mirabelle - LE Human Bard

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Skezok - Did you look at the races approved for the game? Tengu was not on the list.
Also, if there is no crunch and/or no background on your sheet, then that isn't really a submission. There is nothing to judge your character on, no way of telling how it would fit into a party or how it would interact with any of the other characters.

Sebastian Vorius |

House Medvyed is a noble house of Brevoy that holds authority over the eastern lands that border and contain the Icerime Peaks and Gronzi Forest. They have maintained the traditions of worshiping nature, the "Old Way". Lord Gurev Medyed heads the Stoneclimb-based house.[1][2]
The people of the area raise mountain goats and sheep. They hunt in the forest and farm what little good land is on the edges of their concerns. Religion in this area tends to be more centralized on Erastil, but rumors of hidden shrines to Lamashtu do exist.[2]
The house crest is a black bear with black antlers above its head in front of a red field. Their motto is "Endurance Overcomes All."[2]
Sebastian Vorius
Human (Chelaxian) Sorcerer 1
LE Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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Defense 11, flat-footed 10 (+1 Dex)
Armor DR: 0
Critical Defense: +1 (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +3
Resist noble born - medvyed
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Offense
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Speed 30 ft.
Special Attacks bloodline arcana: infernal
Sorcerer Spells Known (CL 1st; concentration +5):
1st (4/day)—charm person (DC 17), mage armor
0 (at will)—arcane mark, bleed (DC 14), detect magic, open/close (DC 14)
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Statistics
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Str 12, Dex 12, Con 11, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +1; CMD 12
Feats Eschew Materials, Skill Focus (Diplomacy), Skill Focus (Sense Motive)
Traits charming, noble born - medvyed
Skills Bluff +8 (+9 vs. characters who could be attracted to you), Diplomacy +11 (+12 vs. characters who could be attracted to you), Disguise +5, Escape Artist +2, Intimidate +8, Sense Motive +4, Spellcraft +6; Racial Modifiers noble born - medvyed
Languages Common, Polyglot, Varisian
SQ bloodlines (infernal), corrupting touch
Other Gear 150 gp
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Special Abilities
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Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Corrupting Touch (1 rds, 7/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 1 round.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Infernal +2 DC on Charm spells.
Noble Born - Medvyed +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.
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madeoin |

Sorry that this took me nearly the entire day to reach a final decision on, so my congratulations go not only to those who were chosen, but to everyone for making this one of the toughest choices as far as anything for me in recent memory. After going through the submissions, the cast for this version of Tyrantmaker will be as follows, in descending order of longest character names:
Richard Foxworthy and Quellina Esstanov (tied for longest names)
Kiril Medvyed
Malak Niitei
Thakus
Mawj
I'll be starting a discussion and game thread in a few minutes. Thank you again to everyone who applied, and I hope that everyone finds themselves a long-term game that they can love to run in!
Thanks again,
Eoin Maodh

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There was no hostility in that post.
Regardless of whatever was in your original submission post, the race you chose was still not on the approved race list given by the gm. I was just trying to let you know that so you could pick a new race and try to re-submit the character and stand a chance to get into the game.
Though if this is how you respond to help, I can promise you that I will never try to help you again.