
| Ironperenti | 
 
	
 
                
                
              
            
            Will post as Garen Williamson today with full stats. He has had a head full of battles and glory in defense of his country since he could walk. When he was 13, Daget Marshall retired to their little town. He is long in the tooth and had recently lost a leg in the war. Garen was immediately drawn to the man’s story. Daget was a flambouyant man, but he was also a brilliant strategist. It had pained him to leave the war behind but without his leg he felt he was more of a hindrance than a help to his fellow soldiers. In Garen he saw a way to give back. With the permission of Garen’s parents, the young man began an apprenticeship with Daget. Now, five years later, Garen is itching to leave the village and join the war effort. Once the winter passes open, he intends to head out.

| Rotaretilbo | 
 
	
 
                
                
              
            
            Righto.
Here's peak under the hood while I work on crunches. Realized I meant to post this stuff as part of the last refinement when I pulled up my notes to work on the crunches; must have gotten distracted or whatever.
Name
--------------------
- ǀaǁyaǂa (given by both parents in early childhood) [how she is called by elders who knew her as a child]
 
- ǃurysǁal (given by father at birth) [how she is called by her father as a pet name]
 
- ʘefaǂi (given by mother at birth) [how she is called by her mother as a pet name]
 
- Aʘiǃa (taken upon reaching adulthood) [how she is called by other tribespeople]
 
- Abbicka (a phonetic approximation in Common) [how she calls herself]
 
- ʘarofel (tribe name) [the surname she was born with]
 
- Barrowfield (a phonetic approximation in Common) [the surname she adopted]
--------------------
Appearance
--------------------
- Gender: Female
 
- Age: 48
 
- Height: 2'11" (89cm)
 
- Weight: 33lbs (15kg)
 
- Skin Tone: Indian Yellow (#e3a857)
 
- Iris Color: Hunter Green (#355e3b)
 
- Hair Color: La Salle Green (#087830)
 
- Hair Length: 14"
 
- Hair Style: Straight, worn as dreadlocks.
 
- Facial Features: Diamond jaw; almond eyes; button nose; thin lips; prominent facial tattoos, green (#34b233) swirling line patterns
 
- Body Features: Wiry physique; prominent body tattoos, green (#34b233) swirling line patterns
 
- Reference Image
--------------------
Alignment
--------------------
- Altruism vs Sadism: Faux Altruism
 
- Duty vs Utility: Utility
 
- Law vs Liberty: Neutral
 
- Order vs Impulse: Order
 
- Faith vs Skepticism: Neutral
 
- Tradition vs Progress: Neutral
 
- "Neutral Good"
--------------------
Philosophy
--------------------
Standard
- Don't make trouble for others.
 
- Life is sacred; killing is only permissible for sustenance.
 
- Theft and vandalism are wrong.
 
- Lying, cheating, and manipulating are wrong.
Dorf Fort
- Greatly prizes loyalty.
 
- Values family greatly.
 
- Believes friendship is a key to the ideal life.
 
- Values honesty.
 
- Sees guile and cunning as indirect and somewhat worthless.
 
- Respects fair-dealing and fair-play.
 
- Finds maintaining decorum a silly, fumbling waste of time.
 
- Disregards tradition.
 
- Values artwork.
 
- Sees cooperation as very important in life.
 
- Sees no value in holding back complaints and concealing emotions.
 
- Deeply values introspection.
 
- Finds moderation and self-control to be very important.
 
- Strongly values tranquility and quiet.
 
- Values a harmonious existence.
 
- Finds those that develop skill with weapons and fighting distasteful.
 
- Respects the development of skill.
 
- Values hard work.
 
- Believes that those who sacrifice for others should be deeply respected.
 
- Respects perseverance.
 
- Values leisure time.
 
- Values romance.
 
- Holds nature to be of greater value than most aspects of civilization.
 
- Believes that peace is always preferable to war.
--------------------
Personality
--------------------
Standard
- Timid and meek; unlikely to voice concerns to others, lest it be bothersome for them.
 
- Subservient; more likely to do as told than to confront or complain.
 
- Craves external validation.
Dorf Fort
- Can easily fall in love or develop positive sentiments.
 
- Does not easily hate or develop negative feelings.
 
- Is prone to strong feelings of jealousy.
 
- Is rarely happy or enthusiastic.
 
- Often feels discouraged.
 
- Is slow to anger.
 
- Is always tense and jittery.
 
- Does not often feel lustful.
 
- Cracks easily under pressure.
 
- Doesn't focus on material goods.
 
- Does not enjoy participating in physical confrontations.
 
- Has a noticeable lack of perseverance, and is conflicted by this, as she respects perseverance.
 
- Prefers that everyone live as harmoniously as possible.
 
- Is very friendly and always tries to say nice things to others.
 
- Is very polite and observes appropriate rules of decorum when possible, and is conflicted by this, as she finds maintaining decorum a silly, fumbling waste of time.
 
- Relies on the advice of others during decision making.
 
- Is somewhat fearful in the face of imminent danger.
 
- Lacks confidence in her abilities.
 
- Is not inherently proud of her talents or accomplishments.
 
- Is not driven and rarely feels the need to pursue even a modest success.
 
- Feels a strong need to reciprocate any favor done for her.
 
- Prefers to present herself modestly.
 
- Tends to hang on to grievances.
 
- Has a low sense of self-esteem.
 
- Is easily moved to mercy.
 
- Tends to assume the worst of two outcomes will be the one that comes to pass.
 
- Is gripped by a crippling shyness.
 
- Tends not to reveal personal information, and is conflicted by this, as she sees no value in holding back complaints and concealing emotions.
 
- Often finds herself changing her mind to agree with somebody else.
 
- Is somewhat uncomfortable around those that appear unusual or live differently from her.
 
- Forms strong emotional bonds with others, at times to her detriment.
 
- Is swayed by emotional appeals.
 
- Dislikes helping others, and is conflicted by this, as she believes that those who sacrifice for others should be deeply respected.
 
- Finds obligations confining, and is conflicted by this, as she greatly prizes loyalty.
 
- Can get caught up in internal deliberations when action is necessary.
 
- Tries to keep her things orderly.
 
- Is slow to trust others.
 
- Prefers to be alone, and is conflicted by this, as she both values family greatly, and believes friendship is a key to the ideal life.
 
- Would never under any circumstance speak up or otherwise put forth her point of view in a discussion.
 
- Doesn't seek out excitement.
 
- Is given to flights of fancy to the point of distraction.
 
- Has a tendency to consider ideas and abstractions over practical applications.
 
- Greatly moved by art and natural beauty.
Name
--------------------
- Wolfgang (given by mother at birth) [how he calls himself]
--------------------
Appearance
--------------------
- Gender: Male
 
- Age: 24
 
- Height: 5'9" (175cm)
 
- Weight: 179lbs (81kg)
 
- Skin Tone: Jasper Orange (#de8f4e)
 
- Iris Color: Olive (#808000)
 
- Hair Color: Bistre Brown (#967117)
 
- Hair Length: 4"
 
- Hair Style: Wavy, combed back.
 
- Facial Features: Triangle jaw; hooded eyes; strong nose; leathery skin
 
- Body Features: Builtfat physique; leathery skin; scar from collar to right armpit
--------------------
Alignment
--------------------
- Altruism vs Sadism: Neutral
 
- Duty vs Utility: Pleasure
 
- Law vs Liberty: Liberty
 
- Order vs Impulse: Neutral
 
- Faith vs Skepticism: Skepticism
 
- Tradition vs Progress: Neutral
 
- "Chaotic Evil"
--------------------
Philosophy
--------------------
Standard
- Might makes right.
 
- People lack intrinsic rights; they have the right to only what they can protect.
 
- A person's life has a quantifiable value.
 
- Will harm or kill others when doing so is more convenient than not.
 
- Will steal or vandalize when doing so is more convenient than not.
 
- Will lie, cheat, or manipulate when doing so is more convenient than not.
 
- "Convenience" here is long-term, not short-term; does not kill, steal, lie, or cheat lightly, because doing so would invite risk of reprisal.
 
- Revels in being strong, but not necessarily in inflicting harm.
Dorf Fort
- Disdains the law.
 
- Values loyalty.
 
- Lacks any respect for family.
 
- Sees power over others as something to strive for.
 
- Sees lying as an important means to an end.
 
- Greatly respects the shrewd and guileful.
 
- Values eloquence.
 
- Is disgusted by the idea of fairness and will freely cheat anybody at any time.
 
- Is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting.
 
- Is disgusted by tradition and would flout any he encounters if given a chance.
 
- Finds artwork boring.
 
- Values cooperation.
 
- Treasures independence.
 
- Finds those that deny their impulses somewhat stiff.
 
- Prefers a noisy, bustling life to boring days without activity.
 
- Truly values merrymaking and parties.
 
- Has a great deal of respect for worthy craftsmanship.
 
- Believes that martial prowess defines the good character of an individual.
 
- Really respects those that take the time to master a skill.
 
- Values hard work.
 
- Thinks that the entire concept of sacrifice for others is truly disgusting.
 
- Views competition as a crucial driving force in the world.
 
- Greatly respects individuals that persevere through their trials and labors.
 
- Finds romance distasteful.
 
- Sees war as a useful means to an end.
 
- Values knowledge.
--------------------
Personality
--------------------
Standard
- Generally outgoing; puts on a show for others.
 
- Open-minded; willing to hear others out and try new things.
 
- Tries to plan ahead, but capable of improvising as necessary.
 
- Can be cruel, but is not capricious; consistency through risk-reward evaluations.
 
- Hates when people request something for nothing; loathes when people snivel or beg.
Dorf Fort
- Does not easily fall in love and rarely develops positive sentiments.
 
- Does not easily hate or develop negative sentiments.
 
- Often feels envious of others.
 
- Is often cheerful.
 
- Almost never feels discouraged.
 
- Has a calm demeanor.
 
- Often feels lustful.
 
- Can handle stress.
 
- Is very greedy.
 
- Occasionally overindulges.
 
- Likes to brawl.
 
- Doesn't mind a little tumult and discord in day-to-day living.
 
- Is a friendly individual.
 
- Could be considered rude.
 
- Is generally quite confident of his abilities when undertaking specific ventures.
 
- Is pleased by his own appearance and talents.
 
- Is very ambitious, always looking for a way to better his station.
 
- Takes offered help and gifts without feeling particularly grateful.
 
- Doesn't mind wearing something special now and again.
 
- Finds the humor in most situations.
 
- Has no sense of vengeance or retribution.
 
- Is sometimes cruel.
 
- Tends not to reveal personal information.
 
- Doesn't cling tightly to ideas and is open to changing his mind.
 
- Is quite comfortable with others that have a different appearance or culture.
 
- Does not generally respond to emotional appeals.
 
- Does not go out of his way to help others.
 
- Hates vows, obligations, promises, and other binding elements that could restrict him.
 
- Sees others as selfish and conniving.
 
- Enjoys being in crowds.
 
- Has an overbearing personality.
 
- Likes a fast-paced life.
 
- Seeks out exciting and adventurous situations.
 
- Has an active imagination.
 
- Likes to keep things practical, without delving too deeply into the abstract.
 
- Does not have a great aesthetic sensitivity.

|  Garen Williamson | 
 
	
 
                
                
              
            
            Garen Williamson. He has had a head full of battles and glory in defense of his country since he could walk. When he was 13, Daget Marshall retired to their little town. He is long in the tooth and had recently lost a leg in the war. Garen was immediately drawn to the man’s story. Daget was a flambouyant man, but he was also a brilliant strategist. It had pained him to leave the war behind but without his leg he felt he was more of a hindrance than a help to his fellow soldiers. In Garen he saw a way to give back. With the permission of Garen’s parents, the young man began an apprenticeship with Daget. Now, five years later, Garen is itching to leave the village and join the war effort. Once the winter passes open, he intends to head out.

| Cerise Maven | 
 
	
 
                
                
              
            
            Doomed Hero here. Finally have my submission ready.
Cerise is a former soldier of the Red Gods, living incognito on the frontier, spending most of her time drinking. She hires herself out as muscle from time to time to make enough cash to live, but she's profoundly depressed and has very little ambition. She's had a crisis of conscience about who she used to be, and desperately needs a worthy cause to fight for.
She's athletic and decently attractive, but her poor education, depression, and low self esteem make her pretty bad at relating to people. She means well, but she's used to not being listened to, so she doesn't really try to be personable.
Mechanically, she's a frontliner and a backup healer. She'll be dragging and shoving people around the battlefield and being a great meat shield for the squishy folks. her hit points are mediocre, but her ability to heal herself quickly will give her surprising battlefield endurance. She also has a decent stealth score so she can provide backup on scouting missions.
As for me, I'm a longtime veteran of the Paizo PbP boards. I've been in more than a hundred games here, and I've been in for the long haul for nearly all of them. If you pick me you won't have to worry about me vanishing without warning. My posting rate is consistent, and I try to make a point of either engaging with another PC or moving the story forward with every post.
I need to ask some questions about mechanics related to the Red Gods, but they are minor issues that can wait until after party selection.

| Matt Adams 259 | 
 
	
 
                
                
              
            
            HP will be full at 1st then half rounded up for subsequent levels.
Cerise, Doomed Hero-Is there a weapon you are looking to build your cleric around? The red zealots take their favored weapon according to the village or city they were trained in. Since your character is an outcast, I might suggest using your blessing and weapon to flesh out what kind of village you came from.

| Rotaretilbo | 
 
	
 
                
                
              
            
            Updating Abby's builds is taking a little longer than anticipated. Been reading through Ultimate Wilderness to update my choices, and also just generally second-guessing past me on some decisions. Wolfgang's builds should go much faster, because I've crunched him a lot more recently, so I'm tentatively hopeful to post crunches tomorrow.

| Shontar Hadove | 
 
	
 
                
                
              
            
            I have a Nature Fang Druid (race not set, human, Half-elf or elf) in mind. He's been living in the area around Ram making sure the local resources are not exploited. He's fine with the locals' suspicion towards him, as long as everyone respects each other's duties. Recently he heard through his own channels that something bigger was coming. To prevent that, he was going to bring the fight to them.
He will be a very martial character using his spells supplemental. I would love to use some of the path of war rules, as I hadn't had the chance before.
Do you need us to create an alias right now, or can we do this after we've been selected?
This particular Elven Druid will take the Martial Training feat chain for Solar Wind Maneuvers. I want to try an archer that doesn't rely on full attacks. Byebye Rapid Shot and Manyshot.

| Shontar Hadove | 
 
	
 
                
                
              
            
            ok, here comes Elduin Faenan, the Nature Fang Archer
Elduin Faenan
Male Elf druid 1, Archetypes Nature Fang
NG Medium humanoid (elf)
Init +3
Senses low-light vision; Perception +9 (+3 bonus on sight-based and opposed Perception checks in bright light)
=================================================
DEFENSE
=================================================
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 ((1d8)+2)
Fort +3, Ref +3, Will +5, +2 vs. enchantment spells and effects
=================================================
OFFENSE
=================================================
Speed 20 ft.
Ranged shortbow +3 (1d6/x3), within 30 ft. +4 (1d6+1)
Prepared Spells (CL 1st; concentration +4)
1st-aspect of the falcon (domain), entangle (DC 14), one open slot
0th-detect magic, guidance, mending
=================================================
STATISTICS
=================================================
Str 12, Dex 16, Con 12, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot
Skills Knowledge (Martial) +2, Knowledge (Nature) +5, Perception +9, Stealth +5 (+1 in hilly or rocky areas), Survival +7
Traits Armor Expert, Highlander
Languages Common, Druidic, Elven, Sylvan
Gear Trail rations (2), elven trail rations, shortbow, falconry gauntlet, explorer's outfit, hide, backpack, waterskin (filled), mess kit, holly and mistletoe, arrows (40), spell component pouch, 1.8 gp
=================================================
SPECIAL ABILITIES
=================================================
Eagle Domain
Familiar You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
Hawkeye (Su) As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
=================================================
FAMILIAR
=================================================
Fowyn 
Hawk
NG Tiny animal (familiar, Sage Archetype)
Init +3
Senses low-light vision; Perception +14
=================================================
DEFENSE
=================================================
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 Natural)
hp 5
Fort +2, Ref +5, Will +2
=================================================
OFFENSE
=================================================
Speed 10 ft. Fly 60 ft. (Average)
Melee talons +5/+5 (1d2-2)
Reach 0 ft.
=================================================
STATISTICS
=================================================
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14, Stealth +7, Sense Motive +3
=================================================
SPECIAL ABILITIES
=================================================
Dazzling Intellect (Ex) A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
Sage’s Knowledge (Ex) A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
The locals are suspicious towards him and his wild faith. However, most never get to meet or see him anyways. For most people except a few select he is nothing more than a rumour, a shadow living in the woods and mountains. His only contact with whom he trades, argues and plans with, is enter important local NPC here, who acts as Ram's representative. Towards the people of Ram Elduin doesn't share their mistrust, but feels no compassion either. As long as everyone respects each other's duties, everything is cool.
Recently he had a vision that something big was coming. Something dangerous for both the villagers and his wildlife. He doesn't know what or who, only that he has to try to prevent it. For this, he was going to bring the fight to it/them.

| Rotaretilbo | 
 
	
 
                
                
              
            
            Well today is just not my day. I'd pretty much finished up the post when my computer locked up. You'd think I'd have learned by now to either save frequently or just not do work in Notepad, but nope, I'm just an idiot. I lost about 3 hours of work, and I'm too mentally exhausted to redo it.
The bright side is that I caught several errors in my notes for the main Wolfgang build, and fixing them was about 2/3 of my investment. My notes were all saved, so at least now it's just a matter of copying it down in a format that is legible on this site.
The brighter side is that, aside from having to make a couple corrections, Abby's build is pretty much done. As done as it's likely to get. I skimmed it, so hopefully I caught all the typo's and note artifacts and the like. Here's that crunch:
For general reference, ----- is current stats, ===== is an explanation of where those stats come from, and =-=-= is planning for the future. I've marked stuff that's not from PRG-line books with OoC tags, pending your approval.
Small Female NG Humanoid (Gnome) Hunter (Packmaster) 1
---------------------
Ability
---------------------
STR 05 (-3) [-4 points; -2 racial]
CON 10 (+0) [-2 points; +2 racial]
DEX 13 (+1) [3 points]
INT 13 (+1) [3 points]
CHA 18 (+4) [10 points; +2 racial]
WIS 16 (+3) [10 points]
---------------------
Defense
---------------------
HD 1d8
HP 8 [8 base]
AC 18 [10 base; +1 DEX; +1 size; +4 armor; +2 shield]
✋ 12 [10 base; +1 DEX; +1 size]
[/b] 17 [10 base; +1 size; +4 armor; +2 shield]
[b]CMD 7 [10 base; -3 STR; +1 DEX; -1 size]
Fort +2 [+2 base]
Ref +3 [+2 base; +1 DEX]
Will +3 [+0 base; +3 WIS]
---------------------
Offense
---------------------
Speed 15ft (Land) [20 base; -5 armor]
BAB +0
CMB -4 [-3 STR; -1 size]
Initiative +1 [+1 DEX]
Light 15lb Medium 30lb Heavy 45lb
Overhead 37lb Deadlift 74lb Push/Drag 185lb
---------------------
Weapons
---------------------
Obsidian Trident (Melee)
-2 ATK [+0 base; -3 STR; +1 size]
1d6-3 Piercing [1d8 base; -1sz size; -3 STR]
20/x2 Critical
Brace
Obsidian Trident (Throw)
+2 ATK [+0 base; +1 DEX; +1 size]
1d6-3 Piercing [1d8 base; -1sz size; -3 STR]
20/x2 Critical
10ft Range Incriment
Obsidian Dagger (Melee)
-2 ATK [+0 base; -3 STR; +1 size]
1 Piercing or Slashing [1d4 base; -1sz size; -3 STR]
19/x2 Critical
Obsidian Dagger (Throw)
+2 ATK [+0 base; +1 DEX; +1 size]
1 Piercing [1d4 base; -1sz size; -3 STR]
19/x2 Critical
10ft Range Incriment
Unarmed Strike
-6 ATK [+0 base; -3 STR; +1 size; -4 nonprof]
1 Nonlethal [1d3 base; -1sz size; -3 STR]
---------------------
Skills
---------------------
Acrobatics -7 [+1 DEX; -8 ACP]
Climb -11 [-3 STR; -8 ACP]
Diplomacy +2 [+4 CHA; -2 trait]
Escape Artist -3 [+1 rank; +1 DEX; +3 cl sk; -8 ACP]
Fly -7 [+1 DEX; -8 ACP]
Hand Animal +8 [+1 rank; +4 CHA; +3 cl sk]
Heal +7 [+1 rank; +3 WIS; +3 cl sk]
Knowledge (Nature) +5 [+1 rank; +1 INT; +3 cl sk]
Lore (Dinosaurs Lesser Dragonkin) +5 [+1 rank; +1 INT; +3 cl sk]
Perception +9 [+1 rank; +3 WIS; +3 cl sk; +2 racial]
Profession (Herbalist) +5 [+3 WIS; +2 racial] !Untrained!
Ride -7 [+1 DEX; -8 ACP]
Sense Motive +8 [+1 rank; +3 WIS; +3 cl sk; +1 trait]
Sleight of Hand -7 [+1 DEX; -8 ACP] !Untrained!
Stealth +1 [+1 rank; +1 DEX; +3 cl sk; +4 size; -8 ACP]
Survival +7 [+1 rank; +3 WIS; +3 cl sk]
Swim -11 [-3 STR; -8 ACP]
Wild Empathy +5 [+4 CHA; +1 class]
All others at appropriate ability modifier
---------------------
Special Qualities
---------------------
Languages
Common [Racial]
Draconic [INT]
Druidic [Trait]
Gnomish [Racial]
Sylvan [Racial]
Warden of Nature
+2 dodge to AC vs Aberrations, Oozes, and Vermin
+1 to ATK vs Aberrations, Oozes, Vermin
Illusion Resistance
+2 racial to Save vs Illusion
Gnome Magic
+1 to DC of Illusion cast
Low-Light Vision
vision x2 in Dim Light
Animal Friend
+1 trait to Will if Tiny+ Animal (Indifferent+) within 30ft
Outcast's Intuition (Magic)
+1 to CL to dispel
---------------------
Special Abilities
---------------------
Pack Focus 1min/day as Swift
Bat - Darkvision 60ft
Bear - +2 enhancement to CON
Bull - +2 enhancement to STR
Falcon - +4 competence to Perception
Frog - +4 competence to Swim
Monkey - +4 competence to Climb
Mouse - Evasion
Owl - +4 competence to Stealth
Snake - +2 to ATK w/ AoO, +2 dodge to AC vs AoO
Stag - +5ft enhancement to Land Speed
Tiger - +2 enhancement to DEX
Wolf - Scent
---------------------
Spellcasting
---------------------
Spell-Like
dancing lights 1/day
ghost sound 1/day DC 15 [10 base; +4 CHA; +1 racial]
prestidigitation 1/day
speak with animals 1/day
Orison -/day
create water
detect magic
light
stabilize
1st- Level 3/day [2/day base; +1 WIS]
summon nature's ally i
cure light wounds DC 14 [11 base; +3 WIS]
magic fang DC 14 [11 base; +3 WIS]
---------------------
Gear
---------------------
Hide Armor (1500cp; 12.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Heavy Wooden Shield (700cp; 5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Trident (1500cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Obsidian (-750cp; -0.5lb) - [Pathfinder Roleplaying Game: Ultimate Combat]
Dagger (200cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Obsidian (-100cp; -0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Monk's Outfit (0cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Holly and Mistletoe (0cp; 0.075lb) - [Pathfinder Roleplaying Game: Core Rulebook]
Masterwork Backpack (5000cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Blanket (50cp; 0.75lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Hooded Lantern (700cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-String 50ft (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Iron Fishhook x5 (50cp; 0.2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Flint and Steel (100cp; 0.03lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Glass Flask (3cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
--Lamp Oil 1pt (10cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Whet Bone (10cp; 2lb) - [Pathfinder Player Companion: Animal Archive]
-Ball 5" (20cp; 0.3lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Signal Horn (100cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Belt Pouch (100cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Platinum Piece (1000cp; 0.02lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Gold Piece x9 (800cp; 0.18lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Silver Piece x8 (80cp; 0.16lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Copper Pice x6 (6cp; 0.12lb) - [Pathfinder Roleplaying Game: Core Rulebook]
Lashtail Equipment (915cp)
Snowfeather Equipment (1905cp)
Value 14000cp
Carry 29.245lb (Medium)
=====================
Racial Features
=====================
Gnome - [Pathfinder Roleplaying Game: Core Rulebook]
Humanoid (Gnome)
Small
Slow Speed - [Pathfinder Roleplaying Game: Core Rulebook]
20ft (Land)
Gnomish Language - [Pathfinder Roleplaying Game: Core Rulebook]
Common
Gnomish
Sylvan
Hardy and Agreeable - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to CON and CHA
-2 to STR
Warden of Nature - [Pathfinder Roleplaying Game: Advanced Race Guide]
+2 dodge to AC vs Aberrations, Oozes, and Vermin
+1 to ATK vs Aberrations, Oozes, Vermin
replaces Defensive Training and Hatred
Illusion Resistance - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to Save vs Illusion
Keen Senses - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to Perception
Obsessive (Herbalism) - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to chosen Craft or Profession
Fey Thoughts (Acrobatics, Escape Artist) - [Pathfinder Player Companion: Heroes of the Wild]
treat chosen skills as Class Skills
replaces Gnomish Weapon Familiarity
Gnome Magic - [Pathfinder Roleplaying Game: Core Rulebook]
+1 to DC of Illusion cast
dancing lights 1/day SLA
ghost sound 1/day SLA
prestidigitation 1/day SLA
speak with animals 1/day SLA
Low-Light Vision - [Pathfinder Roleplaying Game: Core Rulebook]
vision x2 in Dim Light
=====================
Traits
=====================
Racial: Animal Friend - [Pathfinder Roleplaying Game: Ultimate Campaign[/b]
+1 trait to Will if Tiny+ Animal (Indifferent+) within 30ft
treat Handle Animal as Class Skill
Magic: Outcast's Intuition - [Pathfinder Roleplaying Game: Ultimate Campaign[/b]
+1 to CL to dispel
+1 trait to Sense Motive
treat Sense Motive as Class Skill
Social: Feral Speech - [Pathfinder Player Companion: Heroes of the Wild]
Druidic
hunted by Druids
(note: requires explicit permission from GM)
Drawback: Anxious - [Pathfinder Player Companion: Quests & Campaigns]
-2 to diplomacy
speaks slowly and quietly
=====================
Class Features
=====================
Hunter - [Pathfinder Roleplaying Game: Advanced Class Guide]
3/4 class level BAB progression
2 + 1/2 class level Fort progression
2 + 1/2 class level Ref progression
1/3 class level Will progression
d8 HD
6+INT skill points
treat Climb, Heal, Intimidate, Knowledge (Dungeoneering), Knowledge (Nature), Perception, Ride, Spellcraft, Stealth, Survival, and Swim as Class Skills
treat Artistry, Craft, Handle Animal, Knowledge (Geography), Lore, and Profession as Class Skills
auto proficient w/ Simple Weapons, Martial Weapons, Light Armor, Medium Armor, and Shields
Nature Training - [Pathfinder Roleplaying Game: Advanced Class Guide]
class levels count as Druid and Ranger for feats, traits, and options that modify Animal Companion
Hunter Spells - [Pathfinder Roleplaying Game: Advanced Class Guide]
spontaneous WIS-based caster
orisons -/day (knows 4)
1st-level 1/day (knows 2)
cannot cast [Evil] spells
always knows summon nature's ally spells
Pack Bond (Deinonychus 1) - [Pathfinder Roleplaying Game: Advanced Class Guide]
gain Animal Companion with advancement
may have more than one Animal Companion, but divide advancement
Precise Companion, Hunter Tactics, and Woodland Stride apply to one Animal Companion at a time (change as Swift)
replaces Animal Companion
Pack Focus - [Pathfinder Roleplaying Game: Advanced Class Guide]
gain aspect of animal as Swift for 1min/day
may apply aspect to 1 Animal Companion instead
1 Animal Companion may have 1 aspect at all times (can be in addition to applied)
if Animal Companions all dead, may apply to self without duration
replaces Animal Focus
Wild Empathy - [Pathfinder Roleplaying Game: Advanced Class Guide]
roll CHA + class level to Improve Attitude of Animal, as Diplomacy
must be within 30ft and visible; takes 1min to perform
=====================
Feats
=====================
Spirit's Gift - [Pathfinder Roleplaying Game: Advanced Class Guide]
at start of day, choose Shaman Spirit Animal
during next 24hrs, apply 1min buff to Animal Companion or Familiar based on chosen Shaman Spirit Animal
=-=-=-=-=-=-=-=-=-=-=
Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Precise Companion (Outflank) - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 2
gain chosen as bonus feat without prereqs
if Outflank, also grant to Animal Companion
Track - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 2
+1/2 class level to Survival to Track
Hunter Tactics - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
automatically grant Teamwork feats to Animal Companion
Packmaster - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
1 additional Animal Companion benefits from Precise Companion, Hunter Tactics, and Woodland Stride at a time
Improved Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 4
communicate emotions with Animal Companion(s) out to 1mi
shift perception to 1 Animal Companion as Swift; end as Free
Woodland Stride - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 5
move through natural undergrowth without impairment or damage
also applies to Animal Companion
Teamwork Feat - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 6
gain 1 bonus Teamwork feat
Bonus Trick - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
Animal Companion(s) gain 1 bonus Trick
Second Pack Focus - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
additional Pack Focus with duration assigned to self or Animal Companion
additional Pack Focus without duration assigned to Animal Companion (may be on different Animal Companions)
Swift Tracker - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
ignore -5 penalty for moving at normal Speed while using Survival to Track
take -10 instead of -20 penalty for moving at double Speed while using Survival to Track
Teamwork Feat* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 9
gain 2 bonus Teamwork feats
Raise Animal Companion - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 10
raise animal companion -/day SLA
Speak with Master - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
speak with Animal Companion(s) as if shared language
Teamwork Feat* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 12
gain 3 bonus Teamwork feats
Bonus Trick* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
Animal Companion(s) gain 2 bonus Tricks
Greater Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 14
range of Empathic Link is 10mi
Teamwork Feat* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
gain 4 bonus Teamwork feats
Raise Animal Companion* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
resurrect animal companion -/day SLA
One with the Wild - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
appropriate Animals to current Pack Foci do not willing attack
roll CHA + class level to Demoralize of appropriate Animals to current Pack Foci, as Intimidate but Swift
Teamwork Feat* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 18
gain 5 bonus Teamwork feats
Bonus Trick* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
Animal Companion(s) gain 3 bonus Tricks
Master of the Pack - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
Animal Companion(s) gain 3 bonus Tricks
ignore penalties for moving while using Survival to Track
also granted to Animal Companions
apply 1 Pack Focus to self or 1 Animal Companion for 24hrs at start of each day
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Precise Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 3
if flanking creature with Teamwork, +1d6 Precision to DAM on melee attacks
stacks with Precision damage
Teamwork
Combat Expertise - [Pathfinder Roleplaying Game: Core Rulebook] @ 5
-1 to ATK for +1 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 6
-2 to ATK for +2 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Evolved Companion (Improved Damage: Talons; Lashtail) - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 7
chosen Animal Companion gains chosen 1-point Evolution from Summoner's Eidolon
Evolved Companion (Improved Damage: Bite; Snowfeather) - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 9
chosen Animal Companion gains chosen 1-point Evolution from Summoner's Eidolon
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
-3 to ATK for +3 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Boon Companion (Lashtail) - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ 11
chosen Animal Companion treats Effective Druid Level as +4
Boon Companion (Snowfeather) - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ 13
chosen Animal Companion treats Effective Druid Level as +4
Evolved Companion (Improved Damage: Claws; Lashtail) - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 15
chosen Animal Companion gains chosen 1-point Evolution from Summoner's Eidolon
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 17
-4 to ATK for +4 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Evolved Companion (Bite; Snowfeather) - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 17
chosen Animal Companion gains chosen 1-point Evolution from Summoner's Eidolon
Intercept Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
if creature Charges Teamwork, move up to Speed to any point along Charge path
Charged by creature instead of Teamwork
this movement counts against next round
Teamwork
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Outflank - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 2
flanking with Teamwork, flank bonus increased by +2
if Crit flanked, Teamwork gets AoO against flanked
Teamwork
Pack Flanking - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 6
if adjacent to Teamwork, considered flanking anything self and Teamwork threaten
Teamwork
Stealth Synergy - [Pathfinder Roleplaying Game: Ultimate Combat] @ 9
take highest Stealth roll from visible Teamwork and add own and visible Teamwork Stealth modifiers
Teamwork
Lookout - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 12
if cannot act in Surprise Round, but Teamwork can, may act in Surprise Round
if can act in Surprise Round and Teamwork also can, may take Standard and Move (or Full-Round) in Surprise Round
Teamwork
Distracting Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if Charge and hit creature, Teamwork gains +2 on next ATK vs target
Teamwork
Coordinated Charge - [Pathfinder Roleplaying Game: Ultimate Combat] @ 18
if Charge a creature, Teamwork may Charge same target at half Speed as Immediate
Teamwork
x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x
x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x
Lashtail
Small Female Animal (Dinosaur) Animal Companion (Racer) 1
---------------------
Ability
---------------------
STR 11 (+0) [11 base; +4 racial; -4 age]
CON 17 (+3) [11 base; +8 racial; -2 age]
DEX 17 (+3) [11 base; +4 racial; +2 age]
INT 2 (-4) [1 base; +1 racial]
CHA 14 (+2) [10 base; +4 racial]
WIS 12 (+1) [10 base; +2 racial]
---------------------
Defense
---------------------
HD 2d8
HP 19 [13 base; +6 CON]
AC 15 [10 base; +3 DEX; +1 size; +1 natural]
✋ 14 [10 base; +3 DEX; +1 size]
[/b] 12 [10 base; +1 size; +1 natural]
[b]CMD 13 [10 base; +1 BAB; +3 DEX; -1 size]
Fort +6 [+3 base; +3 CON]
Ref +6 [+3 base; +3 DEX]
Will +1 [+0 base; +1 WIS]
---------------------
Offense
---------------------
Speed 70ft (Land) [60 base; +10 class]
BAB +1
CMB +0 [+1 BAB; -1 size]
Initiative +3 [+3 DEX]
Light 28lb Medium 57lb Heavy 86lb
Overhead 86lb Deadlift 172lb Push/Drag 430lb
---------------------
Weapons
---------------------
Talon (x2)
+2 ATK [+1 BAB; +1 size]
1d6 Slashing [1d6 base; +1sz racial; -1sz size]
20/x2 Critical
Primary Natural
Bite
+2 ATK [+1 BAB; +1 size]
1d4 Bludgeoning, Piercing, and Slashing [1d6 base; -1sz size]
20/x2 Critical
Primary Natural
---------------------
Skills
---------------------
Acrobatics +7 [+3 DEX; +8 racial; -4 age¹]
Perception +5 [+1 WIS; +8 racial; -4 age¹]
Stealth +15 [+1 rank; +3 DEX; +3 cl sk; +4 size; +8 racial; -4 age¹]
Survival +2 [+1 rank; +1 WIS]
All others at appropriate ability modifier
---------------------
Special Qualities
---------------------
Pack Hunter¹
+10 racial to Acrobatics to Jump
Low-Light Vision
vision x2 in Dim Light
Scent
detect by scent 30ft
determine direction as Move
auto pinpoint within 5ft
DC 10 for Survival to Track w/ increasing DC over time
Bonus Tricks
+1 bonus trick
Link
DC for Handle Animal and Wild Empathy reduced by 4 for master
---------------------
Special Abilities
---------------------
Pack Focus 1min/day as master's Swift
Bat - Darkvision 60ft
Bear - +2 enhancement to CON
Bull - +2 enhancement to STR
Falcon - +4 competence to Perception
Frog - +4 competence to Swim
Monkey - +4 competence to Climb
Mouse - Evasion
Owl - +4 competence to Stealth
Snake - +2 to ATK w/ AoO, +2 dodge to AC vs AoO
Stag - +5ft enhancement to Land Speed
Tiger - +2 enhancement to DEX
Wolf - Scent
Pack Focus constant as master's Swift
Bat - Darkvision 60ft
Bear - +2 enhancement to CON
Bull - +2 enhancement to STR
Falcon - +4 competence to Perception
Frog - +4 competence to Swim
Monkey - +4 competence to Climb
Mouse - Evasion
Owl - +4 competence to Stealth
Snake - +2 to ATK w/ AoO, +2 dodge to AC vs AoO
Stag - +5ft enhancement to Land Speed
Tiger - +2 enhancement to DEX
Wolf - Scent
Spirit's Gift 1min/day as master's Standard
Battle - +2 natural to AC
Bones - Concealment as blur
Flame - Immunity to Fire; Vulnerability to Cold; glow as candle
Heavens - Fly Speed 5ft; glow as candle
Life - Fast Healing 1
Lore - +2 Initiative; +4 Stealth
Nature - Woodland Stride
Stone - DR 5/Adamantine
Waves - Mobility; Waterbreathing
Wind - Energy Resistance 10/Electric; glow as candle
---------------------
Gear
---------------------
Animal Harness (200cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Muzzle (Bit and Bridle) (200cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Saddlebags (400cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Carnivore Feed 3da (15cp; 15lb) - [Pathfinder Player Companion: Animal Archive]
-Waterskin (100cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
--Water 2qt (0cp; 4lb) - [Physics]
Value 915cp
Carry 24.125lb (Light)
=====================
Racial Features
=====================
Deinonychus - [Pathfinder Roleplaying Game: Core Rulebook]
Animal (Dinosaur)
Medium
Animal - [Pathfinder Roleplaying Game: Bestiary]
3/4 HD BAB progression
2 + 1/2 HD Fort progression
2 + 1/2 HD Ref progression
1/3 HD Will progression
d8 HD
2+INT skill points
treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as Class Skills
Very Fast Speed - [Pathfinder Roleplaying Game: Core Rulebook]
60ft (Land)
Friggin' Raptor - [Pathfinder Roleplaying Game: Core Rulebook]
+6 racial to CON
+4 racial to STR, DEX, and CHA
+2 racial to WIS
+1 racial to INT
+3 natural to AC
Pack Hunter¹ - [Pathfinder Roleplaying Game: Bestiary]
+8 racial to Acrobatics, Perception, and Stealth
+20 racial to Acrobatics to Jump
Natural Weapons - [Pathfinder Roleplaying Game: Core Rulebook]
2 Talons, +2 Size, Primary
1 Bite, Primary
2 Claws, -1 Size, Secondary
Pounce - [Pathfinder Roleplaying Game: Core Rulebook]
Full Attack as part of Charge
Low-Light Vision - [Pathfinder Roleplaying Game: Core Rulebook]
vision x2 in Dim Light
Scent - [Pathfinder Roleplaying Game: Core Rulebook]
detect by scent 30ft
determine direction as Move
auto pinpoint within 5ft
DC 10 for Survival to Track w/ increasing DC over time
=====================
Class Features
=====================
Animal Companion - [Pathfinder Roleplaying Game: Core Rulebook]
2 + 3/4 class level HD progression
Juvenile - [Pathfinder Roleplaying Game: Core Rulebook]
-1 Size
+2 to DEX
-4 to STR
-2 to CON
-2 to natural to AC
-4 to Acrobatics, Perception, and Stealth¹
no Claws
no Pounce
Bonus Tricks - [Pathfinder Roleplaying Game: Core Rulebook]
gain 1 bonus Trick
Link - [Pathfinder Roleplaying Game: Core Rulebook]
DC for Handle Animal and Wild Empathy reduced by 4 for master
Fast Movement - [Pathfinder Roleplaying Game: Ultimate Wilderness]
+10ft Land Speed
replaces Share Spells
=====================
Feats
=====================
Combat Reflexes - [Pathfinder Roleplaying Game: Core Rulebook]
+DEX AoO/rd
may AoO while Flat-Footed
=====================
Tricks
=====================
Attack - [Pathfinder Roleplaying Game: Core Rulebook]
attacks apparent enemies
will attack indicated creature
only works against Humanoids, Monstrous Humanoids, and Animals
Come - [Pathfinder Roleplaying Game: Core Rulebook]
goes to master
Defend - [Pathfinder Roleplaying Game: Core Rulebook]
defends master until command is rescinded
Down - [Pathfinder Roleplaying Game: Core Rulebook]
stops attacking
will defend indicated creature until command is rescinded
Heel - [Pathfinder Roleplaying Game: Core Rulebook]
follows master closely
Stay - [Pathfinder Roleplaying Game: Core Rulebook]
waits in place until command is rescinded
=====================
Bonus Tricks
=====================
Sneak - [Pathfinder Roleplaying Game: Ultimate Wilderness]
hides and stays hidden until command is rescinded
=-=-=-=-=-=-=-=-=-=-=
Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
gain 2 bonus Tricks
Natural Armor Bonus - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
+2 natural to AC
Superior Animal - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
+1 to STR and DEX
Evasion - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
if successful Ref Save to take half damage, instead take no damage
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
gain 4 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
+6 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
+4 to STR and DEX
Sprint - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 11
move at x10 Speed with Charge or Run 1/hr
replaces Devotion
Multiattack - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
-2 instead of -5 penalty on Secondary Natural Attacks
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 15
gain 5 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 15
+8 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 15
+4 to STR and DEX
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Bonus Features
=-=-=-=-=-=-=-=-=-=-=
Improved Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 4
communicate emotions with master out to 1mi
Woodland Stride - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 5
move through natural undergrowth without impairment or damage
Improved Damage (Talons) - [Pathfinder Roleplaying Game: Pathfinder Unchained] @ Master's 7
Talons, +1 Size
Speak with Master - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 11
speak with Animal Companion(s) as if shared language
Boon Companion - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 11
+4 Effective Druid Level
Greater Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 14
range of Empathic Link is 10mi
Improved Damage (Claws) - [Pathfinder Roleplaying Game: Pathfinder Unchained] @ Master's 15
Claws, +1 Size
One with the Wild - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 17
appropriate Animals to current Pack Foci do not willing attack
=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Nimble Moves - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 3
ignore 5ft/rd of Difficult Terrain
may 5ft-Step into Difficult Terrain
Acrobatics Steps - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 9
ignore 15ft/rd of Difficult Terrain (stacks with Nimble Moves)
Tenacious Hunter - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 11
+2 to Perception vs Stealth, or +10 to Pinpoint Invisible
when successful Perception vs Stealth, target is denied DEX to AC vs next attack
Improved Natural Attack (Talon) - [Pathfinder Roleplaying Game: Bestiary] @ Master's 11
Talons, +1 Size
Greater Tenacious Hunter - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 17
use Perception to Search for Stimulus as Swift instead of Move
+10 to Perception to Pinpoint Invisible
when successful Perception vs Stealth, target is denied DEX to AC vs all attacks for 1rd
=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Outflank - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 2
flanking with Teamwork, flank bonus increased by +2
if Crit flanked, Teamwork gets AoO against flanked
Teamwork
Precise Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 5
if flanking creature with Teamwork, +1d6 Precision to DAM on melee attacks
stacks with Precision damage
Teamwork
Pack Flanking - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 6
if adjacent to Teamwork, considered flanking anything self and Teamwork threaten
Teamwork
Stealth Synergy - [Pathfinder Roleplaying Game: Ultimate Combat] @ Master's 9
take highest Stealth roll from visible Teamwork and add own and visible Teamwork Stealth modifiers
Teamwork
Lookout - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 12
if cannot act in Surprise Round, but Teamwork can, may act in Surprise Round
if can act in Surprise Round and Teamwork also can, may take Standard and Move (or Full-Round) in Surprise Round
Teamwork
Distracting Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 15
if Charge and hit creature, Teamwork gains +2 on next ATK vs target
Teamwork
Coordinated Charge - [Pathfinder Roleplaying Game: Ultimate Combat] @ Master's 18
if Charge a creature, Teamwork may Charge same target at half Speed as Immediate
Teamwork
Intercept Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 19
if creature Charges Teamwork, move up to Speed to any point along Charge path
Charged by creature instead of Teamwork
this movement counts against next round
Teamwork
=-=-=-=-=-=-=-=-=-=-=
Future Bonus Tricks
=-=-=-=-=-=-=-=-=-=-=
Guard - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
waits in place and prevents others from approaching until command is rescinded
Menace - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 7
uses Intimidate on indicated creature if it starts to move until command is rescinded
will attack indicated creature if said creature moves too much
will stopp attacking indicated creature if said creature stops moving again
Watch - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 11
raises alarm if anything moving in indicated area until command is rescinded
Attack* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
attacks apparent enemies
will attack indicated creature
Track - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
tracks presented scent until command is rescinded
Detect - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 15
seeks out and indicates potential danger until command is rescinded
Demolish - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 19
attacks indicated inanimate object or structure
x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x
x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x
Snowfeather
Small Male Animal (Dinosaur) Young Template
--------------------
Ability
--------------------
STR 11 (+0) [11 base; +4 racial; -4 template]
CON 15 (+2) [11 base; +8 racial; -4 template]
DEX 19 (+4) [11 base; +4 racial; +4 template]
INT 2 (-4) [1 base; +1 racial]
CHA 14 (+2) [10 base; +4 racial]
WIS 12 (+1) [10 base; +2 racial]
--------------------
Defense
--------------------
HD 1d8
HP 10 [8 base; +2 CON]
AC 16 [10 base; +4 DEX; +1 size; +1 natural]
✋ 15 [10 base; +4 DEX; +1 size]
[/b] 12 [10 base; +1 size; +1 natural]
[b]CMD 13 [10 base; +0 BAB; +4 DEX; -1 size]
Fort +4 [+2 base; +2 CON]
Ref +6 [+2 base; +4 DEX]
Will +1 [+0 base; +1 WIS]
--------------------
Offense
--------------------
Speed 60ft (Land) [60 base]
BAB +0
CMB -1 [+0 BAB; -1 size]
Initiative +4 [+4 DEX]
Light 28lb Medium 57lb Heavy 86lb
Overhead 86lb Deadlift 172lb Push/Drag 430lb
--------------------
Weapons
--------------------
Talon (x2)
+1 ATK [+1 size]
1d6 Slashing [1d6 base; +1sz racial; -1sz size]
20/x2 Critical
Primary Natural
Bite
+1 ATK [+1 size]
1d4 Bludgeoning, Piercing, and Slashing [1d6 base; -1sz size]
20/x2 Critical
Primary Natural
--------------------
Skills
--------------------
Acrobatics +8 [+4 DEX; +8 racial; -4 age¹]
Perception +5 [+1 WIS; +8 racial; -4 age¹]
Stealth +12 [+4 DEX; +4 size; +8 racial; -4 age¹]
Survival +2 [+1 rank; +1 WIS]
All others at appropriate ability modifier
--------------------
Special Qualities
--------------------
Pack Hunter¹
+10 racial to Acrobatics to Jump
Low-Light Vision
vision x2 in Dim Light
Scent
detect by scent 30ft
determine direction as Move
auto pinpoint within 5ft
DC 10 for Survival to Track w/ increasing DC over time
--------------------
Gear
--------------------
Animal Harness (200cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Muzzle (Bit and Bridle) (200cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Saddlebags (400cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Carnivore Feed 1da (5cp; 5lb) - [Pathfinder Player Companion: Animal Archive]
-Training Harness (1000cp; 10lb) - [Pathfinder Roleplaying Game: Advanced Race Guide]
-Waterskin (100cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
--Water 2qt (0cp; 4lb) - [Physics]
Value 1905cp
Carry 24.125lb (Light)
=====================
Racial Features
=====================
Animal - [Pathfinder Roleplaying Game: Bestiary]
3/4 HD BAB progression
2 + 1/2 HD Fort progression
2 + 1/2 HD Ref progression
1/3 HD Will progression
d8 HD
2+INT skill points
treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as Class Skills
Deinonychus - [Pathfinder Roleplaying Game: Core Rulebook]
Animal (Dinosaur)
Medium
Very Fast Speed - [Pathfinder Roleplaying Game: Core Rulebook]
60ft (Land)
Friggin' Raptor - [Pathfinder Roleplaying Game: Core Rulebook]
+6 racial to CON
+4 racial to STR, DEX, and CHA
+2 racial to WIS
+1 racial to INT
+3 natural to AC
Pack Hunter¹ - [Pathfinder Roleplaying Game: Bestiary]
+8 racial to Acrobatics, Perception, and Stealth
+20 racial to Acrobatics to Jump
Natural Weapons - [Pathfinder Roleplaying Game: Core Rulebook]
2 Talons, +2 Size, Primary
1 Bite, Primary
2 Claws, -1 Size, Secondary
Pounce - [Pathfinder Roleplaying Game: Core Rulebook]
Full Attack as part of Charge
Low-Light Vision - [Pathfinder Roleplaying Game: Core Rulebook]
vision x2 in Dim Light
Scent - [Pathfinder Roleplaying Game: Core Rulebook]
detect by scent 30ft
determine direction as Move
auto pinpoint within 5ft
DC 10 for Survival to Track w/ increasing DC over time
=====================
Class Features
=====================
Young - [d20PFSRD]
-1 Size
-3 HD
+4 to DEX
-4 to STR
-4 to CON
-2 to natural to AC
-4 to Acrobatics, Perception, and Stealth¹
no Claws
no Pounce
=====================
Feats
=====================
Improved Natural Armor - [Pathfinder Roleplaying Game: Bestiary]
+1 natural to AC
=====================
Tricks
=====================
Attack - [Pathfinder Roleplaying Game: Core Rulebook]
attacks apparent enemies
will attack indicated creature
only works against Humanoids, Monstrous Humanoids, and Animals
Come - [Pathfinder Roleplaying Game: Core Rulebook]
goes to master
Defend - [Pathfinder Roleplaying Game: Core Rulebook]
defends master until command is rescinded
Down - [Pathfinder Roleplaying Game: Core Rulebook]
stops attacking
will defend indicated creature until command is rescinded
Heel - [Pathfinder Roleplaying Game: Core Rulebook]
follows master closely
Stay - [Pathfinder Roleplaying Game: Core Rulebook]
waits in place until command is rescinded
=-=-=-=-=-=-=-=-=-=-=
Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Animal Companion - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
2 + 3/4 class level HD progression
Juvenile - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
-1 Size
+2 to DEX
-4 to STR
-2 to CON
-2 to natural to AC
-4 to Acrobatics, Perception, and Stealth¹
no Claws
no Pounce
Bonus Tricks - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
gain 1 bonus Trick
Link - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
master gets +4 to Handle Animal and Wild Empathy
Shared Vigilance - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 2
+2 to Perception and Sense Motive if adjacent to master
also grants bonus to master when adjacent
replaces Share Spells
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 6
gain 2 bonus Tricks
Natural Armor Bonus - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 6
+2 natural to AC
Superior Animal - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 6
+1 to STR and DEX
Tenacious Guardian - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 6
always able to act in Surprise Round (still Flat-Footed until acts)
if adjacent to master, Staggered instead of Unconscious (still Dying) below 0 HP
+2 morale to ATK, Save, and Skill while below 0 HP
replaces Evasion
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 12
gain 3 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 12
+4 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 12
+3 to STR and DEX
Devotion - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 12
+4 morale to Will vs Enchantment
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
gain 4 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
+6 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
+4 to STR and DEX
Uncanny Dodge - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
cannot be Flat-Footed
is not denied DEX to AC vs Invisible
replaces Multiattack
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 16
gain 5 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 16
+8 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 16
+4 to STR and DEX
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Bonus Features
=-=-=-=-=-=-=-=-=-=-=
Improved Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 4
communicate emotions with master out to 1mi
Woodland Stride - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 5
move through natural undergrowth without impairment or damage
Improved Damage (Bite) - [Pathfinder Roleplaying Game: Pathfinder Unchained] @ Master's 9
Bite, +1 Size
Speak with Master - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 11
speak with Animal Companion(s) as if shared language
Boon Companion - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
+4 Effective Druid Level
Greater Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 14
range of Empathic Link is 10mi
One with the Wild - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 17
appropriate Animals to current Pack Foci do not willing attack
Bite - [Pathfinder Roleplaying Game: Pathfinder Unchained] @ Master's 17
add 1-1/2 STR instead of just STR to Bite damage
=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Intercept Blow - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 4
expend AoO as Free to intercept attack against adjacent master
roll ATK as if AoO, and if result exceeds triggering attack, it is intercepted
intercepted attack deals half damage to you, then half to master
can use on target of Defend as well
Stable Gallop - [Pathfinder Player Companion: Animal Archive] @ Master's 10
-1 instead of -2 penalty to AC for Charge
-3 instead of -4 penalty to ATK for rider when move twice Speed
-6 instead of -8 penalty to ATK for rider when Run
+4 to rider's Concentration due to movement
Improved Natural Attack (Bite) - [Pathfinder Roleplaying Game: Bestiary] @ Master's 13
Bite, +1 size
Improved Intercept Blow - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
on successful Intercept Blow, may take full damage from intercepted attack
Valiant Steed - [Pathfinder Player Companion: Animal Archive] @ Master's 18
+4 morale to Save vs Emotion and Fear
DC for Handle Animal not increased if wounded
+4 morale to rider's Handle Animal, Ride, and Wild Empathy to force near Unnatural Aura
=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Outflank - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 2
flanking with Teamwork, flank bonus increased by +2
if Crit flanked, Teamwork gets AoO against flanked
Teamwork
Precise Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 5
if flanking creature with Teamwork, +1d6 Precision to DAM on melee attacks
stacks with Precision damage
Teamwork
Pack Flanking - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 6
if adjacent to Teamwork, considered flanking anything self and Teamwork threaten
Teamwork
Stealth Synergy - [Pathfinder Roleplaying Game: Ultimate Combat] @ Master's 9
take highest Stealth roll from visible Teamwork and add own and visible Teamwork Stealth modifiers
Teamwork
Lookout - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 12
if cannot act in Surprise Round, but Teamwork can, may act in Surprise Round
if can act in Surprise Round and Teamwork also can, may take Standard and Move (or Full-Round) in Surprise Round
Teamwork
Distracting Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 15
if Charge and hit creature, Teamwork gains +2 on next ATK vs target
Teamwork
Coordinated Charge - [Pathfinder Roleplaying Game: Ultimate Combat] @ Master's 18
if Charge a creature, Teamwork may Charge same target at half Speed as Immediate
Teamwork
Intercept Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 19
if creature Charges Teamwork, move up to Speed to any point along Charge path
Charged by creature instead of Teamwork
this movement counts against next round
Teamwork
=-=-=-=-=-=-=-=-=-=-=
Future Bonus Tricks
=-=-=-=-=-=-=-=-=-=-=
Fetch - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
retrieves a random object
will retrieve an indicated object
Flee - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 6
runs and hides until command is rescinded
follows master from a safe distance while doing so
Seek - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 7
seeks and indicates anything alive/moving in indicated area until command is rescinded
Break Out - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 12
attempts to escape restraints until command is rescinded
will attempt to free master or indicated creature of restraints until command is rescinded
while attempting to free target, also grants target +4 circumstance to Escape Artist
Deliver - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
takes indicated object to indicated place, and leaves it there
will take indicated object to indicated person, and wait until person accepts object
Bury - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
takes indicated object to secluded area and buries it
Fetch* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
retrieves a random object
will retrieve an indicated object
will retrieve previously buried object if indicated
Get Help - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 16
attempts to find indicated help and bring them to master
can have up to two creatures memorized as "help" at a time
Rescue - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 19
attempts to drag helpless/dead creature was defending to safety
will attempt to drag indicated helpless/dead creature to safety
treats memorized "help" as "safety"
can also have one location memorized as "safety"
otherwise picks less dangerous location nearby
For the time being, I'm withdrawing the Primal Hunter build. Building a Hunter is like building two (or in the Packmaster's case, three) characters, and rebuilding Packmaster Abby has just worn me out.
I want to note, in case you skimmed, that there are a few... let's call them homebrew adjustments in gear. For the most part, I'm just adding weight to objects that, by RAW, are weightless. It's just an idiosyncrasy of mine; I like everything to have an actual weight. In most cases, weights are marked with OoC tags to call attention when I'm not using RAW weights. The exception is for liquid containers, wherein I am separating the "empty" container weight from the "content" weight and not marking this with OoC tags. For example, a flask is 1.5lb full and contains 1pt of liquid; 1pt of water weighs 1lb; therefore, I've reasoned that a flask is 0.5lb empty and its contents 1lb. A waterskin is noted as 4lb full and contains 2qt of liquid; 2qt of water weighs 4lb; I used to note waterskin as 4.5lb full and 0.5lb empty, but then I found a reference to it being 2lb empty in UE, so now I'm using 6lb full and 2lb empty instead, which I could maybe argue is RAI, but is disadvantageous so hopefully acceptable. Authentic waterskins are actually really difficult to research via casual googling precisely because of their prolific use in D&D. At present, none of these modifications are advantageous, but there is one I have in mind for the future; specifically, I want to evetually ditch Abby's sandals that come with her outfit to shed some weight. I concluded that the shoes would probably constitute about 25% of the outfit's given weight after some googling, but am welcome to alterations or rejection of this proposed future modification. I'll retain the shoes until about 5th level (at which point she mechanically stops needing them), but I figured I'd broach the subject now.
There's also a proposed modification regarding the Animal Companions. I propose it to reconcile Deinonychus as it appears in CRB vs in the Bestiary. Namely, the +8 racial bonus to Acrobatics, Perception, and Stealth which appear in the Bestiary. I just think it's silly that, upon becoming an Animal Companion, a Deinonychus becomes markedly worse at skills that are explicitly called out as racial. The proposal is that the bonuses are halved until size advancement at effective Druid level 7, and then are present. If you disagree with the modification, just let me know and I'll strip it out. In addition to OoC tags, I've labeled everything associated with this modification with ¹ for ease of locating.
I also want to call specific attention to the fact that, on top of needing permission to use the Feral Speech trait for not being from a PRG-line source, I also need explicit GM permission to use it in the way I am would like. It's actually called out in the source text as an option with GM permission. I like it because it helps explain Abby's druidic background in lieu of dead Druid levels, and also otherwise acts as a second drawback with potential narrative implications for you to work with.
Anyway, I'll try to redo Wolfgang tomorrow morning before work and get it posted. Should just be a matter of copy-pasting the format I used for Abby and updated the information from my notes.

|  Choon | 
 
	
 
                
                
              
            
            Grandma Cookie is old. There's just no other way to say it. She's probably closing in on Ancient, but no one in the village still living was alive when she was born nobody has eye witness testimony to her age. She is the best of the community. She is kind and gentle and nurturing, but also, when required, strong and brave and forceful. Also, being older than dirt allows you to speak your mind without fear. What are they going to do, hit you? Heaven help them if they did. Grandma Cookie is known for exactly three things: her age, her Cookies, and her skill with a rolling pin. 
However, secretly, Grandma Cookie is getting itchy feet. She's spent years beyond counting here in this little village of Ram. Her children died of old age here! It's time to move on. But how?
Presenting Grandma Cookie, Kindly old lady by day, Overpowering defender of the young by... well that's by day too. Grandma needs here beauty sleep, after all!
Init +0; Perception +7;
Traits: Community Minded, Rough and Ready
Drawback:
[x]= rage
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
(Dex +0)
hp 13 [17]
Fort +4[9], Ref +0[2], Will +3[5]
CMD 10[13]
--------------------
Offense
--------------------
Speed 40'
BAB +1;
Frying Pan +4 1d4+3 x2
--------------------
Statistics
--------------------
Rolled 17,16,14,14,13,10 / Age mods -3 physical, +2 mental, +2 Str from race
Str 16, Dex 10, Con 13 [19], Int 16, Wis 16, Cha 13
Base Atk +4; CMB 4 ; CMD 10
Feats: [Die Hard: no not fall unconscious when at negative HP] 
Persuasive: +2 Diplo and Intim 
Raging Vitality: +2 con when in rage, do not stop rage when unconscious
---------------------------------- 
Skills:4 base *=Background skills 
---------------------------------- 
Acrobatics +4 (1rank,0dex,3class) 
Handle Animal +5 (1rank,1cha,3class) 
Intimidate +7 (1rank,1cha,3class,2feat) 
Know: History* +7 (1rank,3int,3class) 
Know: Nature +7 (1rank,3int,3class) 
Perception +7 (1rank,3wis,3class) 
Sense Motive +4 (1rank,3wis,0class) 
Survival +7 (1rank,3wis,3class) 
Prof:Baker* +7 (1rank,3wis,3class) 
Linguistics +7 (1rank,3int,3class)
Languages: Common, Elven, Dwarven, And two others 
Misc Bunuses: +2 Diplo 
-------------------- 
Rage Power 
--------------------
-------------------- 
Racial Traits 
-------------------- 
Standard Racial Traits 
+2 Str 
Powerful Presence 
Humans with a regal bearing and strong personal magnetism can apply their presence more forcefully than others. A human with this trait treats her Charisma score as 2 points higher for the purpose of meeting feat prerequisites. In addition, humans with this racial trait gain Persuasive as a bonus feat. This racial trait replaces the bonus feat trait.
Imposter-Wary 
Humans trained to spot fey masquerading as their kin gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.
-------------------- 
Class Features 
-------------------- 
Fast Movement (Ex) 
A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed. 
Contemplative (Ex) 
A geminate invoker adds Knowledge (history), Knowledge (religion), and Linguistics to his list of class skills. Unlike most barbarians, a geminate invoker can be lawful, but must maintain a neutral element to his alignment. A geminate invoker who ceases to be neutral-aligned cannot activate his trance ability. 
This alters the barbarian’s class skills and alignment. 
Rage (Ex) 6 rds/day 
+4 Con, +2 will and reflex, can use mental skills 
Trance (Ex) 
As a free action, a geminate invoker can enter a self-imposed trance, ignoring the physical limits of his body. This ability functions similarly to a barbarian’s rage, except where noted below, and feats, spells, and abilities that affect a barbarian’s rage (such as the Extra Rage feat) apply to an geminate invoker’s trance. A geminate invoker gains rage powers as per a normal barbarian, but he can never gain totem rage powers via this ability. 
Instead of the normal rage bonuses and penalties, a geminate invoker in a trance gains a +4 morale bonus to his Constitution; gains a +2 morale bonus on Reflex and Will saving throws; takes no penalties to AC; can still use Dexterity-, Intelligence-, and Charisma-based skills; and gains Diehard as a bonus feat. The Constitution bonus increases to +6 and the save bonus increases to +3 when he gains greater rage, and they increase to a +8 Constitution bonus and a +4 bonus on saves when he gains mighty rage. 
This ability alters rage. 
-------------------- 
Equipment 
-------------------- 
I need to do equipment, but everything important us there.

| Matt Adams 259 | 
 
	
 
                
                
              
            
            Some notes about Abbicka’s modifications. I’m fine with the weight changes. I’m not going to be tracking weight much. As for the deinonychus skills, pretty much all of the animal companions get worse at racial skills, but you do get the Str/Dex bonuses that come with being an animal companion, and +4 to three different skills is too much of an adjustment I think. The feats and drawback should be fine. I will definitely use the hunted by druids hook.
So far, here are the submissions I’ve seen:
Grandma Cookie
Garen Williamson
Cerise Maven
Elduin Faenan
Packmaster Abbicka

| Rotaretilbo | 
 
	
 
                
                
              
            
            Regarding the racial skills, I can understand the reasoning. Deinonychus and velociraptor are already really strong as companions, so there needs to be some tradeoff to balance them against other animals. I want to argue that other animals ought to retain their racial bonuses instead, but I imagine not all of them have bonuses to retain in the first place. If I can offer an additional compromise: drop the racial skills, except the circumstantial Acrobatics to Jump, which is modified down from +20 to +12 to reflect dropping the flat +8 to Acrobatics, and then halved until size advancement.
Also want to verify that the slightly modified Young template for Snowfeather is fine. Specifically (and I dunno why this isn't already part of the template) having it reduce Hit Dice.
Oh, and while I was working on the Wolfgang stuff, I caught a few typos and mistakes in the Abby crunch. The only thing of substance is that I failed to note Favored Class bonus and progression. Lashtail will have DR 1/magic, and it will increase by 1 at every fourth level thereafter, to a maximum of DR 5/magic at 17th level. Snowfeather will gain DR 1/magic at 4th level, and it will increase by 1 at every fourth level thereafter, to a maximum of DR 5/magic at 20th level. The bonus isn't worded well, particularly in light of the possibility of multiple Animal Companions present in the same source material, but I'm assuming it has to be split like effective Druid level, and that the +1 at 1st and +1/2 thereafter applies regardless of it being split, which is why Snowfeather takes until 4th to get any DR.
Anyway, here are the Wolfgang crunches, as promised.
Medium Male CE Humanoid (Human) Fighter (Free Hand) 1
---------------------
Ability
---------------------
STR  8 (-1) [-2 points]
CON 10 (+0) [0 points]
DEX 16 (+3) [10 points]
INT 18 (+4) [10 points; +2 racial]
CHA 12 (+1) [2 points]
WIS 10 (+0) [0 points]
---------------------
Defense
---------------------
HD 1d10
HP 10 [10 HD]
AC 14 [10 base; +3 DEX; +1 armor]
✋ 13 [10 base; +3 DEX]
[/b] 11 [10 base; +1 armor]
[b]CMD 13 [10 base; +1 BAB; -1 STR; +3 DEX]
Fort +2 [+2 base]
Ref +3 [+0 base; +3 DEX]
Will +0 [+0 base]
---------------------
Offense
---------------------
Speed 30ft (Land) [30 base]
BAB +1
CMB +0 [+1 BAB; -1 STR]
Initiative +3 [+3 DEX]
Light 30lb Medium 60lb Heavy 90lb
Overhead 80lb Deadlift 160lb Push/Drag 400lb
---------------------
Weapons
---------------------
Dueling Sword (One-Hand)
+5 ATK [+1 BAB; +3 DEX; +1 feat]
1d8-1 Slashing [1d8 base; -1 STR]
19/x2 Critical
Finesse
Dueling Sword (Two-Hand)
+1 ATK [+1 BAB; -1 STR; +1 feat]
1d8-1 Slashing [1d8 base; -1 STR]
19/x2 Critical
Dagger (Melee)
+4 ATK [+1 BAB; +3 DEX]
1d4-1 Piercing or Slashing [1d4 base; -1 STR]
19/x2 Critical
Dagger (Throw)
+4 ATK [+1 BAB; +3 DEX]
1d4-1 Piercing or Slashing [1d4 base; -1 STR]
19/x2 Critical
10ft Range Increment
Unarmed Strike
-4 ATK [+1 BAB; -1 STR; -4 nonprof]
1d3-1 Nonlethal [1d3 base; -1 STR]
---------------------
Skills
---------------------
Acrobatics +4 [+1 rank; +3 DEX]
Bluff +2 [+1 rank; +1 CHA]
Escape Artist +4 [+1 rank; +3 DEX]
Intimidate +5 [+1 rank; +1 CHA; +3 cl sk]
Perception +1 [+1 rank]
Perform (Act) +2 [+1 rank; +1 CHA]
Profession (Sailor) +6 [+1 rank; +3 cl sk; +2 racial]
Sense Motive +1 [+1 rank]
Swim +2 [-1 STR; +2 racial; +1 trait]
All others at appropriate ability modifier
---------------------
Special Qualities
---------------------
Languages
Common [Racial]
Elven [INT]
Goblin [INT]
Halflese [INT]
Orcish [INT]
Heart of the Sea
hold breath twice as long
+4 racial to Concentration to cast underwater
Favored Class (Fighter)
+1 to CMD vs Disarm and Trip
Dueling Cloak Adept
+2 trait to Bluff to Feint if using dueling sword and wearing cloak
+1 dodge to AC if wearing cloak
Born to the Water
must Swim vs Fatigue half as often
Cutting Condescension
+2 trait to Intimidate to Influence Attitude and Coerce
Intimidate to Influence Attitude and Coerce take half as long
Betrayed
for Sense Motive to Get Hunch, roll twice and take worst
Weapon Finesse
use DEX instead of STR on ATK with light and certain one-hand melee weapons
apply ACP from shield to affected ATK
---------------------
Gear
---------------------
Padded Armor (500cp; 5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Dueling Sword (2000cp; 3lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Dagger (200cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Peasant's Outfit (0cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Masterwork Backpack (5000cp; 4lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Mess Kit (20cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-String 50ft (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Iron Fishhook x5 (50cp; 0.2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Soap (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Small Steel Mirror (1000cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Flint and Steel (100cp; 0.03lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Whetstone (2cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Bone 6-Sided Die x10 (100cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
False-Bottom Scabbard (4500cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Canteen (200cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Oldlaw Whiskey 1pt (2000cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Belt Pouch (100cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Gold Piece x16 (1600cp; 0.32lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Silver Piece x11 (110cp; 0.22lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Copper Pice x16 (16cp; 0.32lb) - [Pathfinder Roleplaying Game: Core Rulebook]
Value 17500cp
Carry 28.09lb (Light)
=====================
Racial Features
=====================
Human - [Pathfinder Roleplaying Game: Core Rulebook]
Humanoid (Human)
Medium
Normal Speed - [Pathfinder Roleplaying Game: Core Rulebook]
30ft (Land)
Human Language - [Pathfinder Roleplaying Game: Core Rulebook]
Common
Varied Nature (Intelligence) - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to chosen score
Versatile - [Pathfinder Roleplaying Game: Core Rulebook]
+1 bonus feat
Heart of the Sea - [Pathfinder Roleplaying Game: Advanced Race Guide]
+2 racial to Profession (Sailor) and Swim
treat Profession (Sailor) and Swim as Class Skills
hold breath twice as long
+4 racial to Concentration to cast underwater
replaces Skilled
Favored Class (Fighter)
+1 to CMD vs Disarm and Trip
=====================
Traits
=====================
Combat: Dueling Cloak Adept - [Pathfinder Player Companion: Knights of the Inner Sea]
+2 trait to Bluff to Feint if using dueling sword and wearing cloak
+1 dodge to AC if wearing cloak
Racial: Born to the Water - [Pathfinder Companion: Sargava, The Lost Colony]
+1 trait to Swim
must Swim vs Fatigue half as often
Social: Cutting Condescension - [Pathfinder Player Companion: Heroes of the Streets]
+2 trait to Intimidate to Influence Attitude and Coerce
Intimidate to Influence Attitude and Coerce take half as long
Drawback: Betrayed - [Pathfinder Player Companion: Spymaster's Handbook]
for Sense Motive to Get Hunch, roll twice and take worst
=====================
Class Features
=====================
Fighter - [Pathfinder Roleplaying Game: Core Rulebook]
class level BAB progression
2 + 1/2 class level Fort progression
1/3 class level Ref progression
1/3 class level Will progression
d10 HD
2+INT skill points
treat Climb, Intimidate, Knowledge (Dungeoneering), Ride, Survival, and Swim as Class Skills
treat Artistry, Craft, Handle Animal, Knowledge (Engineering), Lore, and Profession as Class Skills
auto proficient w/ Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Heavy Armor, Shields, and Tower Shields
Bonus Combat Feats - [Pathfinder Roleplaying Game: Core Rulebook]
+1 bonus Combat feat
=====================
Feats
=====================
Exotic Weapon Proficiency (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook]
no penalty for nonprof with chosen weapon
=====================
Bonus Feats
=====================
Weapon Finesse - [Pathfinder Roleplaying Game: Core Rulebook]
use DEX instead of STR on ATK with light and certain one-hand melee weapons
apply ACP from shield to affected ATK
Weapon Focus (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook]
+1 to ATK with chosen weapon
=-=-=-=-=-=-=-=-=-=-=
Future Racial Traits
=-=-=-=-=-=-=-=-=-=-=
Favored Class (Fighter)* @ 2
+1 to CMD vs Disarm, Grapple, Sunder, and Trip
Favored Class (Fighter)* @ 3
+1 to CMD vs Dirty Trick, Disarm, Grapple, Steal, Sunder, and Trip
Favored Class (Fighter)* @ 4
+1 to CMD vs Bull Rush, Dirty Trick, Disarm, Grapple, Overrun, Steal, Sunder, and Trip
Favored Class (Fighter)* @ 5
+1 to CMD vs Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, and Trip
Favored Class (Fighter)* @ 6
+2 to CMD vs Disarm and Trip
+1 to CMD vs Bull Rush, Dirty Trick, Drag, Grapple, Overrun, Reposition, Steal, Sunder
Favored Class (Fighter)* @ 9
+2 to CMD vs Disarm, Grapple, Sunder, and Trip
+1 to CMD vs Bull Rush, Dirty Trick, Drag, Overrun, Reposition, Steal
Favored Class (Fighter)* @ 12
+2 to CMD vs Dirty Trick, Disarm, Grapple, Steal, Sunder, and Trip
+1 to CMD vs Bull Rush, Drag, Overrun, Reposition
Favored Class (Fighter)* @ 15
+2 to CMD vs Bull Rush, Dirty Trick, Disarm, Grapple, Overrun, Steal, Sunder, and Trip
+1 to CMD vs Drag, Reposition
Favored Class (Fighter)* @ 18
+2 to CMD vs Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, and Trip
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 2
+2 bonus Combat feats
Deceptive Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 2
+1 to CMB to Disarm
+1 to CMD vs Disarm
+1 to Bluff to Create Diversion or Feint
replaces Bravery
Elusive - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 3
+1 dodge to AC
replaces Armor Training 1, 2, 3, and 4
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 4
+3 bonus Combat feats
Singleton - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 5
+1 to ATK and DAM if using melee weapon in one hand while other hand free
replaces Weapon Training 1 and 4
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 6
+4 bonus Combat feats
Deceptive Strike* - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 6
+2 to CMB to Disarm
+2 to CMD vs Disarm
+2 to Bluff to Create Diversion or Feint
replaces Bravery
Duelist - [Pathfinder Roleplaying Game: Core Rulebook] @ 7
class level BAB progression
1/3 class level Fort progression
2 + 1/2 class level Ref progression
1/3 class level Will progression
d10 HD
4+INT skill points
treat Acrobatics, Bluff, Escape Artist, Perception, and Sense Motive as Class Skills
treat Lore, and Perform as Class Skills
auto proficient w/ Simple Weapons, Martial Weapons, and Light Armor
Canny Defense - [Pathfinder Roleplaying Game: Core Rulebook] @ 7
+1 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike - [Pathfinder Roleplaying Game: Core Rulebook] @ 7
+1 precision to DAM with light/one-hand piercing weapon if no shield
Canny Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
+2 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
+2 precision to DAM with light/one-hand piercing weapon if no shield
Improved Reaction - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
+2 to Initiative
Parry - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
skip one attack with light/one-hand piercing weapon to allow parry until next turn
attempt to parry melee attack as Immediate
roll skipped attack, and if it exceeds target attack, that attack is parried and misses
can also parry attacks against adjacent creatures
-4 to parry per size category larger the attacker is
Elusive* - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 9
+2 dodge to AC
replaces Armor Training 1, 2, 3, and 4
Canny Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 10
+3 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 10
+3 precision to DAM with light/one-hand piercing weapon if no shield
Enhanced Mobility - [Pathfinder Roleplaying Game: Core Rulebook] @ 10
+4 dodge to AC vs AoO for movement if no/light armor and no shield
Canny Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
+4 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
+4 precision to DAM with light/one-hand piercing weapon if no shield
Combat Reflexes - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
+3 AoOs/rd if using light/one-hand piercing weapon
can AoO while Flat-Footed if using light/one-hand piercing weapon
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 12
+5 bonus Combat feats
Combat Reflexes* - [Pathfinder Roleplaying Game: Core Rulebook] @ 12
+4 AoOs/rd if using light/one-hand piercing weapon
can AoO while Flat-Footed if using light/one-hand piercing weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 13
+5 precision to DAM with light/one-hand piercing weapon if no shield
Riposte - [Pathfinder Roleplaying Game: Core Rulebook] @ 13
if successful Parry, AoO vs attacker
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 14
+6 precision to DAM with light/one-hand piercing weapon if no shield
Acrobatic Charge - [Pathfinder Roleplaying Game: Core Rulebook] @ 14
Charge through Difficult Terrain
still otherwise hampered by Difficult Terrain
Timely Tip - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 15
use Disarm as Move to ignore target's shield to AC on next attack
replaces Weapon Training 2
Canny Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
+5 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
+7 precision to DAM with light/one-hand piercing weapon if no shield
Elaborate Defense - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
while using Fight Defensively or Total Defense, +2 dodge to AC vs melee
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 17
+8 precision to DAM with light/one-hand piercing weapon if no shield
Improved Reaction* - [Pathfinder Roleplaying Game: Core Rulebook] @ 17
+4 to Initiative
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 18
+6 bonus Combat feats
Deceptive Strike* - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 18
+3 to CMB to Disarm
+3 to CMD vs Disarm
+3 to Bluff to Create Diversion or Feint
replaces Bravery
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
+9 precision to DAM with light/one-hand piercing weapon if no shield
Elaborate Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
while using Fight Defensively or Total Defense, +3 dodge to AC vs melee
Deflect Arrows - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
cause ranged attack to miss 1/rd if using light/one-hand piercing weapon
No Retreat - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
adjacent creatures using Withdraw provoke AoO
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 20
+10 precision to DAM with light/one-hand piercing weapon if no shield
Crippling Critical - [Pathfinder Roleplaying Game: Core Rulebook] @ 20
apply penalty to target upon confirmed Crit with light/one-hand piercing weapon
may reduce target's Speeds by 10ft (min 5ft) for 1min
may deal 1d4 STR or DEX damage
may apply -4 to target's Saves for 1min
may apply -4 to target's AC for 1min
may deal 2d6 Bleed damage
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Alertness - [Pathfinder Roleplaying Game: Core Rulebook] @ 3
+2 to Perception and Sense Motive
Following Step - [Pathfinder Roleplaying Game: Core Rulebook] @ 5
when using Step Up, move 10ft instead of 5ft
Step Up no longer counts against total movement for next round
Step Up and Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 7
after using Step Up, target provokes AoO
Weapon Specialization (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 9
+2 to DAM with chosen weapon
Alertness* - [Pathfinder Roleplaying Game: Core Rulebook] @ 10
+4 to Perception and Sense Motive
Combat Expertise - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
-3 to ATK for +3 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 12
-4 to ATK for +4 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Improved Trip - [Pathfinder Roleplaying Game: Core Rulebook] @ 13
no AoO for using Trip
+2 to CMB to Trip
+2 to CMD vs Trip
Dueling Style Aegis - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 15
while using Dueling Style, designate one creature as Swift
may use AoO to Parry attacks from this creature until next turn
-2 to AC vs attacks from other creatures until next turn
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
-5 to ATK for +5 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Improved Steal - [Pathfinder Roleplaying Game: Core Rulebook] @ 17
no AoO for using Steal
+2 to CMB to Steal
+2 to CMD vs Steal
Greater Steal - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
+2 to CMB to Steal
if succeed Steal in Combat, target does not notice until tries to use stolen item or after combat
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 20
-6 to ATK for +6 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Slashing Grace (Dueling Sword) - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 2
use DEX instead of STR on DAM with chosen weapon if use in one hand while other hand free
treat chosen weapon as one-hand piercing weapon for purposes of prereqs if use in one hand while other hand free
Step Up - [Pathfinder Roleplaying Game: Core Rulebook] @ 4
if adjacent foe uses 5ft Step, may use 5ft Step as Immediate
must end movement adjacent to foe
this counts against total movement for next round
Dueling Style - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 6
enter Dueling Style in combat as Swift
while using Dueling Style and either Fight Defensively or Combat Expertise, +2 to DAM with dueling sword if use in one hand while other hand free
Greater Weapon Focus (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 12
increase bonus from Weapon Focus to +2
Greater Trip - [Pathfinder Roleplaying Game: Core Rulebook] @ 18
+2 to CMB to Trip
on successful Trip, target provokes AoO
Medium Male CE Humanoid (Human) Swashbuckler (Corsair) 1
---------------------
Ability
---------------------
STR  8 (-1) [-2 points]
CON 10 (+0) [0 points]
DEX 16 (+3) [10 points]
INT 12 (+1) [2 points]
CHA 18 (+4) [10 points; +2 racial]
WIS 10 (+0) [0 points]
---------------------
Defense
---------------------
HD 1d10
HP 10 [10 HD]
AC 14 [10 base; +3 DEX; +1 armor]
✋ 13 [10 base; +3 DEX]
[/b] 11 [10 base; +1 armor]
[b]CMD 13 [10 base; +1 BAB; -1 STR; +3 DEX]
Fort +0 [+0 base]
Ref +5 [+2 base; +3 DEX]
Will +0 [+0 base]
---------------------
Offense
---------------------
Speed 30ft (Land) [30 base]
BAB +1
CMB +0 [+1 BAB; -1 STR]
Initiative +3 [+3 DEX]
Light 30lb Medium 60lb Heavy 90lb
Overhead 80lb Deadlift 160lb Push/Drag 400lb
---------------------
Weapons
---------------------
Dueling Sword (One-Hand)
+1 ATK [+1 BAB; -1 STR; +1 feat]
1d8-1 Slashing [1d8 base; -1 STR]
19/x2 Critical
Finesse
Dueling Sword (Two-Hand)
+1 ATK [+1 BAB; -1 STR; +1 feat]
1d8-1 Slashing [1d8 base; -1 STR]
19/x2 Critical
Dagger (Melee)
+4 ATK [+1 BAB; +3 DEX]
1d4-1 Piercing or Slashing [1d4 base; -1 STR]
19/x2 Critical
Dagger (Throw)
+4 ATK [+1 BAB; +3 DEX]
1d4-1 Piercing or Slashing [1d4 base; -1 STR]
19/x2 Critical
10ft Range Increment
Unarmed Strike
-4 ATK [+1 BAB; -1 STR; -4 nonprof]
1d3-1 Nonlethal [1d3 base; -1 STR]
---------------------
Skills
---------------------
Bluff +8 [+1 rank; +4 CHA; +3 cl sk]
Diplomacy +8 [+1 rank; +4 CHA; +3 cl sk]
Intimidate +8 [+1 rank; +4 CHA; +3 cl sk]
Perception +4 [+1 rank; +3 cl sk]
Perform (Act) +8 [+1 rank; +4 CHA; +3 cl sk]
Profession (Sailor) +6 [+1 rank; +3 cl sk; +2 racial]
Sense Motive +4 [+1 rank; +3 cl sk]
Swim +2 [-1 STR; +2 racial; +1 trait]
All others at appropriate ability modifier
---------------------
Special Qualities
---------------------
Languages
Common [Racial]
Elven [INT]
Heart of the Sea
hold breath twice as long
+4 racial to Concentration to cast underwater
Dueling Cloak Adept
+2 trait to Bluff to Feint if using dueling sword and wearing cloak
+1 dodge to AC if wearing cloak
Born to the Water
must Swim vs Fatigue half as often
Cutting Condescension
+2 trait to Intimidate to Influence Attitude and Coerce
Intimidate to Influence Attitude and Coerce take half as long
Betrayed
for Sense Motive to Get Hunch, roll twice and take worst
Panache - [Pathfinder Roleplaying Game: Advanced Class Guide]
+4 Panache Pool
regain max Panache at start of day
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 1 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 1 HD to 0 with light/one-hand piercing weapon
Swashbuckler's Finesse - [Pathfinder Roleplaying Game: Advanced Class Guide]
use DEX instead of STR on ATK with light/one-hand piercing weapons
apply ACP from shield to affected ATK
use CHA instead of INT for Combat feat prereqs
---------------------
Special Abilities
---------------------
Derring-Do spend 1 Panache as Free
gain +1d6 to next Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check
if result is natural 6, keep rolling and add results up to 3 times or until not a natural 6
Dodging Panache spend 1 Panache as Immediate
move 5ft if target of melee attack
gain +4 dodge to AC upon move, but attack still resolves as if no move
movement is not 5ft Step and provokes AoO from creatures other than attacker
Opportune Parry spend 1 Panache as Free
expend AoO to parry
roll as if AoO, and if it exceeds target attack, that attack is parried and misses
-2 to parry per size category larger the attacker is
if successful Parry and at least 1 Panache left, make attack as if AoO vs attacker as Immediate
Opportune Riposte as Immediate if 1 Panache left
if successful Opportune Parry, make attack as if AoO vs attacker
---------------------
Gear
---------------------
Padded Armor (500cp; 5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Dueling Sword (2000cp; 3lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Dagger (200cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Peasant's Outfit (0cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Masterwork Backpack (5000cp; 4lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Mess Kit (20cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-String 50ft (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Iron Fishhook x5 (50cp; 0.2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Soap (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Small Steel Mirror (1000cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Flint and Steel (100cp; 0.03lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Whetstone (2cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Bone 6-Sided Die x10 (100cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
False-Bottom Scabbard (4500cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Canteen (200cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Oldlaw Whiskey 1pt (2000cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Belt Pouch (100cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Gold Piece x16 (1600cp; 0.32lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Silver Piece x11 (110cp; 0.22lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Copper Pice x16 (16cp; 0.32lb) - [Pathfinder Roleplaying Game: Core Rulebook]
Value 17500cp
Carry 28.09lb (Light)
=====================
Racial Features
=====================
Human - [Pathfinder Roleplaying Game: Core Rulebook]
Humanoid (Human)
Medium
Normal Speed - [Pathfinder Roleplaying Game: Core Rulebook]
30ft (Land)
Human Language - [Pathfinder Roleplaying Game: Core Rulebook]
Common
Varied Nature (Intelligence) - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to chosen score
Versatile - [Pathfinder Roleplaying Game: Core Rulebook]
+1 bonus feat
Heart of the Sea - [Pathfinder Roleplaying Game: Advanced Race Guide]
+2 racial to Profession (Sailor) and Swim
treat Profession (Sailor) and Swim as Class Skills
hold breath twice as long
+4 racial to Concentration to cast underwater
replaces Skilled
=====================
Traits
=====================
Combat: Dueling Cloak Adept - [Pathfinder Player Companion: Knights of the Inner Sea]
+2 trait to Bluff to Feint if using dueling sword and wearing cloak
+1 dodge to AC if wearing cloak
Racial: Born to the Water - [Pathfinder Companion: Sargava, The Lost Colony]
+1 trait to Swim
must Swim vs Fatigue half as often
Social: Cutting Condescension - [Pathfinder Player Companion: Heroes of the Streets]
+2 trait to Intimidate to Influence Attitude and Coerce
Intimidate to Influence Attitude and Coerce take half as long
Drawback: Betrayed - [Pathfinder Player Companion: Spymaster's Handbook]
for Sense Motive to Get Hunch, roll twice and take worst
=====================
Class Features
=====================
Swashbuckler - [Pathfinder Roleplaying Game: Advanced Class Guide]
class level BAB progression
1/3 class level Fort progression
2 + 1/2 class level Ref progression
1/3 class level Will progression
d10 HD
4+INT skill points
treat Acrobatics, Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Knowledge (Local), Perception, Ride, Sense Motive, and Swim as Class Skills
treat Artistry, Craft, Knowledge (Nobility), Lore, Perform, Profession, and Sleight of Hand as Class Skills
auto proficient w/ Simple Weapons, Martial Weapons, Light Armor, and bucklers
Panache - [Pathfinder Roleplaying Game: Advanced Class Guide]
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 1 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 1 HD to 0 with light/one-hand piercing weapon
Swashbuckler's Finesse - [Pathfinder Roleplaying Game: Advanced Class Guide]
use DEX instead of STR on ATK with light/one-hand piercing weapons
apply ACP from shield to affected ATK
use CHA instead of INT for Combat feat prereqs
=====================
Deeds
=====================
Derring-Do - [Pathfinder Roleplaying Game: Advanced Class Guide]
spend 1 Panache to gain +1d6 to next Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check as Free
if result is natural 6, keep rolling and add results up to 3 times or until not a natural 6
Dodging Panache - [Pathfinder Roleplaying Game: Advanced Class Guide]
spend 1 Panache to move 5ft as Immediate if target of melee attack
gain +4 dodge to AC upon move, but attack still resolves as if no move
movement is not 5ft Step and provokes AoO from creatures other than attacker
Opportune Parry and Riposte - [Pathfinder Roleplaying Game: Advanced Class Guide]
spend 1 Panache to expend AoO to parry attack as Free
roll as if AoO, and if it exceeds target attack, that attack is parried and misses
-2 to parry per size category larger the attacker is
if successful Opportune Parry and at least 1 Panache left, make attack as if AoO vs attacker as Immediate
=====================
Feats
=====================
Exotic Weapon Proficiency (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook]
no penalty for nonprof with chosen weapon
=====================
Bonus Feats
=====================
Weapon Focus (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook]
+1 to ATK with chosen weapon
=-=-=-=-=-=-=-=-=-=-=
Future Racial Traits
=-=-=-=-=-=-=-=-=-=-=
Favored Class (Swashbuckler) @ 4
+1 to Panache Pool
Favored Class (Swashbuckler)* @ 8
+1 to Panache Pool
Favored Class (Swashbuckler)* @ 12
+1 to Panache Pool
Favored Class (Swashbuckler)* @ 16
+1 to Panache Pool
Favored Class (Swashbuckler)* @ 20
+1 to Panache Pool
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Charmed Life - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 2
+4 to Save (before roll) 3/day as Immediate
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 2 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 2 HD to 0 with light/one-hand piercing weapon
Swagger - [Pathfinder Player Companion: Advanced Class Origins] @ 3
+1 to Intimidate
+1 to DC vs Intimidate
+1 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
replaces Nimble
Bonus Combat Feats - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 4
+1 bonus Combat feat
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 5
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 3 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 3 HD to 0 with light/one-hand piercing weapon
Swashbuckler Weapon Training - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 4
+1 to ATK and DAM with light/one-hand piercing weapons
x2 Crit Threat with light/one-hand piercing weapons
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 6
+4 to Save (before roll) 4/day as Immediate
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 4 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 4 HD to 0 with light/one-hand piercing weapon
Swagger* - [Pathfinder Player Companion: Advanced Class Origins] @ 7
+2 to Intimidate
+2 to DC vs Intimidate
+2 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
if successful Charmed Life, may Intimidate to Demoralize as Free
replaces Nimble
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
+5 to Save (before roll) 4/day as Immediate
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
+2 bonus Combat feat
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 9
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 5 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 5 HD to 0 with light/one-hand piercing weapon
Swashbuckler Weapon Training* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 9
+2 to ATK and DAM with light/one-hand piercing weapons
x2 Crit Threat with light/one-hand piercing weapons
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 10
+5 to Save (before roll) 5/day as Immediate
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 6 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 6 HD to 0 with light/one-hand piercing weapon
Swagger* - [Pathfinder Player Companion: Advanced Class Origins] @ 11
+3 to Intimidate
+3 to DC vs Intimidate
+3 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
if successful Charmed Life, may Intimidate to Demoralize as Free
replaces Nimble
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 12
+3 bonus Combat feat
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 7 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 7 HD to 0 with light/one-hand piercing weapon
Swashbuckler Weapon Training* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
+3 to ATK and DAM with light/one-hand piercing weapons
x2 Crit Threat with light/one-hand piercing weapons
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 14
+5 to Save (before roll) 6/day as Immediate
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 8 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 8 HD to 0 with light/one-hand piercing weapon
Swagger* - [Pathfinder Player Companion: Advanced Class Origins] @ 15
+4 to Intimidate
+4 to DC vs Intimidate
+4 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
if successful Charmed Life, may Intimidate to Demoralize as Free
replaces Nimble
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
+4 bonus Combat feat
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 9 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 9 HD to 0 with light/one-hand piercing weapon
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 18
+5 to Save (before roll) 7/day as Immediate
Swashbuckler Weapon Training* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
+4 to ATK and DAM with light/one-hand piercing weapons
x2 Crit Threat with light/one-hand piercing weapons
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 10 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 10 HD to 0 with light/one-hand piercing weapon
Swagger* - [Pathfinder Player Companion: Advanced Class Origins] @ 19
+5 to Intimidate
+5 to DC vs Intimidate
+5 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
if successful Charmed Life, may Intimidate to Demoralize as Free
replaces Nimble
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
+5 bonus Combat feat
Swashbuckler Weapon Mastery - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
auto confirm Crits with light/one-handed piercing weapons
+1 Crit Mod with light/one-handed piercing weapons
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Deeds
=-=-=-=-=-=-=-=-=-=-=
Eye of the Storm - [Pathfinder Player Companion: Advanced Class Origins] @ 3
if at least 1 Panache left, x3 vision in non-magic fog
if at least 1 Panache left, normal vision 10ft, Partial Concealment next 10ft, then Total Concealment in magic fog
Kip-Up - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
if at least 1 Panache left, no AoO for stand from Prone as Move
spend 1 Panache to stand from Prone (with no AoO) as Swift
Menacing Swordplay - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
on hit with light/one-hand piercing weapon, if at least 1 Panache left, Intimidate to Demoralize as Swift
Precise Strike - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
if at least 1 Panache left, +3 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +6 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 4
if at least 1 Panache left, +4 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +8 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 5
if at least 1 Panache left, +5 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +10 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 6
if at least 1 Panache left, +6 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +12 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
if at least 1 Panache left, +7 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +14 precision on next attack
Plunder - [Pathfinder Player Companion: Advanced Class Origins] @ 7
may make single attack with light/one-hand piercing weapon vs Shaken or denied DEX to AC creature as Full-Round
if attack hits, auto succeed at Steal/Sleight of Hand to take small, loose item from target
may attempt Steal/Sleight of Hand vs Perception for target to not notice theft
replaces Targeted Strike
Swashbuckler's Grace - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
if at least 1 Panache left, no penalty to Acrobatics to Move Through Threatened for moving full Speed
Superior Feint - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
if at least 1 Panache left, purposefully miss with light/one-hand piercing weapon as Standard
target of missed attack denied DEX to AC until start of next turn
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
if at least 1 Panache left, +8 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +16 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 9
if at least 1 Panache left, +9 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +18 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 10
if at least 1 Panache left, +10 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +20 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
if at least 1 Panache left, +11 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +22 precision on next attack
Bleeding Wound - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
may spend 1 Panache upon hit living creature with light/one-hand piercing weapon to deal 3 Bleed as Free
may instead spend 2 Panache to deal 1 Ability Bleed to either STR, CON, or DEX
Evasive - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 12
Subtle Blade - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
if at least 1 Panache left, immune to Disarm, Steal, and Sunder targeting light/one-handed piercing weapons
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 12
if at least 1 Panache left, +12 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +24 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 12
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 13
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
if at least 1 Panache left, +13 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +26 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 14
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 14
if at least 1 Panache left, +14 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +28 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 14
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 15
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if at least 1 Panache left, +15 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +30 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 16
Dizzying Defense - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
spend 1 Panache to Fight Defensively with light/one-hand piercing weapon as Swift instead of Standard
while doing so, dodge bonus to AC from Fight Defensively increase to +4
while doing so, penalty to ATK from Fight Defensively reduced to -2
Perfect Thrust - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if at least 1 Panache left, may make single attack with light/one-hand piercing weapon vs Touch AC ignoring DR as Full-Round
Swashbuckler's Edge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if at least 1 Panache left, may take 10 on Acrobatics, Climb, Escape Artist, Fly, Ride, and Swim, even in danger
can be used with Derring-Do
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
if at least 1 Panache left, +16 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +32 precision on next attack
Bleeding Wound* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
may spend 1 Panache upon hit living creature with light/one-hand piercing weapon to deal 4 Bleed as Free
may instead spend 2 Panache to deal 1 Ability Bleed to either STR, CON, or DEX
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 17
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
if at least 1 Panache left, +17 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +34 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 18
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 18
if at least 1 Panache left, +18 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +36 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 18
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 19
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
if at least 1 Panache left, +19 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +38 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 20
Cheat Death - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
upon reduced to 0 or less HP, spend all Panache left (at least 1) to instead be reduced to 1 HP
does not work on Death effects that kill without dealing damage
Deadly Stab - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
spend 1 Panache upon confirmed Crit with light/one-hand piercing weapon to inflict
target must make DC 22 Fort save or die
no Panache regain for triggering Crit
Stunning Stab - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
spend 2 Panache upon confirmed Crit with light/one-hand piercing weapon to inflict
target must make DC 22 Fort save or be Stunned for 1rd
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
if at least 1 Panache left, +20 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +40 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked
Deadly Stab* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
spend 1 Panache upon confirmed Crit with light/one-hand piercing weapon to inflict
target must make DC 23 Fort save or die
no Panache regain for triggering Crit
Stunning Stab* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
spend 2 Panache upon confirmed Crit with light/one-hand piercing weapon to inflict
target must make DC 23 Fort save or be Stunned for 1rd
=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Slashing Grace (Dueling Sword) - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
use DEX instead of STR on DAM with chosen weapon if use in one hand while other hand free
treat chosen weapon as one-hand piercing weapon for purposes of prereqs if use in one hand while other hand free
Combat Reflexes - [Pathfinder Roleplaying Game: Core Rulebook] @ 5
+3 AoO/rd
may AoO while Flat-Footed
Duelist's Masterstroke - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 7
if hit creature denied DEX due to your Feint, +2d6 precision to DAM 1/rd
Quick Draw - [Pathfinder Roleplaying Game: Core Rulebook] @ 9
draw weapon as Free instead of Move
draw hidden weapon as Move instead of Standard
Full Attack with thrown weapons
Duelist's Masterstroke* - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 11
if hit creature denied DEX due to your Feint, +3d6 precision to DAM 1/rd
Dueling Mastery - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 11
+2 to Initiative if holding dueling sword
+2 shield to AC if use dueling sword in one hand while leaving other hand free
+1 shield to AC if use dueling sword in two hands
treat dueling sword as piercing weapon for purpose of prereqs
Waterfall Dueling Disciple - [Pathfinder Roleplaying Game: Adventurer's Guide @ 13
+2 morale to Intimidate to Demoralize
+2 to DC vs Intimidate to Demoralize
increase bonuses to +4 while participating in a duel²
spend 1 Stamina to treat normal combat as duel until start of next turn²
Duelist of the Roaring Falls - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 15
if hit Shaken, Frightened, or Panicked creature with dueling sword in one hand while other hand free, add DEX instead of STR to DAM
if already add DEX instead of STR to DAM, instead gain +1 competence to this DAM
-3 instead of -5 penalty to ATK for Dueling Parry if using dueling sword in one hand while other hand free²
spend 4 Stamina to get benefit without Shaken, Frightened, or Panicked until start of next turn²
Combat Reflexes* - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
+4 AoO/rd
may AoO while Flat-Footed
Duelist's Masterstroke* - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 16
if hit creature denied DEX due to your Feint, +4d6 precision to DAM 1/rd
Duelist of the Shrouded Lake - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 17
+1 insight to CMB to Bull Rush and Reposition if using dueling sword in one hand while other hand free
+1 insight to CMD vs Bull Rush and Reposition if using dueling sword in one hand while other hand free
+4 dodge to AC for AoO provoked due to Bull Rush and Reposition if using dueling sword in one hand while other hand free
+6 instead of +4 circumstance to AC for Dueling Dodge if using dueling sword in one hand while other hand free²
spend 5 Stamina while doing any Maneuver with dueling sword to get +4 to AC vs target until start of next turn²
Falling Water Gambit - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 19
if hit creature denied DEX due to your Feint with dueling sword in one hand while other hand free, +1 Crit Threat
if hit creature denied DEX due to your Feint with dueling sword in one hand while other hand free, +2 to confirm Crits
after using Dueling Dodge or Dueling Parry, AoO vs attacker if attacker is Shaken, Frightened, or Panicked²
spend 4 Stamina to use Dueling Dodge or Dueling Parry vs Shaken, Frightened, or Panicked creature outside of duel² 
*supersedes older version
=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Dazzling Display - [Pathfinder Roleplaying Game: Core Rulebook] @ 4
Intimidate to Demoralize all looking opponents with chosen Weapon Focus weapon as Full-Round
Weapon Specialization (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
+2 to DAM with chosen weapon
Pin Down - [Pathfinder Roleplaying Game: Ultimate Combat] @ 12
if Threatened creature uses 5ft Step or Withdraw, it provokes AoO
this AoO does no damage, but prevents all movement on hit (opponent still expends triggering action)
Greater Weapon Focus (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
increase bonus from Weapon Focus to +2
Greater Weapon Specialization (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 20
increase bonus from Weapon Specialization to +4
I'll note a mild preference for the Duelist build, only because the Swashbuckler build is kinda useless until 3rd level when I finally get Slashing Grace. It's mildly ironic that the Duelist build can get that feat faster due to Fighter bonus feats but doesn't need it until much later.
As with Abby, both Wolfgang builds have homebrew tweaks to gear weight, all of which are disadvantageous.
Both Wolfgang builds are currently using traits that aren't PRG-line, and the Swashbuckler build is using an archetype that is not PRG-line, so those need approval.
A few of the feats that I'd take on the Swashbuckler build have extra effects dealing with the optional Duel and Stamina systems. I flagged those with OoC because I wasn't sure if we were using those systems, and also marked them with ² for ease of locating.
Oh, also, on names, for maximum searchability.
- "Waterfall Dueling Disciple" appears as Aldori Dueling Disciple in original text and simply as Dueling Disciple on the SRD. I modified the SRD name to invoke the waterfall theme of the three other related feats.
 
- "Duelist of the Roaring Falls" and "Duelist of the Shrouded Lake" appear that way in original text, but are shortened (for some reason) to Duelist of the Falls and Duelist of the Shroud on the SRD.
 
- "Duelist's Masterstroke" appears that way on the SRD, but is Serren's Masterstroke in the original text.
 
- "Dueling Style" and "Dueling Style Aegis", while they appear that way in the SRD, appear as Aldori Style and Aldori Style Aegis in the original text.
 
- "Dueling Mastery" appears that way in the SRD, but appears as Aldori Dueling Mastery in the original text.
 
- All references to "Dueling Sword", which is how it appears in the SRD, refer to the Aldori Dueling Sword from original text.
In retrospect, particularly after doing the Wolfgang crunches, I think simplifying the abilities and then just reposting them in future abilities if they get modified wound up making everything longer and harder to read than if I'd just posted the full text like I do in my build notes. A lesson learned for next time, I guess.
I might still take a stab at the Primal Abbicka build, time permitting. And I'll probably do a post with typos fixed that puts all the information I've posted thus far in one convenient place. Might also try to hyperlink all the references for ease of access, depending on how I'm feeling.

| Nickadeamous | 
 
	
 
                
                
              
            
            I just had to throw my hat into the ring.
Gideon is a Human Inquisitor with the Warpath Follower Path of War template to pick up a few maneuvers. He'll also be sacrificing feats to pick either the Proficient or Adept sphere progression. His character profile is still a work in progress but his background is below.
Gideon always had a great smile and a silver tongue. He wasn’t the biggest or strongest or smartest, but he was always popular and well-liked. He always seemed to have the right words at the right time and he just had a certain way of allaying fears and motivating people.
The only son of a minor noble, he was afforded every advantaged his family could buy. It was his father’s hope that Gideon would raise their family in both status and power, and if wealth came with it, then so be it. Gideon, being loyal to his family had embraced his culture and avenue in life. He studied hard, worked harder and devoted his existence to the gods and military service, the two quickest and surefire ways to make a name for himself.
Hit potential was recognized early on by almost all that had the pleasure of knowing him. Why he could lead men to impossible victories, regale those that would line up to listen with stories of heroics, and charm all of the ladies in a brothel without spending a coin.
He joined the military force and quickly made his way through the ranks. His family was able to pull enough strings to ensure that he was offered the best opportunities and it wasn’t long before he was commanding his own force. Everything was going perfect until he walked into his life. He was a young soldier, recently assigned to his unit to replace lost personnel. Gideon fell in love. They tried to hide the relationship but eventually it was discovered. The shame and embarrassment was enough to enrage his family. They made more arrangements, as they always had, and one day his great love simply vanished. He searched for weeks, months even, with not even a hint of a clue as to what had happened.
Finally, he approached his family. His father didn’t bother to deny any of it, and was even more enraged that Gideon had not figured it out on his own. How could his only son put himself before his own family, and for some boy? Gideon left and never looked back. His family fell out of favor and never recovered.
Gideon left the north and headed south. That was about 15 years ago, the same time that a warlord united the northern lands under a banner of war and bloodshed. The lines of refugees were a good cover story and he blended right in, relocating to a tiny village in the south named Ram.
There he would spend the next 15 years living a life to give back.  Village life was simple and refreshing.  He met good people and made friends.  He searched as a local preacher, hosting sermons, performing ceremonies, even ordaining over marriages and performing funeral services when necessary.  All the while he learned about the southern gods and spread their words.  It took many years to overcome the loss of both his love and his family, but at least now he was genuinely happy.

| Albion, The Eye | 
 
	
 
                
                
              
            
            Dotting - am pondering submitting an Investigator or Alchemist as secondary melee combatant.
So far he could have been the local herbs and poultices man (maybe half-orc), as well as assisting with other tasks around town (planning on him being above average Int and Str) - administrative tasks if there are any, or even assisting others that may have remained behind with their small crops.
Hey! Maybe he could be the herbs supplier for Grandma Cookie? :D
Do Alchemists/Investigators make sense in your game Matt? If so, I'll get to crunching him when I get home.

| Rotaretilbo | 
 
	
 
                
                
              
            
            I mean, I know why the SRD strips out copyrighted stuff in the abstract. My confusion is specifically why "Roaring Falls" and "Shrouded Lake" were reduced to "Falls" and "Shroud" respectively, as both seem to be generic references, one to a waterfall and the other to a lake beneath a waterfall. Perhaps Roaring Falls and Shrouded Lake are proper names for places in Golarion? Certainly doesn't seem like that's the case, but even still, it would be tenuous to claim copyright at that point. Like, see if George RR Martin goes after anyone for calling something Winterfall or Riverrun.

| Matt Adams 259 | 
 
	
 
                
                
              
            
            Hey guys. I just wanted to say that I apologize for taking so long. Every time I came on the site, I got a Paizo maintenance message. Looks like it wasn’t just me. Fun times. Anyway, the accepted characters are: Grandma Cookie, Garen Williamson, Cerise Maven, Elduin Faenan, and Abbicka (Packmaster build). Make sure everything is finalized. I’ll have the opening post up later today.

| Matt Adams 259 | 
 
	
 
                
                
              
            
            To Garen and anyone else having issues: I have created a thread in website feedback, Here. Please post any issues you’re having to get this cleared up.
 
	
 
     
     
     
	
  
	
  
 
                
                 
	
 