
Ouachitonian |

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.
So no Aasimar (15), Suli (16), or Fetchlings(17)? Alas, those are three races I was hoping to get a chance to take a look at.

Marconius of Highdelve |

I want to suggest a Frozen North Vanara
Slightly inspired buy the monkeys in the mountains of Asia
Type: Humanoid (Vanara)
Size: Medium
Base Speed: Normal
Ability Score: (2) Flexible (+2 Dex and +2 Wis)
Languages: Standard (Skald and Vanaran)
Skill Bonus: Acrobatics (2)
Skill Bonus: Sense Motive (2)
Misc. Climb (1)
Senses: Low-Light Vision (1)
Misc. Bonded to the Land (2) [Cold]
Misc. Mountain-Born (1)
Misc. Camouflage (1) [Cold]
Total = 12
Bond to the Land (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +2 dodge bonus to AC when
in a specific terrain type selected from the ranger’s list
of favored terrains. This choice is made at character
creation, and cannot be changed.
Mountain-Born (1 RP): Prerequisites: None; Benefit:
Members of this race gain a +2 racial bonus on Acrobatics
checks made to cross narrow ledges and on saving throws
against altitude fatigue and sickness.
Camouflage (1 RP): Prerequisites: None; Benefit: Choose
a ranger favored terrain type. Members of this race gain
a +4 racial bonus on Stealth checks while within that
terrain type.

Cuàn |

Would you allow Skinwalkers and it's variants?
They are a 10 rp race but don't come from one of the listed sources.

Zayne Iwatani |

yeah mesmerist/swashbuckler looks fun, off to build it!
@zayne: wouldn't animal companion count as a class feature that's the same on both sides and thus wouldn't get both of?
that being said, you do have the option of taking a domain, even the animal one, which does grant an animal companion.
If that is an option then the current build should work too. I mean I saw an inquisitor someone built as sacred huntmaster with the animal domain. Two companions on one class and only slightly offset in progression. If that is possible with one class then gestalt should be able to do better. Technically the abilities are different anyway. The Hunter's is called Animal Companion and the Druid's is called Nature Bond. But this all boils down to what the DM thinks.

NarcoticSqurl |

@Merge: I'll allow any of those, the one you like the best for story purposes.
@Ouach: Unfortunately not, let's try to stay below 14RP. Aasimar tend to be pretty strong, unless there's a variant at or below 14RP.
@Cuan: I like the thematics of skinwalkers. Which variant were you looking at?
Have I missed any questions? I'm going on 3 hours sleep into an 11 hour shift so please excuse any ditziness.

Cuàn |

The Witchwolf, werewolf kin.
I'm toying with two concepts, not sure which one I want to go with.
One is the Skinwalker who'll be a Druid (Supernaturalist) and I'm not sure on the other end yet. It would be a character very much in touch with the inner beast and the spirits in the world around him. Not sure whether I want something martial or another caster on the second end. Both have their advantages.
The other would be a Human or Samsaran Psychic with the Rebirth discipline. Other end would be either Investigator or Arcanist. This character would be a scholar and an archivist. He'd be an ancient soul working to assemble as much knowledge as he can. His former selves have created many archives that float either in the astral plane on created demiplanes or in minscapes in the dimension of dreams. Not being able to access those would become a source of frustration as the character levels and past memories become clearer.

Zayne Iwatani |

@Merge: I'll allow any of those, the one you like the best for story purposes.
@Ouach: Unfortunately not, let's try to stay below 14RP. Aasimar tend to be pretty strong, unless there's a variant at or below 14RP.
@Cuan: I like the thematics of skinwalkers. Which variant were you looking at?
Have I missed any questions? I'm going on 3 hours sleep into an 11 hour shift so please excuse any ditziness.
Changed my mind. I want a hunter/druid. Question is, do both companions benefit from the abilities of the hunter or just one of them. It would be easier to keep track of if they both did but I could understand if you didn't think it balanced.
This one.

NarcoticSqurl |

@Cuan: Nice concept. I like the kin choice. As long as it doesn't upset any of your class balance, I'm fine with it.
@Zayne: so it seems like they're different abilities. Not only that, but one companion would be a part of the hunter class, and one of the Druid, so it would seem out of place to give the benefits to both. I'm gonna say no just because they're technically different abilities.

Whitewalker Jon |

This is the race I wanted to create.
They are a race of humanoid rabbits similar to the style of Catfolk being humanoid cats and so forth.
Humanoid Type (0 RP)[Abbits]
Size: Medium Size (0 RP)
Speed: Normal Speed (0 RP)
Ability Score: Flexible (2 RP)[+2 Dex +2 Wis]
Languages: Standard (0 RP) [Common and Abbitian]
Defense Racial Traits
Bonded to the Snow (2 RP) (Bonded to the Land)
Abbits are born in the land of the north in the land of snow and ice. Because of this and their large feet they have a natural talent for moving in the snow and ice making them appear to be blurs of movement.
Thick Lapin (2 RP) (Desert Runner)
Abbits are native to the north, this lifestyle has made them unusually adept at dealing with the harsh cold.
Feat and Skill Racial Traits
Camouflaged in the Snow (1 RP)
Finesse of Foot (2 RP)(Weapon Finesse)
Abbits are light and fast on their feet, using this speed even the youngest are taught the art of the hit and fade.
Movement Racial Traits
Jumper (2)
Snow Strider (1 RP)
Abbit's move through snow as easily as a fish moves through water.
Total 12 RP

Guillaume Coeur-de-Lion |

@Merge: I'll allow any of those, the one you like the best for story purposes.
@Ouach: Unfortunately not, let's try to stay below 14RP. Aasimar tend to be pretty strong, unless there's a variant at or below 14RP.
@Cuan: I like the thematics of skinwalkers. Which variant were you looking at?
Have I missed any questions? I'm going on 3 hours sleep into an 11 hour shift so please excuse any ditziness.
That's fine. I'd been thinking Bloodrager/Paladin, and an Aasimar Paladin (w/Celestial bloodline in this case) was something I've been wanting to play. But considering what I know about RoW, A paladin might be pretty rough going anyway. Still trying to decide.

Zayne Iwatani |

@Cuan: Nice concept. I like the kin choice. As long as it doesn't upset any of your class balance, I'm fine with it.
@Zayne: so it seems like they're different abilities. Not only that, but one companion would be a part of the hunter class, and one of the Druid, so it would seem out of place to give the benefits to both. I'm gonna say no just because they're technically different abilities.
Wait, just realized there was this archetype. Can I use Packmaster to get around that? It's still fair in that it only applies to one at a time but I can switch which one for versatility. Else I was going to have a hard time picking which to be the hunter companion. For reference it will be a wolf and snowy owl. One for scouting and the other for fighting.
So Hunter (Packmaster)/Druid (Nature Fang). Cool?

Zayne Iwatani |

Sorry to become bothersome, but the player's handbook suggests certain winter animals as companions and familiars yet the AP starts in southern Taldor near the Qadiran border. Qadira is supposed to be Arabian themed, deserts, sand, and nomads. How does one explain such creatures in such a temperate environment? My character will be from the Border Wood near Heldren, the starting point as mentioned in the player's guide.

Ouachitonian |

The Witchwolf, werewolf kin.
I'm toying with two concepts, not sure which one I want to go with.
One is the Skinwalker who'll be a Druid (Supernaturalist) and I'm not sure on the other end yet. It would be a character very much in touch with the inner beast and the spirits in the world around him. Not sure whether I want something martial or another caster on the second end. Both have their advantages.
The other would be a Human or Samsaran Psychic with the Rebirth discipline. Other end would be either Investigator or Arcanist. This character would be a scholar and an archivist. He'd be an ancient soul working to assemble as much knowledge as he can. His former selves have created many archives that float either in the astral plane on created demiplanes or in minscapes in the dimension of dreams. Not being able to access those would become a source of frustration as the character levels and past memories become clearer.
Skinwalker's not a bad idea. Wish I'd thought of that. Probably would've gone Coldborn (werebear-kin) for the thematics. I guess we don't need more than one in the same party, though.

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1st-level Spells (2/day) [ ] [ ]
Performance (6 rounds/day) [ ] [ ] [ ] [ ] [ ] [ ]
hp 10 (1d8+1+1)
Current hp
Male human (Varki) witch|bard 1
CG Medium humanoid (human)
Init +1 (+1 DEX) Perception +5
DEFENSE
AC 11 /11 touch/10 flatfooted (+1 DEX)
Fort +2, Ref +3, Will +3
OFFENSE
Speed 30 ft.
Melee
Ranged shortbow +1 (1d6/x3)
Special Attacks None
Spells Known (bard) (CL 1st)
1st (3/day)-grease (DC 14 Reflex), hypnotism (DC 14 Will), hideous laughter (DC 14 Will)
0 (at will) prestidigitation, light, mage hand, TBD
STATISTICS
Str 9, Dex 12, Con 12, Int 18, Wis 12, Cha 14
Base Atk +0; CMB +-1; CMD 10
Feats
Extra Hex (L1)
TBD (human bonus)
Skills
Craft (instruments) +8 (1 ranks, +4 INT, +3 class skill)
Knowledge (Nature) +9 (1 ranks, +4 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Arcana) +9 (1 ranks, +4 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Religion) +9 (1 ranks, +4 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Local) +9 (1 ranks, +4 INT, +3 class skill, +1 bardic knowledge)
Heal +5 (1 ranks, +1 WIS, +3 class skill)
Perception +5 (1 ranks, +1 WIS, +3 class skill)
Perform (Oratory) +6 (1 ranks, +2 CHA, +3 class skill)
Perform (Strings) +6 (1 ranks, +2 CHA, +3 class skill)
Survival +6 (1 ranks, +1 WIS, +3 class skill, +1 trait)
Spellcraft +8 (1 ranks, +4 INT, +3 class skill)
Racial Modifiers +1 SR/level
Note:
Traits
Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Poverty-Stricken Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Languages Common (Taldane), Varki, Skald, Hallit, TBD, TBD
Combat Gear TBD
SQ None
SPECIAL ABILITIES
Favored Class: Bard;
Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around her, including herself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that she has mastered, as indicated by her level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Hexes
Evil Eye (Su) The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Healing (Su) A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Familiar Snowy owl

Thorfinn Wyrmblod |

Alright. This is the first time I've tried to do a gestalt character, and I did most of it by hand, so let me know if I messed something up.
Crunch:
Thorfinn Drakonbjorn
Male Skinwalker (Coldborn) Bloodrager (Gold Draconic Rageshaper)/Ranger (Shapeshifter)
NG Medium Humanoid (Skinwalker/Shapechanger)
Init +0; Senses]; Perception +6;
DEFENSE
AC 15, touch 10, flat-footed 15(+5 armor)
hp 15 (1d10 + 5)
Fort +7, Ref +2, Will +2
Defensive Abilities; Resist Cold 2
OFFENSE
Speed 20 ft.
Melee 2 claws +4 (1d4+2/x2) or 2 claws +4 (1d6+2/x2) or bastard sword +3 (1d10+3/19-20x2)
Ranged longbow +1 (1d8/x3)
Special Attacks humanoid (human) +2
Spell-Like Abilities (CL 1; concentration +2)
STATISTICS
Str 14, Dex 10, Con 18, Int 10, Wis 12 (14 in alternate form), Cha 11
Base Atk +1; CMB +3; CMD 13
Feats Weapon Focus (claws)
Skills Handle Animal +4, Knowledge (Arcana) +4, Knowledge (Nature) +4, Linguistics (Skald), Perception +6, Survival +6 (+7 to follow or identify tracks), Climb +2, Wild Empathy +2
Traits Magical Knack (Bloodrager), Northern Ancestry
Languages Common, Skald
SQ Change Shape, Bloodrage (8 rounds), Fast Movement, Bloodline (Gold Draconic)
Combat Gear scale mail, longbow, arrows (60), dagger (2), cold iron bastard sword, holy symbol (wooden), 96GP
SPECIAL ABILITIES
Ability Name (Ex, Sp or Su)
Favored Enemy (Ex) Humanoid (Human) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of this 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.
Track (Ex) +1 to Survival checks to follow tracks
Wild Empathy (Ex) You can improve the attitude of an animal.
Description:
History:

NarcoticSqurl |

@Whitewalker: I'll allow the custom race.
@Zayne: Packmaster is acceptable. The companions could be described as brought into the area through trade, and then set loose or lost, or gained from any previous point in character history.
@Merge: Mammoth or ancestor is allowed, I thought I answered that previously. I might not have been clear on it though.
Ok. If I missed anything let me know. I'm going in for my weekly 12 hr shift in 2 hours. Tomorrow starts my weekend so just keep any questions coming and I'll make sure to answer them all as I can. Also if I've missed anything let me know. All the submissions so far look really good, keep it up all.

Cuàn |

While figuring out my 2nd class: Would you allow the Fighter's Advanced Weapon Training as well as the feat of the same name?

Cuàn |

A bit too late to edit the previous one but I have another question:
Would you be ok with Green Faith Marshall?
Looking at options for my character, figuring out where I want to take it.