
GM_Panic |

Welcome to the Village of Criglysnot
IMAGE HERE
Criglysnot is a place at the butt end of the backside of nowhere.
A few wood and mud houses, a few fields a small lake and all around big dark woods with no one in but Ted the Hunter, the Gilly Brothers who burn and make charcoal for cooking. And the old wise woman Sagaty the hag.
The roads all head into the woods and stop there.
The few families that call this place home eak out a living farming or fishing. Its a tight knit community.
Where everyone knows everyone.
Nothing has happened for time out of memory in Criglysnot and no one expect anything to happen.
The only excitement in the trouble you kids start for the grown ups. And today is going to be one such day.
The Rules for making a character
Level: 1
Gold: 1d3 coper coins. No using traits to get more, that is it
Items home made clothing basic and anything you can make or scrounge.
HP: Max at 1st.
Race: Well here is the fun part, you can have ANY race of 16RP of less IF you can convince me that 1: Would live in the village as a family of that race, so Androids are out 2: Can get along with the others in the village of generations.
Stats
18/8 and Roll 4x[4d6] Remove the lowest dice from each 4d6 and thats it.
If you don't know what that means someone will explain.
Classes Any Paizo, If your a gun slinger your gun is very old, grand dad had it from his grand dad.
You have to have a class that would fit the setting, so grand knight of such and such order, who has full amror and a warhorse not a chance. In a nut shell your class has to fit the setting of a small village beyond the back of beyond
APB
We will be using automatic-bonus-progression
With added stuff.
1st level: You get extra traits as a free feat.
2ed level: you get 1 more Free feat.
Number of players
5 pos 6 if I'm inclined, but that will be it. Any player who dose my work for me of making a list will 100%, gold plated slightly nigher chance of getting in over other applicants. YAaa, Could been be as crazy high as a 7 NO! even 8% [and Im mad for doing this], better chance of getting in. :0
What I am looking for at the moment
Interest check and some basic ideas for PCs
At the moment I don't want Crunch. I want all applications, so outline their idea of the PC they wish to play.
Please read 10-minute-background And start from that,
[ooc]Knowing each other.[/url] As applicants start to apply I encourage applicants to start to link to each other, in their PCs 10 min background.
100 word description
Describe your PC in 100 words or less.
Closing date for applications. 16th of May, two weeks time, I will consider any player who has done a basic 10 min background and 100 word description.
Qs:
Q: Where is the Village of Criglysnot? A:You have no real idea its come place on Golarion but where no one is really shore.
Q: Well I will ask a travler, or someone who has left the village. A: Thats not a question but you can't no one can remember the last time someone came in our out of the village. There was some talk of a star falling or some thing way back in the past but other than that who knows.
Q: Ill just as the wild life then A: Now your being checky, look even the local birds say its woods forever in all directions. chill out nothing out there to see anyone.
Q: Great great great Granddad is undead ok, its in my back story so he tells me. A: keep going, here have some more rope. Look No one can remember where you are in the big old world, and no one you know has ever seen or knows of anyone ever leaving the village other to see the wise woman or take a ^()* in the woods ok.
Q: Can I come from a place in the village like a single building. A:Well yes you can, just say thats where my family lives v the map and your home sorted.
Q: What about inheritance, my great sword was left to my by my nan, and.. A: Yes and your an adolescent so all the grown ups in the village lock such things away so you don't hurt you self, Now roll that 1d3 copper.
Ill stop there I know there will be more.
Game play:
A light hearted game, with fun and high jinks. HAZZAR!
Note on the GM:
I Like a good story, so fluff means a lot to me. I will be posting a lot so the key is for you lot to keep up. :)
I ask player to play nice. And not I will seek ways to pit you all against each other at every opportunity I can. Crack your PCs friendships, brake them with moral dilemmas and be and around sneaky under handed rat bag, Who would love nothing more than to have two Childhood friends PCs at each others throats. So to counter my evil ways as a GM, you must work as a team and trust each other. MOwwhgagagaga.
Evil Gm Laughter.
Ok all done, So that is it, have fun and ask away.

The Emerald Duke |

hm... I guess I'll be first with a dot for some interest.
Four questions for you so far.
1) I know you say you don't want crunch just yet, beyond probably the rolls for stats and whatnot... but I had a question about ABP. Do you still gain stat and feat bonuses as normal in addition to the stat bonuses from ABP or is it in place of them? Never used the system before so curious.
2) How xenophobic were the original founders of Criglysnot? I ask because it would determine what is "plausible" for a non human race (assuming the base settlers were human). It would also likely determine the social status of any non-human applicant's families if they are "allowed" to be there.
3) About how old are the characters we would be submitting? Are we talking children, teenagers... young adults? Should we be factoring in the younger aging rules?
4) You mention that you have clothes, your small amount of copper, and anything you can scrounge/make. Does this mean that if you put ranks into crafting you could have rudimentary items (say, a set of cobbled together armor from random scraps, or a sword that clearly would never sell in any market anywhere)?
That should be enough questions I think... now for some rolls
Stat: 4d6 ⇒ (3, 4, 3, 6) = 16 Minus 3, so 13.
Stat: 4d6 ⇒ (6, 6, 5, 2) = 19 Minus 2, so 17.
Stat: 4d6 ⇒ (5, 2, 5, 1) = 13 Minus 1, so 12.
Stat: 4d6 ⇒ (2, 6, 1, 4) = 13 Minus 1, so 12.
For a grand total of 18, 17, 13, 12, 12, 8.
Copper: 1d3 ⇒ 1
And a grand total of 1 CP to my name. Big spender here...

GM_Panic |

@The Emerald Duke.
1) I know you say you don't want crunch just yet, beyond probably the rolls for stats and whatnot... but I had a question about ABP. Do you still gain stat and feat bonuses as normal in addition to the stat bonuses from ABP or is it in place of them? Never used the system before so curious.
A: We will only be using the ABP ones as buy 6th you should have some items that also bust stats.
Having both is just a bit much.
2) How xenophobic were the original founders of Criglysnot? I ask because it would determine what is "plausible" for a non human race (assuming the base settlers were human). It would also likely determine the social status of any non-human applicant's families if they are "allowed" to be there.
A: Good question, they can be as "plausible" and xenophobic as need so long as they are 'stable' as in will not seek to harm or take over the Village. Its all about coexistence.
3) About how old are the characters we would be submitting? Are we talking children, teenagers... young adults? Should we be factoring in the younger aging rules?
A: Been thinking about this a lot, Young is good but if may get 'adult contact' as some point and having child PCs would not be good. So I am going to go with Young Adults as the min age and no Young Template PC's.
4) You mention that you have clothes, your small amount of copper, and anything you can scrounge/make. Does this mean that if you put ranks into crafting you could have rudimentary items (say, a set of cobbled together armor from random scraps, or a sword that clearly would never sell in any market anywhere)?
A: Yes if you have ranks in the right skill you can pre craft items.
Hope that helps

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4d6 ⇒ (5, 5, 4, 5) = 19 15
4d6 ⇒ (4, 3, 1, 6) = 14 13
4d6 ⇒ (3, 5, 6, 1) = 15 14
4d6 ⇒ (5, 1, 4, 5) = 15 14
Pretty good array, 18, 15, 14, 14, 13, 8.
Thinking a lizardfolk outdoorsperson, possibly a druid or ranger.
He and his clan serve as aquatic and swamp guides, hunters, fishermen, and help defend the place against monsters.
Probably also help in the spiritual guidance and ancestor worshipping.

Grumbaki |

4d6 ⇒ (4, 5, 5, 4) = 18
4d6 ⇒ (1, 1, 5, 6) = 13
4d6 ⇒ (3, 3, 5, 2) = 13
4d6 ⇒ (4, 1, 5, 3) = 13
18/14/12/12/11/8
Not the best stats, compared to how others have rolled. But it will do.
Lizardfolk! An arsenal Champion warpriest. Could be part of psionichamster’s clan. Protector of the village, given an ancient pact between the village and his clan.
Str (18+2=20) Dex (12) Con (12+2=14) Int (11) Wis (14) Cha (8)
Have phone blackout due to national guard from 7th to 21st, but can start after that

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Can't resist at least rolling stats :-)
4d6: 4d6 ⇒ (3, 3, 2, 1) = 9 = 8
4d6: 4d6 ⇒ (1, 3, 3, 1) = 8 = 7
4d6: 4d6 ⇒ (1, 1, 1, 2) = 5 = 4
4d6: 4d6 ⇒ (6, 4, 3, 1) = 14 = 13
Lol :-) :-). That exceeds even MY normal standards for rolling absurdly badly.
I'm afraid that is just a bit unplayable (or, at least, not a character that I'm willing to play). Hopefully I'll be allowed a reroll
4d6: 4d6 ⇒ (2, 6, 3, 4) = 15 = 13
4d6: 4d6 ⇒ (2, 1, 5, 4) = 12 = 11
4d6: 4d6 ⇒ (3, 6, 6, 2) = 17 = 15
4d6: 4d6 ⇒ (6, 5, 3, 4) = 18 = 15
That is a quite viable character.
One question. A village this small (especially one with multiple races) would die out due to genetic issues from inbreeding. Especially true for the race with only one family. Are we just totally ignoring that?
One other question. Any chance of allowing Background skills?

GM_Panic |

Why do you request a 10 Minute Background and a 100 word description? What's your thinking there?
Sometimes players put the answers to the 10min back ground as just single names or single sentences. I wanted a little more as a grounding so I can understand PC.
Happy for you to put your 100s word Description IN your ten min background as long as you let me know you have.
Making a PC early.
I have had a PM pointing out that some players would want to make a PC [HeroLab or by hand] as part of working out the fluff.
SO I AM OK with anyone who wants to make a PC to do so, and post in under spoiler of as an alt here.
If thats how you make your PCs fluff then go for it.
Two looking at Lizardfolk, interesting, Lizardfolk works for me in both classes asked about.
@pauljathome
Yes I will allow a reroll in your case.
One question. A village this small (especially one with multiple races) would die out due to genetic issues from inbreeding. Especially true for the race with only one family. Are we just totally ignoring that?
There is at lease 3 families [Sub clan of each race] Some can live in the woods or on/ in the lake. Dwarves may have gone under the village.
One other question. Any chance of allowing Background skills?
Yes we will play with Background skills, thanks for reminding me.

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No reason lizardfolk and dwarves cant get along.
I was envisioning a cold-blooded section of the village, possibly in the swamp or treeline, and a warm-blooded section, with the village proper.
The lizardfolk worship the ancients and nature, help to protect the land and assist the warmbloods in living in harmony with the land.
Gotta research the Golarion pantheon, but I think there's a dinosaur/saurian "defender of nature" deity in there somewhere.

Mat_H |

I'm looking at a Kitsune Mesmerist. Probably not an actual village dweller more of a "lives in the woods and natural curiosity has her visiting the village regularly" thing. I think she probably decided Ted the Hunter seemed interesting and just kept following him home until the village folk got used to her being around. After some time she started coming daily to play with the other kids and get into harmless curious tricksy fox girl antics.
Just wanted to make sure Kitsune is OK before I started writing her up since it doesn't have RP listed so I'm not positive that it is below 16RP.
Oh and starting "gold" = 1d3 ⇒ 2 copper!
I did notice that you said a gunslinger would get their great great grandfather's old gun, so does that mean we can have one basic weapon (like a dagger) or are the rest of us stuck with fists?

The Tick in the Barrel |

Dotting for possible interest, pending the outcome of submissions I've already made to other games - I don't want to over commit myself.
I'll give the bones a roll now just to see what I'd have to work with :)
Stat: 4d6 ⇒ (6, 2, 1, 6) = 15 = 14
Stat: 4d6 ⇒ (6, 5, 3, 1) = 15 = 14
Stat: 4d6 ⇒ (5, 5, 4, 4) = 18 = 14
Stat: 4d6 ⇒ (3, 3, 2, 1) = 9 = 8
For 18, 14, 14, 14, 8, 8. That's a net +8 modifiers from stats; I've certainly played characters with much less!
I'll let this percolate in the ol' noggin' while I wait to hear back regarding other games. I probably won't know until pretty close to the 5/16 deadline whether I'll be making an official submission.

Mat_H |

Trying to work up the 10 min background but honestly it's kind of hard. The background elements and mannerisms are easy but coming up with goals, secrets, and character ties is difficult in a setting that includes a village with 4 people plus probably the family of other PCs and nothing else. Do you have any guidance on that?

JonGarrett |

JonGarrett wrote:I will let you have a reroll for that 7/7/9/8 low roll4d6 - 7
4d6 - 7
4d6 - 17
4d6 - 9...well that's not conducive to anything MAD.
Sweet, thank you.
4d6 ⇒ (6, 4, 1, 4) = 15 - 14
4d6 ⇒ (3, 4, 6, 6) = 19 - 16
4d6 ⇒ (4, 2, 4, 1) = 11 - 10
4d6 ⇒ (4, 4, 4, 2) = 14 - 12
That's much more comfortable.

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Here's my submission, Korliss the Lizardfolk druid:
Male Lizardfolk Druid 1
N Medium Humanoid (reptilian)
[b]Init: +2; Senses Perception +9
Languages:Draconic, Druidic, Common
DEFENSE:
AC 13 Touch 12 Flat-Footed 11 (Dex +2, Natural Armor +1)
HP: 11 (1d8+3)
Fort +5 Ref +2 Will +4
OFFENSE:
Speed:30 Swim 30
Melee: 2 claws +5 (1d3+5)
Melee: bite +5 (1d4+5)
Ranged: sling +1 (1d3+5; range 50, ammo: 5)
STATISTICS:
Str 20 Dex[/b ]14 [b]Con 16 Int 13 Wis 15 Cha 8
Base Atk 0; CMB +5; CMD 17
SQ: Favored Class (druid; skills), Nature Bond, nature sense, wild empathy
Feats: Additional Traits(B), 1
Traits Reactionary, Devotee of the Green, Silent Hunter, Affable
Drawback:
Skills Diplomacy +3, Handle Animal +3, Know(Geography) +6, Know(Local), Know(Nature) +7, Perception +6, Stealth +7, Survival +8, Swim +13
Gear: 3 cp
Spells Prepared (Caster Level 1 // Concentration +3 // Ranged Touch +2)
Save DC = 12 + Spell Level
0th: create water, guidance, light
1st: charm animal, goodberry
Animal Companion
N Small animal
Init +2; Senses: Low-Light Vision, Perception: +5
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +1 size, +4 Natural)
HP: 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed: 30 ft, Swim 30
Melee: bite +5 (1d6+2)
STATISTICS
Str 15, Dex 14, Con 15,[b Int[/b] 1, Wis 12, Cha 2
BAB +1; CMB +1; CMD 7 (11 vs. trip)
Feats: Weapon Focus(Bite)
Skills: Perception +5, Stealth +10
SQ: Death Roll, Hold Breath, Sprint, Link, Share Spells
Tricks Known: Attack, Attack Anything, Down, Sneak
Background Korliss was hatched almost 15 years ago, and was placed in the care of the Forest Protectors shortly after he could swim and run on his own. He was raised with saurus from several other family clutches and instructed in the way of Gozreh and Erastil, the deities who look over the natural world and agricultural communities, respectively. He learned how to hunt, look after the land, and help to defend the community through wisdom and strength, as well as to scout out the area and prevent threats from becoming too great to handle. His mentor Skor’qua recently inducted Korliss and his ‘classmates’ into the first of the mysteries of the Druidic belief, including teaching them the secret Druidic tongue and the first of the magical powers he would need. He also helped them to find and teach their companions, Gromsuch in Korliss’s case, and how to begin their pathway towards greater knowledge and power.
Description: Korliss is a large, imposing specimen of lizardfolk. He stands just over 6’10” tall, and masses 240 lbs, with his powerful tail stretching almost 4’ beyond. His green scales blend in nicely with the lakeside foliage, especially along the water’s edge and among the tall grasses. He wears a simple harness of braided leather cordage, holding his various druidic implements and a woven fiber sling with a handful of heavy rocks. He is usually accompanied by a juvenile crocodile he calls Gromusch, which is surprisingly well behaved for such a beast. He does not carry any obvious weapons, but his powerful limbs and sharp teeth serve just as well as any blade.
1d3 ⇒ 3 CP

Mat_H |

Here is my submission: Reimika the Kitsune Mesmerist.
Background: Reimika, or Rei to her friends and family, is a young Kitsune woman living in the woods. Her family migrated over generations due to prejudice against Kitsune in their native land, moving a little bit every few years until they ended up near the small village. Her family spent most of their time working towards their own survival and had little time to spare for Rei.
With her family busy and unable to keep her entertained, the always curious Rei wandered the woods alone until the day she spied Ted the Hunter. Fascinated by this new person, but shy by nature and warned of human racism by her parents, she hid and watched him, often traveling through the treetops to keep him in sight. This was how she discovered the village of Criglysnot and saw that it contained other young humanoids of a similar age to her.
She began sneaking into the village whenever she could, sometimes hiding and watching, sometimes playing tricks or snatching small trinkets, and sometimes taking human form and approaching the other adolescents to play whenever the adults were out of sight. As she matured she felt more comfortable being seen by the adults and began spending more time in the village in her human form. She got to know all of the villagers, although her days of sneaking around and playing pranks were far from over.
Appearance and Personality: Rei's human form is that of a young woman of around 16 with long red hair and green eyes. This matches her reddish fur and green eyes of her Kitsune form, although she rarely shows that to people if at all. She is slender and nimble, preferring games and activities that involve running, tumbling, and leaping from perch to perch. She is very shy at first but quite friendly to people once she knows them, but she is also very naive.
Although not truly impaired in any way, she has a little less common sense than most, and her mind is not the sharpest. Two signs of her naivety are that she does not even understand that the effects of her mesmerism are actually due to any ability of hers (she just thinks people react that way) and that she firmly believes that the villagers all believe her story about being a human with family that lives in a hut in the woods. Despite her natural ability to fool people, it can be assumed that in most cases people have figured out that there is something wrong about her story. They just haven't challenged her due to her kind personality and the fact that she has never hurt any of her friends physically or emotionally.
@GM: I started just writing and then noticed that many of the aspects of the 10 minute background are included. If you want explicit answers to those questions I can prep something, but I think that everything is covered other than goals (One of her goals would be to travel. She is bored of the woods, and after experiencing the small village she wants to see how other groups of people work and live together) I have lots of other little details about her but as I'm already well past your 100 word request I figured I should stop here. I have 90% of her crunch built but will wait to submit that later in case anything changes.

Mat_H |

Q: Where is the Village of Criglysnot? A:You have no real idea its come place on Golarion but where no one is really shore.
Q: Well I will ask a travler, or someone who has left the village. A: Thats not a question but you can't no one can remember the last time someone came in our out of the village. There was some talk of a star falling or some thing way back in the past but other than that who knows.
Q: Ill just as the wild life then A: Now your being checky, look even the local birds say its woods forever in all directions. chill out nothing out there to see anyone.
Q: Great great great Granddad is undead ok, its in my back story so he tells me. A: keep going, here have some more rope. Look No one can remember where you are in the big old world, and no one you know has ever seen or knows of anyone ever leaving the village other to see the wise woman or take a ^()* in the woods ok.
Q: I'll just ask Rei's family where we are. They migrated here.
A: Read her background more carefully. Her family migrated here slowly over MANY generations. Her great great great great grandmother might have known but anyone currently alive has forgotten.Was looking back at the original post to check creation rules and realized that based on my background this needed to be said

GM_Panic |

Yep, there are lots of 'options' on where Criglysnot is on Golarion, just no hard evidence. Thouse who have sort to leave this back water had ether come back from the dark woods mimed or mad from all the big things with long fangs/claws/webs/teeth/etc out there. So most agree just safer to just stay in the village. No one has sort to leave left in a generation or two.

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I have an idea but I definitely need to pass it by you.
Human character (somebody has to play the token human :-)).
His family (with at least some Tien heritage) has a long standing tradition of using eastern meditation techniques, including some revolving around the bow.
His father is the village blacksmith, his mother also a noted crafter of various things
Mechanically, would be a Zen Archer monk with the Fast Learner and Improvisation feats (so, a VERY well rounded character).
This would require me, of course, to be able to craft a composite long bow with a strength modifier.
Can I start with any bow that I can craft with a take 10?
A very similar concept would have him taking the Far Strike Monk archetype instead of the Zen Archer archetype. And crafting nets, javelins, etc.

Timeskeeper |

I want to be in this so much! Like, I can't even express it properly!
4d6 ⇒ (1, 6, 5, 5) = 17 16
4d6 ⇒ (4, 6, 6, 5) = 21 17
4d6 ⇒ (6, 6, 2, 6) = 20 18
4d6 ⇒ (2, 2, 6, 6) = 16 14
Oh... well... Wow!
Edit: @GM on the picture are the numbered houses already reserved? Because I'm building a local and wish to settle upon the house.

Timeskeeper |

No reason lizardfolk and dwarves cant get along.
I was envisioning a cold-blooded section of the village, possibly in the swamp or treeline, and a warm-blooded section, with the village proper.
The lizardfolk worship the ancients and nature, help to protect the land and assist the warmbloods in living in harmony with the land.
Gotta research the Golarion pantheon, but I think there's a dinosaur/saurian "defender of nature" deity in there somewhere.
Actually the more pressing issue with Lizardfolk is the fact they're a total xenophobic race. They even start with it as a trait which gives them no other languages even if they have a high int. Lore wise they eat people, and don't leave their territories without a specific purpose in mind. However they do trade with dwarves when they can, if they can, and they like gnomes for the most part. But they hate humans and elves, and with humans being the primary race on Golarian we'd likely have a fair amount of them here...

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Hmm...welp lets see if Chaos wants me in?
Stats: 4d6 ⇒ (4, 6, 4, 6) = 20 16
Stats: 4d6 ⇒ (5, 5, 3, 4) = 17 14
Stats: 4d6 ⇒ (5, 6, 5, 4) = 20 16
Stats: 4d6 ⇒ (2, 1, 6, 1) = 10 9?
Hmmm 18,16,16,14,9,8 Can't complain at all. Something viable has to be in there I feel.
I'll be doing a Gnome of some kind I think. Feeling kooky.
Shinies!: 1d3 ⇒ 3

AGM Lemming |

Hmm.... I've been trying to get into a game as a Life Shaman (Human) Protector/Healer. Maybe this time?
4d6 - 1 ⇒ (4, 1, 3, 6) - 1 = 13
4d6 - 2 ⇒ (4, 5, 3, 2) - 2 = 12
4d6 - 2 ⇒ (6, 6, 4, 2) - 2 = 16
4d6 - 2 ⇒ (4, 4, 3, 2) - 2 = 11
So, 18, 16, 13, 12, 11, 8 ? Certainly usable numbers. Does the racial adjustment still apply? +2 two to one stat, assuming keeping the 18 cap. ??
Sounds fun and the village in the middle of no-where is easy for a background for this character!

Mat_H |

Since I like to make lists, I figured I'd throw this out here and will update periodically. As people add details they'll move down the list to full submission. I'll keep it updated and post every day or two. If I miss your submission please let me know.
Dotted for Interest:
The Tick in the Barrel
Timeskeeper
Alias ad Tempus
Submitted Concept Only:
Pauljathome - Human Zen Archer Monk
JonGarrett - Gnome Sorcerer
grumbaki - Lizardfolk Warpriest
AGM Lemming - Human Life Shaman
Submitted Background:
Full Submission (Background and Crunch):
psionichamster - Korliss (Lizardfolk Druid)
Mat_H - Reimaka (Kitsune Mesmerist)
Jing the Bandit - Jeanuel Azmeren (Half Elf Sorcerer)

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Jeanuel Azmeren
Half-elf sorcerer (crossblooded, wildblooded) 1 (Pathfinder RPG Ultimate Magic 69, 70)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d6+3)
Fort +2, Ref +3, Will -1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 1st; concentration +0)
1/day—dancing lights, darkness, faerie fire
Sorcerer Spell-Like Abilities (CL 1st; concentration +6)
8/day—arcane bolt (1d4 force)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1st; concentration +6)
1st (5/day)—magic missile
0 (at will)—detect magic, prestidigitation, acid splash
Bloodline Draconic, Sage
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 20, Wis 9, Cha 8
Base Atk +0; CMB +3; CMD 16
Feats Additional Traits, Combat Advice, Eschew Materials
Traits dilettante artist (elf), highlander (hills or mountains), pragmatic activator, student of philosophy
Skills Bluff -1 (+5 to lie (as a result of using Int instead of Cha)), Craft (carpentry) +7, Craft (ships) +7, Diplomacy +4 (+10 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +11, Knowledge (nature) +9, Perception +5, Perform (dance) +0, Spellcraft +11, Stealth +8 (+10 in hilly or rocky areas), Use Magic Device +9; Racial Modifiers +2 Perception, highlander (hills or mountains)
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), elf blood
Other Gear 3 cp
--------------------
Special Abilities
--------------------
Arcane Bolt (1d4 force, 8/day) (Su) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Jeanuel Azmeren is what happens when people don't disclose their past to their family. Somewhere along the past on his mother's side was a drow relative and somewhere along his father's side was a dragon. Now, these would not be all the evident in the young lad were it not that his magical talents didn't begin to develop and show conflicts deep in his veins.
Son of a carpenter and ship builder, Jeanuel has spent much of his life around wood and working it in various manners. His family isn't exactly affluent but he has never experienced a day without supper. Thus, he's a bit spoiled and has spent most of his life in study, either in learning the trades of his family or in learning the ways of magic.

GM_Panic |

Hi Edward, would be great if you could.
With my other games I realised the problem was I was over ambitious, with to higher level and overly complex PC build rules.
Where as this is cut right back, all players have play a fun race, but PCs have near to nothing. In this way play can be about finding a suit of armor, or riding mounts etc. Wins at this level can be small but significant.