
Joy |

@Skerrin - Looking over your character sheet, two things to change. One, the campaign feats are certainly usable, but not given as bonus. Two, you may pick a bonus campaign trait that is listed in the APG on page 330.
I'm sure that some of my submissions are being reused from the previous RotR recruitment thread. My guidelines are just a little different from his though.

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22pt buy
no stat below 8
2 traits
1 campaign trait (page 330 in APG)
list your name/race/class
explain why you are in Sandpoint
@Skerrin - Looking over your character sheet, two things to change. One, the campaign feats are certainly usable, but not given as bonus. Two, you may pick a bonus campaign trait that is listed in the APG on page 330.
For clarification is it that each character should have 1 trait and an additional one from the source listed or is it that each character should have 2 traits and an additional for the source listed?

DM WaterSprite |

@Waiph
Campaign traits are specifically designed to tie your
character into a campaign’s storyline, and often give you
a built-in reason to begin the first adventure. For this
reason, GMs usually create their own campaign traits for
their PCs. If your GM uses campaign traits, one of your
starting traits must be a campaign trait. Your other trait
can be chosen from one of the other types of traits.
A sample list of campaign traits follows, created for
James Jacobs’s “Shadows Under Sandpoint” campaign at
the Paizo offices, set in the Varisian town of Sandpoint
(see Pathfinder Adventure Path #1). While they have been
customized for that campaign, with a few modifications,
they might easily be used in any campaign set in a small,
coastal town beset by strange horrors from below.
Favored Son/Daughter
You were born and raised in the town of Sandpoint or
its surrounding farms. You know many of the region’s
secrets, and the locals already know who you are. You are
well liked in town, and you’ll have lots of friends in the
region, but the town’s tougher side sees you as a snitch or
a pansy. You gain a +1 trait bonus on Knowledge (local)
checks, and Knowledge (local) is always a class skill for you.
In addition, you can choose any one law-abiding citizen of
Sandpoint from below as an ally; depending on the person
you pick, you’ll get different benefits.
Ameiko Kaijitsu (local noble and owner of the Rusty
Dragon Inn): Ameiko is one of Sandpoint’s most
inf luential and beloved nobles. Her inn/tavern is the
most popular in town, and as one of her friends, you’re
guaranteed a place to eat and sleep for free. She’s got lots of
great contacts with merchants as well, and she’ll sell any
of your loot for you—as a result, you gain an additional
10% over the amount of gp you normally would get from
selling off treasure.
Belor Hemlock (town sheriff ): Belor, Sandpoint’s no
nonsense arm of the law, is like the uncle you never had.
The benefits of being close friends with the town sheriff
are extensive, and you can call in favors from him once per
game session. A favor can either get you out of a legal jam,
hook you up with a town guard for help, or give you a onetime
+10 bonus on a Bluff, Diplomacy, or Intimidate check
made against any local person.
Black Sheep
You were born and raised in the town of Sandpoint. You
know many of the region’s secrets and the locals already
know who you are. You aren’t quite hated in town, but
folk seem to think you’re a troublemaker and a bastard
and not to be trusted. The town’s tougher folk respect
you, but the law-abiding citizens don’t. You gain a +1
trait bonus on Knowledge (local) checks, and Knowledge
(local) is a class skill for you. In addition, you can choose
any one notorious citizen of Sandpoint from below as
an ally; depending on the person you pick, you’ll get
different benef its.
Aliver “Pillbug” Podiker (apothecary): Everyone
suspects sweaty, shifty-eyed Pillbug sells poisons from
his cluttered, acrid smelling wreck of a shop. You’re one
of the few in town who know this for a fact. You start
the game with 400 gp worth of poison, and Pillbug will
continue to sell you poison as long as you don’t spread
the word.
Titus Scarnetti (bitter nobleman): Scarnetti Manor was
hit hard recently, and the revelation of Scarnetti’s ties to
Sczarni criminals damaged his reputation as well. He’s
eager to rebuild his presence in town, and you’re one of the
ones he’s selected as an agent. Choose one of the following
skills: Bluff, Sleight of Hand, or Stealth. Your work for
Scarnetti gives you a +1 trait bonus on that skill, and it is
always a class skill for you.
Outlander
You are not from Sandpoint; you’ve recently come from
somewhere else and are hoping to make your fortune
here. Pick one of the following reasons to be a newcomer
to Sandpoint.
Lore Seeker: The secrets of the ancient fallen
civilization of Thassilon intrigue you, particularly the
magical traditions of its highly mystical culture. You’ve
studied magic intensely, and hope to increase that
knowledge by adding Thassilonian lore. You’ve come
to Varisia to pursue that study, and chose Sandpoint
as your base because it was out of the way of bigger
cities—meaning less competition to study the ancient
monuments in the region, you hope! You gain a +1 trait
bonus on Knowledge (arcana) checks, and Knowledge
(arcana) is a class skill for you. If you cast arcane spells,
pick three spells on your spell list. You are particularly
adept at casting these spells, so they function at +1 caster
level when you cast them, and their save DCs (if any) gain
a +1 bonus.
Exile: For whatever reason, you were forced to f lee your
homeland. Chance or fate has brought you to Sandpoint,
and it’s here that your money ran out, leaving you stranded
in this small town. You are also being pursued by enemies
from your homeland, and that has made you paranoid
and quick to react to danger. You gain a +2 trait bonus on
Initiative checks.
Missionary: You have come to Sandpoint to see about
expanding the presence of your chosen faith after
receiving visions that told you your faith is needed in
Varisia—what that need is, though, you’re not quite sure.
You gain a +1 trait bonus on Knowledge (religion) checks,
and Knowledge (religion) is a class skill for you. If you cast
divine spells, pick three spells on your spell list. You are
particularly adept at casting these spells, so they function
at +1 caster level when you cast them, and their save DCs
(if any) gain a +1 bonus.

Braxton stormflower |

the last tme i played a trapfinder it was a kobald wih dragonwrought may i play this with the adopted be halflings trait for copper dragonwroughts are the most rare and good at what they do and i would lke to use the kobald vareant in the race of dagons book page 109 for this game converted to pathfinder i will build and post

Braxton stormflower |

cid the street rat
age 16 alinment C/G rouge
traites adopted human deft dogger Black sheep Titus Scarnetti
raised in sandpoint and is know as a local prankster
str 10 <12-2>
dex 20 <20+2>
con 8
int 16
wis 8
cha 10 <8+2>
skills acrobatics 11 <1+3+5dex+2race>
appraise 7 <1+3+3int>
disable device 12 <1+3+3int+5feats>
disguise 4 <1+3>
escape artist 9 <1+3+5dex>
Knowlage dungeonering 7 <1+3+3int>
knowlage local 7<1+3+3int>
linguistics 7 <1+3+3int>
perception 5 <1+3-1wis+2race>
slight of hand 11 <1+3+5dex+2feat>
stealth 14 <1+3+5dex+4size+1 trait>
use magic device 4 <1+3>
feats deft hands human feat skill focus disable device
sneak attack 1D6
tapfinding 1D20+5 perception search disable trap 1D20+14
armor leather ac+2 check 0 total ac 18
masterwork thiefs tools
weapon short bow
20 arrows
backpack
waterskin
5 days of rations
for 0
ref 9
will 0 2vs fear
hp 5

Arknight |

Here's Gervar with crunch. :) I still need some basic equipment and some kind of ranged weapon, but I think he should be set...
GERVAR CR 1/2
Male Human (Kellid) Barbarian (Superstitious, Beast Totem) 1
NG Medium Humanoid (Human)
Init +4; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+3 armor, +1 shield, +2 Dex)
hp 13 (1d12+1)
Fort +3, Ref +3, Will +1
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Dagger +4 (1d4+3/19-20/x2) and
. . Shield, Light Wooden +4 (1d3+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2) and
. . Waraxe, Dwarven +4 (1d10+3/20/x3)
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 13, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency: Waraxe, Dwarven, Rugged Northerner
Traits Deft Dodger, Ice Walker (Kellid), Outlander - Exile
Skills Acrobatics +4, Climb +5, Craft: Leather +6, Escape Artist +0, Fly +0, Handle Animal +5, Knowledge: Nature +6, Perception +5, Ride +0, Stealth +0, Survival +5, Swim +5
Languages Common, Hallit, Thassilonian, Varisian
SQ Fast Movement +10 (Ex), Rage (5 rounds/day) (Ex)
Combat Gear Dagger, Shield, Light Wooden, Studded Leather, Waraxe, Dwarven;
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Rage (5 rounds/day) (Ex) - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ice Walker (Kellid) +1 bonus on saves against cold; ignore Acrobatics penalty for ice
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened
--------------------
Background: Born the second son of his clan's leader, he found himself thrust into the position of leading the tribe someday when his older brother was stricken with a sickness that killed him. Gervar felt the clan shaman was responsible, but without proof, the Shaman managed to have him exiled for an imagined insult to the clan.
Wandering the tundra trying to survive, Ger found himself imagining the bear spirit who his clan followed speaking to and leading him to safety. After days, he realized it was a spirit avatar of the great bear and that for some reason he'd been chosen to bring the clan to safety and remove the false shaman. However, Ger realized he needed a bit more power and skill before he attempted, so he's been selling his skills to those in need, helping those who need it.
Description: Tall and muscular, Ger keeps his head shaved bald, but with a tight close-cropped beard that shows a blend of red and blond. His grey eyes have a bit of humor to them, but when in battle his gaze is sharp edged and steely.
Personality: Usually quiet, Gervar tends to observe first, then interact. Some take it for slowness, but he is the proof that slow doesn't always equate to lack of intellect. He's slow to make friends, but when he does he stands by them without fail. If he's gathered among friends, he can be most jovial and cheerful.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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I'd like to play a First world Summoner from Inner Sea Magic, if that's ok.
Basically, I trade summon Monster SLA for Summon Natures Ally, There are extra fey creatures added to my summoning list, and my Eidlion has the fey sub type, better saves, but less hit Dice, could get DR/cold iron.
Was thinking an Gnome Summoner, with a strong First-World Theme, She Is trying to get back to the first world to Find out how her people got to Golarion.
I'll post a full story/ statblock tomorow form work.
Withdrawing my submission

waiph |

I also have an idea for an Undead Lord, that I'm interested in.
She's a lovely woman, very sweet by nature, but is haunted by Wendo Spirits/carry's the mark of Urgotha, and dabbles in undeath.
She starts as a Juju oracle, she'd be haunted curse, haunted by wendo spirits. She'd be a Neutral cleric, use the Undead Servitude revelation for commanding undead, and the Spirit Vessel revelation to modify the undead she creates so they aren't actually evil.
She'd be a Good Godless Cleric, channel positive energy as a cleric.
If you'd rather her have a god, then she'd be Neutral and follow Urgotha.
I'd much prefer use the oracle as her lead-in to playing with undeath, but if you don't want to accept the Juju Oracle, and straight undead lors is ok, then she works as that too.
I've got a story for her that i haven't written yet, and can work her into the setting if the build idea is alright with you, and may be better than the Barb for the game.

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I was interested in applying... However I know you said in an earlier post that you were disinclined to allow anything from the Ultimate Combat - I was curious if you had acquired it as of yet?
I'm really interested in applying with a Gunslinger concept that I have.
Thank you and please let me know!

fnord72 |
Okay, here's my build offer:
Manx
Male Human (Varisian) Age 21 Wizard 1
NG Medium Humanoid (Human)
Init +4; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10.
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger -1 (1d4-1) 19-20X2, 10’
Ranged Lt Crossbow +2 (1d8) 19-20X2, 80’
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 12, Int 19, Wis 9, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats Scribe Scroll, Improved Initiative, Spell Focus (Conjuration)
Traits Outlander: (Lore Seeker Grease, Silent Image, Black Tentacles. +1 CL, +1 DC.); Reactionary (+2 Initiative); Fast Talker (+1 Bluff, Class Skill)
Skills Appraise +8, Bluff +3, Craft: Alchemy +10, Knowledge: Arcane +8, Knowledge: Religion +8, Knowledge: Planes +8, Linguistics +8, Perception -1, Spellcraft +8,
Languages Common, Thassilonian, Varisian, Shoanti, Draconic, Abyssal, Infernal
--------------------
TRACKED RESOURCES
--------------------
Spellbook, 0g, 3lbs
Artisan Tools, Mwk, 55g, 5lbs
Backpack, 2g, 2lbs
Scroll Case, 1g, .5lbs
Chalk (1), .01g, -
Charcoal (1), .5g, -
Clothing, Explorers, 0g, 8lbs
Flint & Steel, 1g, -
Pouch, Belt, 1g, .5lbs
Pouch, Spell components, 5g, 2lbs
Sack, .1g, .5lbs
Sunrod (2), 4g, 2lbs
Dagger, 2g, 1lb
Crossbow, Light, 35g, 4lbs
Bolts, crossbow (30), 3g, 3lbs
Money: 10g 3s 9c
--------------------
SPECIAL ABILITIES
--------------------
Arcane Bond: Ring
Arcane School: Conjuration(Teleportation) Shift (Su): teleport as swift action as if using dimension door. No AOO. Must see space shifting to. Range 5’ per 2 wizard levels. Usable 3 + Int /day=7
Opposition Schools: Abjuration, Necromancy
Spells: 3,3
1- Silent Image, Mage Armor, Grease
0- Prestidigitation, Detect Magic, Ghost Sound
--------------------
Background: Manx is a young Varisian wizard recently released to his apprenticeship. As a young journeyman wizard, Manx left the contraints of Korvosa for a new home.
While traveling through Sandpoint, Manx took a liking to the daughter of Ameiko Kaijitsu, and decided to set up shop in Sandpoint. He has been here for a little over a year now. He works out of his small room providing services to travels through scribing, or translating. He also supplies apothecary ingredients to Aliver “Pillbug” Podiker.
Description: Tall and thin, Manx’ is generally clean-shaven though his reddish brown hair is often slightly unkept. His green eyes often glint with an inner humor. Manx is dressed in traditional clothing fit for exploring the country side. He finds the many pockets useful in his travels.
Personality: Manx has learned patience, though he often looks at the humorous side of an event. While he often portrays a callous demeanor, he has a soft heart for those in need. He is ruthless with those that would prey upon those unable to care for themselves.

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Here's Gervar with crunch. :) I still need some basic equipment and some kind of ranged weapon, but I think he should be set...
Given your character is actually a Shoanti, I thought you might be interested in checking out a new feat chain from the Inner Sea World Guide: Thunder and Fang
It's a little feat heavy, but in the end it might look cooler and fit better than cramming in a dwarven waraxe.

Ser Gremmedler Dorn Thranwhyppe |

I'm probably going to be away for much of the afternoon, so I'll go ahead and post my character concept now. If Ultimate Combat is indeed off limits, I'm willing to rebuild the character if he is selected.
While Ser Gremmedler Dorn Thranwhyppe has high AC and hit points and is perfectly capable of dishing out damage, I intend him primarily as a mobile skirmisher specializing in battlefield control. He can get into flanking position easily, and can lock down foes by tripping them (via his wolf mount and his gnomish hooked hammer).
Ser Gremmedler Dorn Thranwhyppe
Gnome Cavalier (Emissary Archetype)
Order of the Seal
12 HP
19 AC
14 Strength
15 Dexterity
14 Constitution
13 Intelligence
10 Wisdom
12 Charisma
Feats:
Two-Weapon Fighting
Traits:
Lore Seeker
Animal Friend
Skills (Trained):
Bluff +6
Diplomacy +6
Handle Animal +5
Knowledge (Arcana) +8
Linguistics +5
Ride +6
Alternate Racial Traits:
Academician: +2 bonus to one Knowledge skill (Arcana)
Gift of Tongues: +1 Bluff and Diplomacy and an additional language from the Linguistics skill.
But the King feels that vaults of his own palace are not the safest place to keep such important things. Knowing his holdings could be invaded at any time by friend and foe alike, he has instead entrusted copies of the documents to loyal riders in foreign lands. These instructions are sealed; not even the knights who bear them know what they contain. In the event of the seizure or death of the King, the riders are to return and present the documents to Queen Abrogail II, or whoever governs Cheliax when the time comes.
Ser Gremmedler Dorn Thranwhyppe is one such rider. He has come to know the press of the sealed envelope better even than the embrace of his mother. Such is his task. His father was sworn to the service of King Thornfiddle, and so too is he.
When he was younger, Gremmedler had little interest in bow or blade, and cared only to have his nose buried in books. Oh, how he wished to learn and command great magics. Yet, he was obligated since birth to strive for knighthood, and when he proved resistant, his father dutifully burned every tome the family owned. In a fit of screaming rage, Gremmedler vowed he would never be "the monster" his father was.
Strange then it was that in a month's time, he was instead taking a vow before his King. It seemed that he had yielded to his heritage. But Gremmedler would not be the kind of knight his father was. He certainly promised himself that before his oath, but the King assured it as well, recognizing the boy's interest in arcane matters.
"You are one who wishes to learn secrets, and so you know the value of them." The King spoke with him in his library after the ceremony. "Because of this, you will be one to keep a great secret. You will bear this with you, never letting it from your grasp." The envelope the King handed him felt ordinary enough, if a little heavier than expected. He did not at first guess the true weight of it.
It would be against the common sense of a practical gnome to have agents in faraway places with nothing to do, so King Thornfiddle chose to send Gremmedler to Varisia. "You have read of the ruins of ancient Thassilon. Well, perhaps it will please you to learn that you will study them. They harbor great secrets. Secrets which must be protected. Take care, while you are there, to see that they are given proper attention."
Gremmedler's father died mysteriously the very day his son sailed to Korvosa to begin his life in the Order of the Seal. Gremmedler has never spoken of this. It is not even apparent whether or not he knows of the happening.
What is ever apparent is the envelope. Though it is not for his eyes, Gremmedler has grown to cherish its touch. It is always strapped closely to his body, even as he sleeps. Aside from his wolf, Poshnosh, it is the only friend he has.
Gremmedler is in Sandpoint studying the Old Light, the Thassilonian tower that stands on the outskirts of the town. He makes frequent observations about the strange obelisk in his journal, and is ever eager to learn more about it. He has recently become frustrated by the influx of travelers that have come to celebrate the Swallowtail Festival.

Arknight |

Arknight wrote:Here's Gervar with crunch. :) I still need some basic equipment and some kind of ranged weapon, but I think he should be set...
Given your character is actually a Shoanti, I thought you might be interested in checking out a new feat chain from the Inner Sea World Guide: Thunder and Fang
It's a little feat heavy, but in the end it might look cooler and fit better than cramming in a dwarven waraxe.
Definitely seems an interesting feat :) I'm not sure though the requirements are in range for Gervar anytime soon. He may be going to Rogue in a couple of levels, so probably wouldn't be worth it.
I see his clan as having been living near a dwarven community, so there was som crossover in fighting gear..... I think I'll change one of his extra languages to Dwarven as well to account for that...

fnord72 |
Here is a rogue option:
and if you find you need a cleric instead, I can whip one of those up too.
Manx
Male Human (Andoran) Age 18 Rogue 1
NG Medium Humanoid (Human)
Init +8; Senses Perception +5 (Traps +8)
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10.
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger -1 (1d4-1) 19-20X2, 10’
Ranged Lt Crossbow +2 (1d8) 19-20X2, 80’
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Point-Blank Shot, Improved Initiative
Traits Outlander: Exile (+2 Initiative), Rich Parents, Kobold’s Neighbor
Skills Acrobatics +6, Bluff +6, Diplomacy +6, Disable Device +7 (Traps +10), Disguise +6 (Kit +8), Knowledge: Local +8, Linguistics +8, Perception +5 (Traps +8), Ride +3, Sense Motive +5, Stealth +6, Use Magic Device +7
Languages Common, Thassilonian, Varisian, Andoran, Goblin, Draconic, Shoanti
--------------------
TRACKED RESOURCES
--------------------
Gear, Carried: Chalk [.01g, 0lbs], Compass [10g, .5lb], Dagger [2g,1lb], (2) Hand Crossbow [200g, 4lbs], Chain Shirt [100g, 25 lbs], Rapier [20g, 2 lbs], Bolts 20 [2g, 2lbs], Explorer's Outfit [0g, 8lbs], Flint & Steel [1g, 0lbs], Pouch, Belt [1g, .5lbs], Thieve's Tools, Mwk [100g, 2lbs], (5) Tindertwig [5g, 0lbs]: Total 441.01g, 45 lbs
Gear, Mwk Backpack [50g, 4lbs]: (5) Fishhook [.5g, 0lbs], Oil, 1-pint flask [.1g, 1lb], (2) Rations, Trail [1g, 2lbs], (2) Sunrods [4g, 2 lbs] Waterskin [1g, 4lbs]: Total 56.6g, 13 lbs
Gear, Horse [75g]: (10) Feed, day [1g, 100lbs] Pack Saddle [15g, 20lbs], (10) Waterskins [10g, 40lbs]: Total 26g, 160 lbs
Pack Saddle: Bedroll [.1g, 5lbs], Bolts 40 [4g, 4lbs], Climber's Kit [80g, 5lbs], (5) Feed, day [.25g, 50lbs], (6) Flask, Empty [.18g, 9lbs], Kit, Disguise [50g, 8lbs], (4) Oil 1-pint flask [.4g, 4lbs], (6) Rations, Trail [3g, 6lbs], (2) Rope, Silk 50' [20g, 10lbs], (2) Sack [.2g, 1lb], Tent [10g, 20lbs], (6) Waterskin [6g, 24lbs]: Total 163.68g, 75 lbs
Total Gold Spent: 752.74g
--------------------
SPECIAL ABILITIES
--------------------
Sneak Attack +1d6
Trapfinding
--------------------
Background: Manx is a young Andoran. due to a falling out with his parents, Manx was forced to leave his homeland. While traveling through Sandpoint, Manx took a liking to the daughter of Ameiko Kaijitsu, and decided to stay in Sandpoint, whom he has been dating for about a month. He has been here for a little over a year now. He works out of his small room providing services to travels usually translating services, as well as contracts and document preperations.
Description: Tall and thin, Manx’ is generally clean-shaven though his reddish brown hair is often slightly unkept. His green eyes often glint with an inner humor. Manx is dressed in traditional clothing fit for exploring the country side. He finds the many pockets useful in his travels.
Personality: Manx has learned patience, though he often looks at the humorous side of an event. While he often portrays a callous demeanor, he has a soft heart for those in need. He is ruthless with those that would prey upon those unable to care for themselves, and has no morals about lightening the load of those he deems unworthy.

Hamied |

Ah. Sir Didymus. I should watch that movie again soon.
Fair enough. I agree that gnome cavaliers are a bit cartoonish, and that definitely doesn't mesh well with some campaigns. I started playing in a RotRL campaign a while back (as a tabletop game) but it fizzled after two sessions and I've not since looked at the AP closely (aside from rereading the Player's Guide over the last few days), so I don't have a strong sense of the tone. I only know that many still consider it to be the best one.
I would probably be willing to submit a longbow using cleric of Erastil that I've had kicking around in my head for a while, but I doubt I'll be able to submit a profile in much detail by tomorrow.

DM WaterSprite |

I was reading some of the movie theme inspirations for the books. Se7en was given for book two and Hills Have Eyes for book 3. I really want to be able to play up the darker aspects of the AP which is why I want to try to get characters to fit the setting. Tomorrow is still fine for submissions since I'm not ending it until midnight Friday as long as I get the full party that I want.

fnord72 |
Manx, the rogue, doesn't like climbing around, or swimming. As a bit more of a social focused rogue, he prefers to out-think his opponents, rather than go toe-to-toe. He finds that a crossbow does a sufficient job of providing him a hands-off approach in those occasions when it is necessary to shed a little blood.
OOC: If you would prefer, I can make an adjustment to the INT and STR. Though I'm hoping others will be the meat shield that he shoots around. I could switch improved initiative for precise shot.
If you feel the Stat block is unworkable, I can play around with it? I would have to edit the rest of the sheet to comply, and would rather switch a feat if that makes him feel workable to you.
I noticed the AC is off and would have that corrected in a final version as well.

Elransil Farseer |

I can easily switch this character from an archer Ranger to either Rogue or Cleric as needed. I've played rogues before, so that wouldn't be a problem. I've only played clerics at low levels, but I doubt it changes drastically as you level.
The skills that would fit with his merchant background and the game probably would be Acrobatics +8, Appraise +6, Diplomacy +4, Disable Device +8 (+9 vs traps), Knowledge (local) +6, Linguistics +6, Perception +11 (+12 vs traps), Stealth +8, Use Magic Device +4.
That would be HP 11, AC 17, Touch 14, FF 13, Fort +3, Reflex + 6, Will +2 (+4 vs enchantment) using studded leather, a rapier, shortbow and throwing daggers for basic combat gear. I probably would avoid two-weapon fighting just to keep the theme of using traditional elven weapons.
As for cleric, Abadar and Desna would make the most sense. His father might be a bit miffed at having a son who worships the gods, but if he focuses on the mercantile aspects of Abadar it should be fine. He's probably want to expand the caravans into a full trading coster, using the follow of goods to spread civilization and keep people from needed to attack each other for basic necessities.
I guess Str 13, Dex 13, Con 14, Int 12, Wis 16, Cha 12 could work as an array. It might need tweaking, I haven't built a cleric in a while. He'd focus more on buffs and heals that attack spells and debuffs. Once combat is underway, he's probably wade in to set up some flanks. I might boost his Strength to reflex that.
I'd have to look a bit more into the portfolios to decide all that. Let me know if either one of these sound like something you'd like me to write up.

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I've noticed a trend, so I thought I'd make some suggestions:
The first is that there seem to be a string of low-strength rogues. Keep in mind that there needs to be characters standing close to the monsters so that those that don't want to be there don't have to. There's a shortage of spots for people that want to stand away and not do lots of damage. Those are generally filled by dedicated casters. So a rogue really needs to be able to pull their weight in combat to be useful, and to do that you really should have a decent strength score.
Secondly, there seem to suddenly be a lot of "face" rogues. Might I suggest bards? They're superior face characters in just about every way. Their higher charisma works well with the face skills, they're great at knowledge skills, and they bring a combat utility (inspire courage) that no other class matches. Given they're better at the non-combat role *and* bring useful combat utility, they can stand to be slightly less useful at actually doing damage than a rogue.

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I've noticed a trend, so I thought I'd make some suggestions:
The first is that there seem to be a string of low-strength rogues. Keep in mind that there needs to be characters standing close to the monsters so that those that don't want to be there don't have to. There's a shortage of spots for people that want to stand away and not do lots of damage. Those are generally filled by dedicated casters. So a rogue really needs to be able to pull their weight in combat to be useful, and to do that you really should have a decent strength score.
Secondly, there seem to suddenly be a lot of "face" rogues. Might I suggest bards? They're superior face characters in just about every way. Their higher charisma works well with the face skills, they're great at knowledge skills, and they bring a combat utility (inspire courage) that no other class matches. Given they're better at the non-combat role *and* bring useful combat utility, they can stand to be slightly less useful at actually doing damage than a rogue.
I mean this with honest interest but can I ask why you keep popping into a recruitment thread to offer advice on characters? I can't speak for others but I just find it a curious choice of energy...
To your points not all lower strength rogues are ineffective at taking space or doing damage; an argument difficult to assert when looking only at level 1 builds IMHO. I suppose it could be a purely mathematical assertion vis a vis the DPR olympics but is optimal output a requirement for "effective"?
I agre, Bards are great, as you note. But some people don't want to sing or dance...or be a bard. I suppose in the end, the DM will make the determination of value per se but some people build things because they find them interesting or valid for other reasons.
Not trying to be difficult just thought I would offer my 2 cp. Have a good night.

Braxton stormflower |

aptinuviel wrote:I've noticed a trend, so I thought I'd make some suggestions:
The first is that there seem to be a string of low-strength rogues. Keep in mind that there needs to be characters standing close to the monsters so that those that don't want to be there don't have to. There's a shortage of spots for people that want to stand away and not do lots of damage. Those are generally filled by dedicated casters. So a rogue really needs to be able to pull their weight in combat to be useful, and to do that you really should have a decent strength score.
Secondly, there seem to suddenly be a lot of "face" rogues. Might I suggest bards? They're superior face characters in just about every way. Their higher charisma works well with the face skills, they're great at knowledge skills, and they bring a combat utility (inspire courage) that no other class matches. Given they're better at the non-combat role *and* bring useful combat utility, they can stand to be slightly less useful at actually doing damage than a rogue.
I mean this with honest interest but can I ask why you keep popping into a recruitment thread to offer advice on characters? I can't speak for others but I just find it a curious choice of energy...
To your points not all lower strength rogues are ineffective at taking space or doing damage; an argument difficult to assert when looking only at level 1 builds IMHO. I suppose it could be a purely mathematical assertion vis a vis the DPR olympics but is optimal output a requirement for "effective"?
I agre, Bards are great, as you note. But some people don't want to sing or dance...or be a bard. I suppose in the end, the DM will make the determination of value per se but some people build things because they find them interesting or valid for other reasons.
Not trying to be difficult just thought I would offer my 2 cp. Have a good night.
so a rouge that is not a tank is unacseptable sorry my main focus of my 12 years playing time i have played 6 carecters
human warmagekobald rouge
halfling multi classed paldian/monk/sorcerer to tank and blast
half orc cavalier
spellscale sorcerer/cleric/mistic thurge
and a halfdragon/half ogre barbarian
willing to learn if i can and am willing to do what is needed so....

Braxton stormflower |

just thought about it if you like i can reformat my old car braxton mistic thurge of behumaut to a half elf with favored classes of sorcerer/cleric start as cleric1 of shelyn and a sorcerer of draconic bronze
so heres what i have drawn up
name braxton age 18 alinment N/G race half-elf
traits two world magic 0-know direction
campain trait exile from wolf's ear for accusing the high priest of being a werewolf <which is true> and now is being chaced by those trying to keep this legend just that a legend
adopted humans bonus feat improved initz
Str: 13 dex:12 Con:12 Int:10 Wis:16 Cha:14+2=16
Skills Knowlage relidgon 1+3=4 Perception 1+3skill focus+2race=6
Spellcraft 1+3=4
Channel energy 6Xday 1d6
feat selective channel
spells 0/3 1/1+1+1
domains air and protection
prepared spells
0 stabalize
0 guidence
0 know direction
1 cure light wounds
1 cure light wounds
1 obscuring mist
equipment
glave 1D10+1 critX3
Holy symbol silver,bedroll,backpack,hooded lantern,10 pint flasks of lamp oil,tent,flint and steel,cart, light combat trained horse, 30 days of feed, 30 days of rations, 30 waterskins full of water,12GP,9SP
HP 9 AC11 Cmb1 cmd12 initz 7 For 3<4> Ref 1<2> will 5<6>
i hope you like this its a little more ballanced

waiph |

Arknight wrote:Here's Gervar with crunch. :) I still need some basic equipment and some kind of ranged weapon, but I think he should be set...
Given your character is actually a Shoanti, I thought you might be interested in checking out a new feat chain from the Inner Sea World Guide: Thunder and Fang
It's a little feat heavy, but in the end it might look cooler and fit better than cramming in a dwarven waraxe.
The "thunder and fang" looks really cool, and the lack of trap-finding from earlier in the day made me look at the Trapper/Urban Ranger types.
So I ask if i should make a character that does that, and some questions about T&F.
A Shoanti Trapper working up to T&F at level third could be fun to make, but a few rogues appeared and so I dunno if I should put that out there too, for your consideration.
also, what's your opinion of the other archetypes, they do interesting things and a trapper can take any of them.
Now i'm trying to figure out how exactly it works
Earthbreaker: 2h weapon
Klar: shield
Do you need the feat before you can hold the Earthbreaker and Klar?
When you can't full attack, do you just 2H the Earthbreaker like normal (you do with normal double-weapons, but a 2H & Shield, i'm unsure)
Or do you always strike with both of them, (cause you can't with normal double weapons, but)? I think it'd be weird, but i ask anyway, just in case.

Daemon Grizwold |

I would like to present Daemon Grizwold. He's a Human Inquisitor.
He was born and raised in Sandpoint, and currently works as a private detective, using information gathered to help Titus Scarnetti.
The character is 100% complete - please feel free to click into his profile and give me a look over and give any feedback!

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This is FuriaRi0T! I utilized my concept with this character instead. If you'd like, I'd gladly email you the U.C. pdf. Just let me know.
I would like to present Daemon Grizwold. He's a Human Inquisitor.He was born and raised in Sandpoint, and currently works as a private detective, using information gathered to help Titus Scarnetti.
The character is 100% complete - please feel free to click into his profile and give me a look over and give any feedback!
By the way, not sure you should be announcing your possible infringement of paizo's intellectual property on their own forums!!!!

Hamied |

While there are a few cleric builds that I'm curious about mechanically, I just can't get myself inspired about roleplaying one of them. I sat down last night and came up with a handful of possible backgrounds but none of them hooked me. I'm sure I'll think of a great one some time over the next few weeks and maybe punch myself, but hey, that's how it goes. It seems to me that there are some strong oracle applications already, as well as some other folks willing to go cleric, so I won't be be submitting a different character after all.
I will stand by my original character concept, Ser Gremmedler Dorn Thranwhyppe, even though you're doubtful that he will fit well in the campaign. What can I say? I like the character. For what it's worth, I think he can have a darker element. He's part of a secretive order, and I can always tweak his story enough to give him stronger motivation to investigate ominous and forgotten places (he already has a keen interest in Thassilonian ruins).
Anyway, if he doesn't fit, I totally understand. There was a strong gnome application for my Carrion Crown game that I ultimately passed on it for much the same reason. Gnomes are a tad bit ridiculous; they always bring a degree of levity to the table, for the good or ill of a campaign.
I don't want to apply with an alternate character that my heart really isn't in, particularly when there are others that seem eager to fill the Cleric and Rogue roles.
Best of luck, everybody.

Radoslav Ochenko |

Here is my alchemist rogue. I'm assuming that magical traps won't need to be found in the first two levels, so I'm planning on going Alchemist 2, then Rogue 1. I'll probably go up Alchemist to Master Chymist after that dip for trapfinding, though I may take Rogue 2 for evasion, we shall see.
He's in Sandpoint to take a break, traveling and fleeing from his homeland of Ustalav.
Anyway, check the profile for stuffs.

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Oh! Sorry.. let me update..
STR: 16 + 2 Human = 18 (10pt)
DeX: 14 (5pt)
Con: 14 (5pt)
Int: 12 (2pt)
Wis: 10
CHA: 10
If you prefer to be starting sub 18's I would put the +2 human in Con.
Now you tear me like an old sweater, between adding to wisdom/cha or just more str, I think alot of the submissions seem to cover the remainder of the gamete.
Titus Scarnetti (bitter nobleman): Scarnetti Manor was
hit hard recently, and the revelation of Scarnetti’s ties to
Sczarni criminals damaged his reputation as well. He’s
eager to rebuild his presence in town, and you’re one of the
ones he’s selected as an agent. Choose one of the following
skills: Bluff, Sleight of Hand, or Stealth. Your work for
Scarnetti gives you a +1 trait bonus on that skill, and it is
always a class skill for you.
Picking Stealth.
To reflect that Titus is currently helping pay for Erodel's presence and 'assistance' in town. And... he can be subtle, despite his need to be covered in something.. preferably metallic.
Will probably drop the country born or endurance? Country born doesnt really play well with the campaign trait background.. (but it might!).
Let me know if you need anything else!

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Six foot tall man of metal. Covered head to toe in greyish/black armour. From his greaves shodden feet, to his hands covered in gauntlets (or mail gloves), to his horned full helm; he is armoured for the occasion. The helm however does lift a visor that reveals slightly pale skinned cheeks, a small rounded nose and a chin full of stubble. Usually only lifts the visor to allow food/drink to enter his chapped/cracked lips. Has one large brightly colored scarf wrapped around his neck, covering the gap between his chain and his helm. Carries almost everything he owns on his person, either stuffed/tied to his backpack or hanging off his belt.
Underneath the armour: Is the same color skin, but darkened in places from scars/welts that dominate his torso and legs. His head is adorned a miniature brush of black unkempt hair.
Posted Above, and added to profile! Working on personality for party/GM if needed, (but may be delayed due to work/friday game!) (although I should be able to update from phone.)

waiph |

Lela Korvan, should you wish to consider...
Lela is the daughter of farmers who came from the Lyrune-Quah tribe but now live in Sandpoint. Her grandparents left the tribe for some reason or another that has since been forgotten with their deaths, and her family took up residence in the outskirts of town. She was a tomboyish rapscallion, not particularly fond of farming or city life. With several brothers, she was not needed on the farm, but she did not fit any model of what a good girl should be. She was tougher than the boys and not at all interested in anything feminine.
She avoided getting into too much trouble by spending much of her time outside the city, when she was not running errands for her busy mother, or making mischief in the town. It was in those woods that she felt most at home, and there in the moonlit wild that she got in touch with her heritage.
Her parents still spoke their ancestral language, and had kept Grandfather's arms, and still spoke the language, but were no longer truly people of the Shoanti, by Lela's estimation. Only taking off her Hide Shirt to bathe, she took up the family Earthbreaker and Klar, and and taught herself their use, aiming to do the stories told of Grandfather justice.
She would disappear for days on end fending for herself, playing the warrior. A more harsh reality presented itself when her mother got sick. She was forced to hang up her weapons and venture into civilization, but being know as a wild-child, her prospects were few. It was Titus Scarnetti that saw her potential. While she utterly lacked guile and cunning, and looking like a young boy yet to shave did not render her particularly imposing, she was light on her feet, quick with her hands, and effective and efficient with her hammer and blade. Her work spoke for itself.
So here she lives on the fringes of society, aloof and honestly, a bit awkward, trying to lend assistance to her family as times are hard.
Appearance
Lela has brown hair cut short and a boyish face, hard green eyes, and lacks any feminine grace. She always carries with her either her Hammer or Klar, unless she is told it would be a inappropriate, and sometimes even then.
Personality
She's rather unfamiliar with how to behave in social settings, so she usually stays out of the fray when she has to be around many people, but she is sharp and very aware of her surroundings. Having had most of her social up-bringing among the more unsavory of Sandpoints population, she is always on guard around people.
Plot-hooks
Problems with family (getting attacked, sick mom dies)
Meets real Lyrune-Quah
Equipment
300gp
40gp Earthbreaker
12gp Klar
90gp Hide Shirt
20gp Rapier
162gp left...
Stats
Lela Korvan
Trapper Ranger
CG Human
Init +2
Perception +
Languages: Common, Shoanti
DEFENsE
AC: 17, Touch: 12, Flat-footed: 15 (4 armor, 2 dex, 1shield)
HP: 11 [1(d10+1)]
Fort: +3, Ref: +4, Will: +3
OFFENSE
Speed: 30 ft.
Melee: Earthbreaker +4 (2d6+4) B, x3
-Klar +4 (1d6+1) S, x2,
-rapier +4 (1d6+3) P, 18/x2
Ranged: ---
STATISTICS
Str 17, Dex 14, Con 13, Int 9, Wis 16, Cha 8
BAB: +1, CMB: +4, CMD: 16
Traits: Black Sheep (Scarnetti)-Slight of Hand +1, Suspicious-Sense Motive +1, Armor Expert: reduce ACP by 1
Feats: Weapon Focus (EarthBreaker) (Klar)
Skills: Perception +7, Survival +7, Sense Motive +7, Disable Device +6(4) Stealth +6(+4), Slight of Hand +7(5), Knowledge Local +4
SPECIAL ABILITIES
Race
Skilled: +1 rank per level
Ranger
Track, Wild Empathy, Favored Enemy(goblinoid), Trapfinding +1