
NarcoticSqurl |

Yeah, we'll probably finish the AP before GRRM finishes his damn book too. So we're going to be starting at level 1, with a 20 point buy. No stat below 7, and no stat above 16 before mods. This will be a gestalt game, and I'll be using Automatic Bonus Progression. I'm looking for good characters with excellent backstory, as well as an interesting concept. The recruitment will be for 4 players, and I'll let recruitment go until Saturday March 19th. Resources allowed are Core, ACG, ARG, Ultimate Magic, Ultimate Combat, Occult Adventures, and APG. Good luck and happy crafting!
Ninja Edit: I'm also looking for posts once a day at least, just to help the story progress. If people need a day or so to work around school or work or real life that's fine, just keep in touch with the discussion thread is all I ask.

Ash.. |

Cassandra snorted as Archimedes trailed off suspiciously.
"There, you see? It's not so bad is it? You can ride in the lantern the rest of the way. It's dry, warm, shielded from the rain. Just don't try to read anything while you're in there with the fire, ok?"
A muffled hmph was the only reply. Cassandra smiled to herself. Just because noone was going to believe her when she said winter was coming, didn't mean she couldn't help. She lifted her shoulders, settled the pack, and continued on into the village. They'd be glad of her in the days to come.
Liking my cat already.
Catfolk oracle (spirit guide) 1/paladin (oath of vengeance, sacred servant) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 117, Pathfinder RPG Bestiary 3 47, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (catfolk)
Init +3; Senses scent; Perception -1
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will -1; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb 20 ft.
Melee greatsword +3 (2d6+3/19-20)
Ranged sling +4 (1d4+2)
Special Attacks channel positive energy 4/day (DC 13, 1d6), smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, divine favor, fallback strategy
. . 0 (at will)—create water, detect magic, mending, read magic
. . Mystery Life
. . S spirit magic spell; Spirit Lore Wandering Spirit
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 10, Wis 5, Cha 17
Base Atk +1; CMB +3; CMD 16
Feats Power Attack
Traits inquisitive banterer, warded against witchery
Skills Acrobatics -1 (-5 to jump), Climb +6, Diplomacy +8 (Gather Information in 1d2 hours), Perception -1, Sense Motive +1, Spellcraft +4 (+5 to identify spells cast by evil arcane spellcasters.), Stealth +1, Survival -1, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ cat's luck, oracle's curse (powerless prophecy), revelation (channel), spirit ()
Other Gear scale mail, greatsword, sling, sling bullets (20), 74 gp, 8 sp
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climbing (20 feet) You have a Climb speed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Oracle/Oracle/Oracle Channel Positive Energy 1d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Couple of questions regarding sources you didn't include, feel free to say no obviously:
The Powerless Prophecy curse seems super flavorful for this. If you're not ok with it I'll swap it out for a different curse.
I'd rather take Fey Foundling than power attack at level 1 for better lay on hands/channel efficiency, but switch hitting is perfectly reasonable if a little dull.
Similarly I'd probably take fate's favor instead of reactionary, just because it's more thematic for a catfolk to want to collect luck bonuses, but it's not a big deal either way.
Still haven't finished dotting i's and crossing t's. Did you intend to use background skills?

NarcoticSqurl |

Starting money is what you get at character creation since we're starting at level 1. I'll allow the setting material for Reign of Winter, and players guide. If anybody decides to go firearms, it will be Emerging firearms. Any races up to 14 RP. Animal companions should be selected from RoW material, or core companions please.
@Ash: Link me those abilities please and I'll take a look.

Seth86 |

So i made a Strix =^^=
Xiraxx
Female strix fighter (airborne ambusher) 1/ranger (ilsurian archer) 1/gestalt 1 (Pathfinder Campaign Setting: Inner Sea World Guide 313, Pathfinder RPG Advanced Race Guide 201, Weapon Master's Handbook 6)
N Medium humanoid (strix)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +5, Ref +5, Will +2; +2 bonus vs. illusion spells or effects
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (average)
Melee dagger +3 (1d4+2/19-20) or
. . nine-ring broadsword +3 (1d8+2/×3)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (humans +2), hatred
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Bullseye Shot, Point-Blank Shot, Precise Shot
Traits northern ancestry, winter warrior (irrisen)
Skills Fly +8, Knowledge (geography) +4, Knowledge (nature) +4, Linguistics +1, Perception +8, Stealth +6 (+8 in matching terrain), Survival +6; Racial Modifiers +2 Perception
Languages Common, Strix
SQ suspicious
Combat Gear potion of cure light wounds; Other Gear wooden armor[APG], arrows (40), dagger, longbow, nine-ring broadsword[UC], bedroll, belt pouch, camouflage blanket, dice[UE], fishhook (2), flint and steel, hip flask[UE], masterwork backpack[APG], masterwork tool, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), whetstone, 2 gp, 14 sp, 2 cp
--------------------
Special Abilities
--------------------
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.
Benefit: You can spend a move action to steady your shot. When yo
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Flight (60 feet, Average) You can fly!
Hatred +1 (Ex) Gain a bonus to attacks vs. humans.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Suspicious +2 bonus to save vs. illusion.

♠Spade♠ |
I think I'm pretty much done, mechanically. Anybody see any glaring errors? Also, does anybody have any suggestions for favored enemy? I'd hate to pick something useless.
Classes: Pyrokineticist 1//Ranger 1
Alignment:Chaotic Good
Size: Medium
Type (Race): Humanoid (Human)
Age: 21
Height: 6'4"
Weight: 185lb.
Init: +5; Senses: Perception: +6
AC: 18, Touch: 13, Flat-Footed: 15(+5 armor, +3 Dex)
HP: 18[d10(hit die)+4(con mod)+3(toughness)+1(favored class bonus)]
Fort: +6
Ref: +5
Will: +2
Speed: 30ft.
Melee: Scimitar +0 1d6-1 18-20/x2
Ranged: Fire Blast +5(vs. Touch) 1d6+3 30ft. 20/x2
Fan of Flames (Fire Blast) 15ft. cone 1d6+3 DC: 14 Ref for half
Special: 1st Favored Enemy (PLACEHOLDER)
Burn (Ex):At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Elemental Focus (Su):At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Infusion (Su):At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects.
The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.
Fan of Flames: Element(s) fire; Type form infusion; Level 1; Burn 1
Associated Blasts blue flame, fire
Saving Throw Reflex half
Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. The saving throw DC is Dexterity-based.
Kinetic Blast (Sp):At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Kinetic Blasts
Kinetic blasts comprise simple and composite blasts. A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option.
When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies.
Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
Favored Enemy (Ex):At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex):A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex):A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Str: 8, Dex: 16, Con: 18(16), Int: 10, Wis: 12, Cha: 10
BAB: +1
CMB: 0
CMD: 12
Skills: Climb: +0[1-1+3-3], Heal +5[1+1+3], Knowledge Geography +5[1+3+1], Knowledge (Nature) +4[1+3], Perception +5[1+1+3], Stealth +4[1+3+3-3], Survival +5[1+1+3]
Feats: Point Blank Shot, Toughness
Languages: Common
Traits: Reactionary, Restless Wayfarer (local)
Armor: Chain shirt
Shield: Buckler
Weapon: Scimitar
Gear: Backpack, belt pouch, waterskin, cold weather outfit, piton x4, hammer, bedroll, blanket, silk rope 50ft., sunrod x10, wooden holy symbol
Money: 13gp, 5sp

Ash.. |

They should all be on d20pfsrd. Here's quick links.
Powerless Prophecy You'll have to scroll down, it won't let me link directly to the entry in the table.
I'll see about nailing down crunch for the cat this evening pending your responses.

Cuàn |

Would you allow the Rebirth discipline for the Psychic? It's found here: Rebirth
It's also on d20pfsrd but it's easier to link to on Archives of Nethys.
In addition, would you allow the Supernaturalist archetype for the Druid?
Supernaturalist
Toying with character ideas and trying to figure out what I can do.

![]() |

The boards ate this last night, so take 2.
I have an idea for a Varki expatriate, spirited away from the north by his grandparents as a very young child. Meet Wilho Pasanen, witch|bard.
Traits: Northern Ancestry, Poverty-Stricken
Feats: TBD
Skills: Knowledge (Arcana), Spellcraft, Perform (Oratory), Perform (Strings), Survival, Perception, TBD
Patron: Winter
Familiar: Snowy owl
But the call of the North would not be denied. Wilho taught himself to play the kantele, the traditional Varki harp, and learned such of the great legend-poems of the people as had been transcribed by Taldan scholars. The winter was his favorite time of year, although it snowed seldom in the border areas. And then he found the snowy owl, and it spoke to him....
All of this he could conceal from his grandparents, who were still living in Heldren. Now, though, they are both dying, and he has returned home to tend them in their final days.

Ash.. |

Female catfolk oracle (spirit guide) 1/paladin (oath of vengeance, sacred servant) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 117, Pathfinder RPG Bestiary 3 47, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (catfolk)
Init +3; Senses scent; Perception -1
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will -1; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 vs. death
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb 20 ft.
Melee cold iron boarding axe +3 (1d6+2/×3) or
. . cold iron kunai +3 (1d4+2) or
. . dagger +3 (1d4+2/19-20) or
. . greatsword +3 (2d6+3/19-20) or
. . light hammer +3 (1d4+2) or
. . silver boarding axe +3 (1d6+1/×3)
Ranged sling +4 (1d4+2)
Special Attacks channel positive energy 4/day (DC 13, 1d6), smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, divine favor, endure elements, fallback strategy
. . 0 (at will)—create water, detect magic, mending, read magic, spark[APG] (DC 13)
. . Mystery Life
. . S spirit magic spell; Spirit Lore Wandering Spirit
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 10, Wis 5, Cha 17
Base Atk +1; CMB +3; CMD 16
Feats Fey Foundling[ISWG], Power Attack
Traits fate's favored, warded against witchery
Skills Acrobatics -1 (-5 to jump), Climb +6, Diplomacy +7, Handle Animal +7, Linguistics +1, Perception -1, Sense Motive +1, Spellcraft +4 (+5 to identify spells cast by evil arcane spellcasters.), Stealth +1, Survival -1, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Skald
SQ cat's luck, oracle's curse (powerless prophecy), revelation (channel), spirit ()
Combat Gear scroll of cure light wounds; Other Gear scale mail, cold iron boarding axe, cold iron kunai (4), dagger, greatsword, light hammer, silver boarding axe, sling, sling bullets (20), bedroll, belt pouch, candle (10), candle lamp[UE], cleats[APG], cold weather outfit, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, hollow-heeled boot, iron holy symbol of Sarenrae[UE], masterwork backpack[APG], mug/tankard, pot, sewing needle, shovel, signal whistle, silk rope (50 ft.), snowshoes[APG], string or twine[APG], thieves' tools, thread (50 ft.), tindertwig (5), trail rations (7), waterskin, whetstone, winter blanket, wrist sheath, spring loaded, 24 gp, 6 sp
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climbing (20 feet) You have a Climb speed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fey Foundling Magical healing works better on you
Oracle/Oracle/Oracle Channel Positive Energy 1d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
I think I'm mostly happy with that. Bought a selection of cold iron/silver weapons, some random mundane stuff that seemed wintery, and swapped feats/traits as above. Now to figure out more backstory stuff.

TriShadow |

I have a Investigator/Slayer in mind
Here is the
"Shadow" ~ Fendel Meniska #2
Male human investigator (empiricist) 1/slayer 1/gestalt 1
LN Medium humanoid (human)
Init +5; Senses Perception +7
—————
Defense
—————
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
—————
Offense
—————
Speed 30 ft.
Melee khakkhara +1 (1d8/×3) or
net -3 (entangle) or
sap +1 (1d6 nonlethal)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks studied target +1 (1st, move action)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
1st—expeditious retreat , shield
—————
Statistics
—————
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Alertness, Extra Investigator Talent
Traits blood of dragons, reactionary
Skills
Acrobatics +7
Disable Device +8
Escape Artist +7
Knowledge (dungeoneering) +8
Knowledge (geography) +8
Knowledge (local) +8
Knowledge (nature) +8
Knowledge (religion) +8
Perception +7
Sense Motive +6
Stealth +7
Survival +4
Languages Common, Draconic, Elven, Goblin, Orc
SQ
alchemy (alchemy crafting +1)
inspiration (4/day), investigator talent (expanded inspiration)
track +1
trapfinding +1
Combat Gear caltrops; Other Gear leather armor, khakkhara, light crossbow, net, sap, chain (10 ft.),
manacles, thieves' tools, 4 gp
—————
Special Abilities
—————
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Merge Adral |

Here is Merge Adral. He is a dwarf Fighter/Shaman Gestalt, I made him to be sorta a better ranger and a survivalist. The only thing I don't have figured out is how much gold he has after his smaller stuff like firewood and food but if I'm even considered I'll get on that.
(Mammoth spirit is extremely changeable if you don't want to allow it, I mainly chose it for the flavors of being bigger, not how powerful it is.)