PFE1 Shattered Star AP Campaign 2019

Game Master ALLENDM

Links and Folders for the Campaign

Shattered Star AP 2019 Folder.
Campaign Character Creation Document
Simple Magic Item Creation Rules
Elephant in the Room (Feat Tax Rule)
Making Craft Work 2010

Images of the Venture-Captain Sheila Heidmarch & Pathfinder Koriah Azmeren

Pathfinder Koriah Azmeren
Venture-Captain Sheila Heidmarch
Pictures of Contacts and Names
Scenes and Pictures of Magnimar

Party Information

Party XP and Treasure TXT

Puffy Pelican (Abandon Tavern) MAP

Puffy Pelican


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Dark Archive

here we go, still picking up traits but getting close to done with the skinwalker Hunter


I'm interested. I would like to do a Human Unchained Rogue who can act as a face and switch hitter with a bow and a rapier.


Sha'ir wrote:
Actually, I think I'll go with this instead: A human Chaokineticist Ex- Scazrni, you know, just to make things extra awkward with any Varisians we encounter.

You will need to change the alignment. See CN right now so you will need to revisit that. Maybe CG (quantify it with borders on CN at times).


Interested Players & Concepts List 10312019

Oceanshieldwolf & Skow Ku Unchained Summoner half-Shoanti/half-Kellid
Grankless & Abigail Navis Human Spiritualist (Quintessentialist/Haunted/Fractured Mind)
Sha'ir & Iuliu Moldis Human Kineticist (Chaokineticist)
Hrothdane & Cavalier (Sister-in-Arms/Grey Maiden Initiate)
Ouachitonian & ???
Danial Stewart & ???
ToxicStar & Arrtur - Fighter (Half orc)
Grandlounge & Alchemist
robothedino & Himarek Voskiyani Shaman Halfling
Black Thom & (not sure?)
ElbowtotheFace & Rogue (half-elf)
hustonj & ???
Ellion Hesoni & divine caster (cleric/druid/shaman - utility/healing)
ScorchedOne - Herald Caller Cleric
Ash Raven & ???
MrStr4ng3 & Arcane or Monk
excoman & Druid (swarm monger)
Patrickthekid & Human UC Rogue
Edelsmirge & Skinwalker (gnomish) Hunter

18 submissions - lost one and picked up two so still at 17.
I am going to nail down a deadline on Friday.

I will start reviewing completed submissions over the weekend.

Jack


Nezter "Spleenripper" wrote:
here we go, still picking up traits but getting close to done with the skinwalker Hunter

Since you opted for non-human skinwalker. You will need to adjust your size to small. This will mean you will need to adjust your damage die and base speed. Are you doing the skinwalker heritage - Ragekin (wereboar-kin)?

Jack

Dark Archive

Doing rage kin and it says you use the skinwalker stats except for small which I put in and will finish as well, thanks


Wizard Starting Gold: 2d6 ⇒ (2, 4) = 6, 60gp

Black Thom, Transmuter Wizard VMC Impossible Sorcerer:

Black Thom

Male half-orc transmuter 1/sorcerer* (Pathfinder RPG Ultimate Magic 89)
NG Medium humanoid (human, orc)

Init +8; Senses darkvision 60 ft.; Perception +1

--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9 (1d6+3)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.

Special Attacks scroll blade
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—telekinetic fist (1d4 bludgeoning)
Transmuter (Scrollmaster) Spells Prepared (CL 1st; concentration +4)
. . 1st—ant haul[APG] (DC 14), detect secret doors, gravity bow[APG]
. . 0 (at will)—mage hand, mending, message, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 16, Wis 13, Cha 10

Base Atk +0; CMB +0; CMD 14

Feats Improved Initiative, Scribe Scroll
Traits ex-sczarni, magical knack

Skills Appraise +7, Bluff +2 (+2 vs. other humanoids, +4 to feign ignorance), Diplomacy +2 (+2 vs. other humanoids), Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Linguistics +7, Sense Motive +3 (+3 vs. other humanoids, +4 to intercept secret messages), Spellcraft +7; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive

Languages Abyssal, Common, Draconic, Gnoll, Goblin, Orc

SQ bloodline (impossible), orc blood, overlooked mastermind, physical enhancement (+1), scroll shield

Other Gear arcane bond ring, wizard starting spellbook, 60 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Scroll Blade (Su) A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In the hands of the wizard, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll
Scroll Shield (Su) A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In the hands of the wizard, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on
Telekinetic Fist (1d4 bludgeoning, 6/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

Thom was the runt, atypically slight in build... but, highly intelligent. He made things work. Knowing there was a better life out there, bigger that those around him could imagine... he struck out on his own.

He understood the everything was about environment, and he willed that to change. Becoming a Transmuter. Changing the reality to make this work.


ALLENDM wrote:
Sha'ir wrote:
Actually, I think I'll go with this instead: A human Chaokineticist Ex- Scazrni, you know, just to make things extra awkward with any Varisians we encounter.

You will need to change the alignment. See CN right now so you will need to revisit that. Maybe CG (quantify it with borders on CN at times).

That's a typo. I made a similar character for another submission. When we first see him he will be on the tail end of an alignment change. CN to CG as you said but with the occassional slip into thinking like a criminal.

Grand Lodge

Alistar Riven. Here is all the key stuff I have to fill out the formula book and gear.

Appearance:

Alistar dresses in an eclectic mix of traditional Varisian and modern Magnimarian styles toned by the practical touches required by someone accustomed to travelling long distances. His belt, cloak, pack, weapons and vials belie a seasoned traveller and merchant. Other than his gear, he is remarkable in his unremakableness.

Personality:

Alistar views himself as a serious businessman but is far closer to a bleeding heart fascinated with ancient history. The has been pouring over his fathers’ book on Azlant and Thassilon for his entire life. He enjoys travelling because it gives him time to read while studying new languages. He is selling his wears because they help people and save lives, all the while supporting his travels and studies.

Character demeanour:
Diplomatic situation: If it is not about his technical expertise, he is mostly like to assist someone who I more competent. He is smart enough to know his limitations.

Open combat situation: Reluctant to fight but is smart enough to be tactically inclined. Bombs to disable and close the distance, reach melee to protect his friends. Keeping people safe is his primary concern; unfortunately, that involves hard tactical decisions sometimes.

Stealthy: When possible, he would like to plan for this. Even a few minutes is enough to make an extract that will help him.

Any other quirks that might help me understand the character. Non that jump out, he is reasonable level headed in soft-hearted and protective (It’s a Varisian family thing).

Background:

Alistar Riven comes from a long line of well-integrated Varisian merchants who travel about Varisia and the greater Magnimar region. His family has issues selling their potions and alchemical concoctions in the larger urban areas where it is much easier for customers to find a seller that is not one of the 'people of the road.' Nevertheless, as one does, you adapt. The people who live far outside of the walls of civilization, those much more likely to call him a ‘wander’ or ‘vagrant,’ also need his troop's wares and have no one else from which to buy. You don’t need to be charming if you have a captive audience and speak the local language, just polite. Travelling from remote communities to remote communities often by way of larger cities, Alistar makes his money selling potions and remedies to rangers, hunters, and farmers. His skills as an alchemist let him disguise himself when need to make transactions a bit easier for both parties.

Alistar is just returning to Magnimar to resupply after a year trip to the edges of the country. Though it was an enlightening trip where he met with many exciting foreigners, it was a long-distance to cover, so food and transportation cost consumed most of his profits. Still, he learned incredible skills from the roaming Alchemists and Wizards, which are more valuable than gold. Without these skills, it is unlikely Alistar would have made it out of the Bandit raids experienced returning to Varisia.

Alistar’s father was an alchemist with a rather obsessive personality. He was fixated on the process by which ioun stones were made. Once Alistar was grown, his mother and father agreed to go their separate ways. His mother stayed with their family, and his father went off to join the pathfinder society. We would send letters regularly for the first few years, but they stopped being sent about 18 months ago. Last he had heard his father had found some lead regarding Thassalonian technology in Kaer Maga. Alista dug through his father’s things and found out that he had become obsessed with creating Vibrant Purple Prism and Silver Spindle ioun stones thinking that they were the key to democratizing spell casting. With that information he went to join that pathfinder society and find fis father.

ALISTAR REVIN Stats:

Male human (varisian) alchemist (grenadier) 1
NG Medium humanoid (human)
Init +2; Senses Perception +4

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +0, +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

OFFENSE
Speed 30 ft.
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks bomb, throw anything

STATISTICS
Str 16, Dex 14, Con 14, Int 18, Wis 11, Cha 9
Base Atk +0; CMB +3; CMD 15

Feats Martial Weapon Proficiency (Bardiche), Precise Shot, Throw Anything

Skills Craft alchemy +8/9, Bluff -3 , Disable Device +6 , Knowledge (Arcana) +8 , Knowledge local +5 (extra), Knowledge (Nature) +8 , Knowledge (Planes) +5 , Knowledge (Religion) +5 , Perception +4 , Spellcraft +8 , Use Magic Device +3 BG: +8 Lore (Thassilonian), +8 Engineering, +8 Knowledge (anatomy), +8 Knowledge (military)

Traits defender of the society, principled

Languages Abyssal, Azlanti, Common, Infernal, Varisian, Thassilonian

SQ alchemy, dual talent, formulae, martial weapon proficiency, mutagen
Gear formula book

Formula Book

SPECIAL ABILITIES

Spoiler:

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Bomb (Su) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Defender of the Society Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 14 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
No Racial Subtype You have chosen no racial subtype.

Principled You hold yourself to a strict code of behaviour that guides all of your decisions and actions. You take a -2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Wealth: 3d6 ⇒ (2, 5, 6) = 13 130GP


ALLENDM wrote:
I am going to nail down a deadline on Friday.

I might be asking a dumb question, but does that mean it's due on friday or you'll finalize what the deadline is on friday?


excoman wrote:
ALLENDM wrote:
I am going to nail down a deadline on Friday.
I might be asking a dumb question, but does that mean it's due on friday or you'll finalize what the deadline is on friday?

I will post a deadline date on Friday.


ALLENDM wrote:

Interested Players & Concepts List 10312019

robothedino & Himarek Voskiyani Shaman Halfling

Sorry for the confusion- the stat block you saw there was copy-pasted over from another character as a template. This should read Human Bard (Hoaxer). 99% finished statting up, and I'll most likely have it finished up completely by end of the week.


Gold: 4d6 ⇒ (3, 5, 1, 6) = 15 Ah, good old 150 gold... my old friend.


ScorchedOne's submission, will work on history and such over the weekend.


Number of wounds in Cure minor wounds - does that mean how many times you have taken damage or how many times you have taken damage above 1/4 your HP?


excoman wrote:
Number of wounds in Cure minor wounds - does that mean how many times you have taken damage or how many times you have taken damage above 1/4 your HP?

How many times you have taken damage.

So if you have been hit by a weapon or spell 3 times that is 3 wounds.

Jack


Lunchtime update: minor adjustments, full crunch is in the alias.


Black Thom wrote:
Lunchtime update: minor adjustments, full crunch is in the alias.

Did you add the additional bonus for 0 level spells? Same as 1st for you 16 INT?


robothedino wrote:
ALLENDM wrote:

Interested Players & Concepts List 10312019

robothedino & Himarek Voskiyani Shaman Halfling

Sorry for the confusion- the stat block you saw there was copy-pasted over from another character as a template. This should read Human Bard (Hoaxer). 99% finished statting up, and I'll most likely have it finished up completely by end of the week.

No problem. I was actually wondering why the difference.

Grand Lodge

Hey GM,

I like a lot of your house rules and choices for alternate systems. I have I question regarding the wound threshold system. I love this system but I fear I am missing something. It does make the game much more deadly.

"It speeds up combat and it will alter your need for a healer and those skilled in healing."

I get how it alters the need for healing, making it much more important to avoid penalties and makes high CR combats much more difficult but I am missing something as to how it speeds up combat. This will help me tailor my character appropriately.


Grandlounge wrote:

Hey GM,

I like a lot of your house rules and choices for alternate systems. I have I question regarding the wound threshold system. I love this system but I fear I am missing something. It does make the game much more deadly.

"It speeds up combat and it will alter your need for a healer and those skilled in healing."

I get how it alters the need for healing, making it much more important to avoid penalties and makes high CR combats much more difficult but I am missing something as to how it speeds up combat. This will help me tailor my character appropriately.

Certainly a good question. Combat becomes shortened due to damage has a much bigger impact in a much smaller time window. Especially at the lower and middle levels. Grazed not a big deal but wounded and critical on multiple party members or the encounter (based on morale and INT) can force an alternative action.


ALLENDM wrote:
Black Thom wrote:
Lunchtime update: minor adjustments, full crunch is in the alias.
Did you add the additional bonus for 0 level spells? Same as 1st for you 16 INT?

Correction... I had 4. 1st Level Wizards get only 3 Cantrips (0-level).

So, that answer is... YES, I did!


All,

Going to set a deadline for submissions to be completed by Nov 12th. In the mean time as submissions are completed and I review them if I come across ones I like I will start making decisions. I will note the ones selected and the slot they fill.

I am going to go with six I believe as I have gotten through the third book and I can see a need to have some flexibility in the party.

Looking for:

2 marital
1 skill
1 arcane type
1 divine type
1 flex (skill/caster)

Occult Classes in regards to above as a starting point.

Spiritualist (Divine)
Medium (Divine)
Kineticist (Martial)
Mesmerist (Arcane)
Occultist (Arcane)
Psychic (Arcane)

Thanks for all the great submissions so far!

I will have the group finalized by Nov 15th.

Jack


Do the maritals have to be a couple? I'm happy for Skow to be married if someone wants to hook up backgrounds... ;)


Here's the idea for the background on the divine caster I'd mentioned before. I've settled on a cleric of Abadar.

With nearly all characters, I develop a background first, crunch second. Let me know what you think about the background for Tiarsus Kelquinal, below in the spoilers.

Criticism/comments are welcome from GM & applicants alike!

Background: A Rough Beginning:

Lastwall – a realm of struggle and survival. In the constant struggle with the hoards from Belkzen, generations of soldiers, slaves, children, clergy, hopeful, and hopeless perish. A fortunate few survive, their mettle tested by the powers above or below. These choice candidates may remain among the living, but their scars endure. For many, these are physical. For Tiarsus Kelquinal, they run deeper.

On the other side of Lake Encarthan, Tiarsus’ parents had a stable living in Greengold. Kyonin was a far cry from the militarization Tiarsus would later become accustomed to, yet his memories of the monarchy were brief for he departed as a child; skilled entrepreneurs, his parents had a 6th sense for coin, and they sensed a burgeoning opportunity in the conflict. Some caravans of basic supplies – cloth, iron, flour, and such – had gone missing in the audacious defense of Lastwall. The size of this deficit was so substantial the defenders had reached-out to additional supplies and were willing to pay a premium in gold beyond what one could normally fetch. His elf and half-elf mother and father, Caerthynna and Navarre, decided they would invest their considerable capital in this operation, paying-off any competitors in the realm. An adolescent, it was agreed Tiarsus would accompany his father with a contingent of supplies, some from Greengold, some from a convoy to join them from Druma. His mother, the conduit of old money in the family, would stay to maintain contacts and forge new opportunities.

That rendezvous never occurred; a band of orcs ambushed them from the coastline one evening. Their numbers and alacrity outpaced their wizards’ potency, and even his father’s skilled marksmanship proved futile. Tiarsus watched as the throats of most of the group’s survivors were slit after questioning. Only two were kept alive: himself and an elven swordswoman, Ariawyn. Though Tiarsus could barely focus on details after he watched his father die, before his slaughter, he noticed the band of orcs was more brutal with the mages than the warriors. It was the first time he’d been glad to have done poorly in his arcanist’s trainings; his disappointed parents had pushed him into the clergy instead, so he didn’t have any spellbooks to condemn himself, and his component pouch wasn’t on his person at the time. Despite some rough treatment, the orcs mistook the holy symbol on his necklace as a trinket, and when his father indicated his son’s link to the wealthy Kelquinal family, the orcs must have seen the boy as a valuable hostage. The pair of prisoners and what wealth the surviving orcs could purloin were whisked back to the primitive boats by which they’d arrived.

From what he could orienteer, Tiarsus was being taken West. He didn’t speak the Orcs’ tongue though, so he gathered little else. A scant few half-orcs were among the group and would rarely speak to them for necessities. One such mixed-blood – Dakgorim – didn’t seem as much of a warrior as the rest. Tiarsus didn’t remember him in the assault, and his eyes seemed to avoid the prisoners. Is that … remorse? While most of the rest of the group had blood on their weapons, apparently keeping it as a symbol of pride, Dakgorim’s daggers were clean. Like most of his half-breed, Tiarsus was adept at pegging others in social situations, and he endeavored to sprinkle a few warming words in his short exchanges with Dakgorim. Ariawyn seemed to catch-on, though her penchant for struggle had produced additional injuries that kept her sore and quiet.

After a few days and nights, the group came to a wide river. Ariawyn indicated in their own tongue this was the Routondil River, the boundary between Nirmathas and Lastwall. Not a cartographer, Tiarsus was thankful for her masterful sense of direction, yet this choice of direction didn’t make sense. Neither of those countries would be keen on the orcs’ passage. As they entered the mouth of the river, escape seemed so close, yet so far. What seemed to have been a small town or watchpoint on the Northern bank was torched to the ground, corpses visible from afar – some butchered, all burned. They’ve taken this whole land?! Normally resilience in the face of adversity, Tiarsus’ spirits darkened.

Forest soon crept to the banks of the river on both sides. Beastial sounds could be heard from within, and even the orcs ceased their banter as the woods became too loud – or too soft. During one such lull, a glimmer shot into the sky from one of the trees, bursting into a gaudy display of colors. Though he didn’t speak their language, the young captive was sure he heard his jailers cursing a storm, for they readied their weapons and had the two rebound by the hands and legs – they’d received a reprieve on the open water, and those in charge must have thought there was no danger of them fleeing here. A nervous-looking Dakgorim did the job himself, yet Tiarsus did not feel the bonds as tight as before. So loose were they, he was confident with a bit of work, he could escape. Soon, he put that to the test.

Not an hour later, a volley of arrows whizzed out of the trees towards the group from the North. Their boat wasn’t hit, but the orcs on the others sustained dozens of shafts. Ill-prepared to respond at range, they began to head toward the shore, harried each foot of the way. Well-armed human archers were visible now, plucking the orcs off with exceptional aim, yet a few made land and reached the treeline. Some axes and swords swung, but the woodsmen carried the day easily. Only two captors remained behind with their captives. The archers wouldn’t try to pick them off with the prisoners so near, so they approached with swords. Ariawyn made a break for it, discarding her poorly-bound ropes, and the guard next to her lashed-out, succeeding at a deep slice but securing her own demise; a longsword found her throat appetizing.

Remaining were only Dakgorim and Tiarsus – and the rangers closing-in. Dropping his blades to the ground, Dakgorim fell to his knees and held up his hands. ”Please, mercy – I surrender!” Having none of it, the humans dashed forward.

”Wait!” yelled Tiarsus. ”He’s not a bad man … he helped us, he –“

Before he could continue, he words were cut short by the flat of a blade on the half-orc’s shoulder, the snap of bone breaking-through the crisp, autumn air.

”Don’t worry,” laughed the man who seemed to be in charge. ”We don’t kill a man with a story to tell.”

Blow after blow came down upon Dakgorim, mostly with fists and feet. The injured rangers seemed to strike back the hardest. Soon, he looked as badly-off as Ariawyn did when she was captured.

”Welcome to Lastwall, lad. I’m Robert.” The seasoned superior offered a gloved hand to Tiarsus. Subconsciously taking it, the boy felt a chill pass through him.

Background: Duty and Desertion:

Four years since the events of their arrival, Tiarsus found himself on duty at Castle Firrine. The defenders of Lastwall took the pair in, but they found themselves conscripted into duty with haste. Ariawyn’s skill with blades bested most of the men, and she quickly found herself leading watcher. Tiarsus, who’d only mastered the most basic orisons, found himself in high demand with the numbers of injured. The hoards of orcs were merciless, and the plethora of deaths he witnessed forced him into an early adulthood. He was trained in combat, but he eschewed it for studies with the other priests when possible. If anything, he focused on hitting a mark with the crossbow. Just like dad, he thought sadly when hitting a target. Sentry duty became the norm, and while many curried favor with the healer, many chided his aversion to fighting.

Dakgorim didn’t fare as well. The subject of much consternation and disbelief, it wasn’t until one of the few inquisitors in the country could make it to them and question him the half-orc was allowed any sort of freedom. He was the product of a captive rape, raised to help infiltrate the human lands a “spy”; apparently, that meant a warrior who could speak common and just maybe be passable as a rough human. The empathic Tiarsus felt his heart go out to Dakgorim, the truth evident in his story, yet most of the soldiers treated him as little better than the prisoners they took from The Hold. Perhaps of their mutual ostracization, the two became good friends. Once Ariawyn received a promotion, she had her subordinates recoiling against being lorded-over by an elf-woman. Her demeanor was a bit haughty, probably in retribution for their earlier skepticism, but she’d had enough. The three banded together for self-support.

Robert didn’t like this, and the captain gave them orders to go to the front lines. Ariawyn was having none of it.

”What would we do there? You said yourself you don’t want Tiarsus at risk!” she argued.

Caravans had only been arriving with spotty success in the past few years, and while Tiarsus had some correspondence with his mother, the letters were sparse. They’d agreed it was safer for him to stay in Lastwall, but the powers in Lastwall had noticed this too; they knew the lady of means would be willing to pay a price to keep her son safe. Some of her caravans had come with packages special for him. Robert was among those who figured if they kept him here, they resources would continue to arrive for them all.

”What do you best, Ari – tell others to do the real work,” Robert smirked. ”Just keep him out of the way. Keep a close eye on the other half-breed,” he said with a nod at Dakgorim, ”and we’ll all be happier. You need a change of crew. We both know it.” Ariawyn fumed but kept her silence, knowing the futility of arguing.

Robert wasn’t dumb, but the callousness of his statements grated on Tiarsus. ”Captain Pelnor,” intoned Tiarsus respectfully, ”why don’t you tell your men to follow her orders like you would any officer?”

”Because she’s not any officer!” roared the man. He took a breath. ”She’s got more years under us than we could ever hope to have, comes in here by chance and bests them all in duels? How would you feel?!”

The disparity among races caused natural frictions, and being so homogenous, Lastwall hadn’t adapted to them. ”But if you do that, sir, they’ll never learn to –“

[b]”Enough! It’s settled. You three leave at dawn for the Red Recruits’ camp.”

The Red Recruits were known to be a very red in terms of the injuries they incurred, likely because they were very green in terms of experience. They would give Ariawyn a hard time and accomplish little. It was a job she couldn’t succeed at, and Robert knew it. So did the three of them.

That night, she roused the two mixed-bloods softly but sternly. “Get up. We’re leaving.”[/b]

”Leaving? said Dakgorim, with more curiosity but less surprise than Tiarsus would have expected. ”To where?”

”Home,” she replied. ”At least for me. I’ve some cousins in Riddleport. It’s far, but I think I’ve got a way.”

”Riddleport? That’s all the way on the ocean. We’ll never get there!” Dakgorim seemed to know the location of the place better than Tiarsus, but the ocean was definitely far off still. And how would we get there?

”Listen!” hissed the elf. ”There’s a path by the Bloodsworn Vale our partner scouts in Nirmathas found. We can take the river on the other side to Korvosa. Here…” explained Ariawyn, producing a map.

The young cleric had a different point of interest to raise though. ”Ari, I didn’t know you didn’t have roots out that way. The Mierani Forest?”

She paused her explanation and nodded, looking into his emerald eyes. ”Yes. Though I served the queen in your land, my grandmother manages in mine.”

While the history of the land wasn’t well-known to him, there was certainly turmoil, Tiarsus remembered.

”Korvosa then?” sounded Dakgorim. ”That’s a big place. Lots of people.”

His wistful tone wasn’t lost on the swordswoman. ”You can stay there if you like. I cannot though.”

”We’ll come with you!” volunteered Tiarsus on their behalf, drawing a surprised, albeit not reproachful look from Dakgorim. ”We make a good team!”

Seeing no objection from the half-orc, Ariawyn smiled. ”Good! Now gather your things. We need to set out at dawn to beat the patrols on the way South. They won’t expect us to go that way, and if we hit the border before they can get us, we’re free.”

Excitement thick in the air, they departed under the protection of shadow.

Background: A Push Forward:

They did need to evade some scouting parties and talk their way out of some meetings, but the trio left their unwelcoming land behind and, over a few months, made it to Korvosa. It was as big as they’d hoped, and they took a few weeks’ respite to rest. They’d all sustained wounds on the trip, and after dispatching many a wolf, a few highwaymen, and a few bouts of sickness, they’d seed enough of each other to make a lover blush. Additionally, the three had growth in confidence and familiarity; few ambitions or secrets remained between them.

Dakgorim despised his origins. He wanted to end the seed he sprung from, yet he didn’t see a way to go about it. What he’d mustered-up was convincing the Korvosan guard to assist Lastwall, but the older Ariawyn kept telling him that was a lost cause. Their numbers were too few, and they wouldn’t be willing. For her part, the lady wanted to reconnect with her family and their naval operations in Riddleport. It had been decades since she’d been there, yet she seemed to think things were as she left them. Tiarsus simply wanted to go home. His desire for vengeance burned strong in his heart, and he shared a great deal of passion with Dakgorim, yet he’d never truly come into his own there; unlike the half-orc, he had enough foundation to care about returning and expanding what he started without seeing it as an end-all like Ariawyn. It was clear their desires would send them on different paths before too long, and Tiarsus would probably need to decide which he wanted to travel with.

They worked differing jobs to earn a living in Korvosa – Ariawyn a swordsmanship and archery instructor and Dakgorim a butcher – yet Tiarsus tried something new: He signed-up in the local branch of a Pathfinder lodge as general labor, something he’d not been accustomed to. Many conversations passed into his ears, and the idea of exploring and learning excited him, so he petitioned the lodge for a truer association. They acquiesced, insisting he travel forward and learn about the unknowns in the land. Magnimar was the natural destination, and as it was part of the way to riddleport, their path seemed clear. After a few more weeks, they bought passage to the city aboard a ship and, in good spirits, toasted to their future. Ariawyn was to take yet another vessel to her homeland, but Dakgorim saw the sense of belonging the society had given Tiarsus and joined himself, justifying their wide network could be used to reach his goals if he proved himself.

Only a few days after reaching Magnimar, the pair waved good-bye to Ariawyn’s ship, sailing North from the setting sun.

”Well, what now?” asked Dakgorim, his hand falling from Tiarsus’ shoulder as they left the docks.

The half-elf shrugged. ”Exploring takes money. Let’s get a drink and think about it!”

The two stopped by a tavern near the water, and they sampled a good bit of Varisian food and drink, depleting much of their limited funding. It was delightful, but different.

”You know, I miss boar liver pie,” mused Dakgorim. ”Hate the horde, but they knew how to cook meat.”

Tiarsus agreed. ”And for all the fish they catch, you’d think they could smoke it and season it right! I haven’t had a proper salmon steak in years!”

The more the pair remembered their culinary absences, the more they realized they did have something Magnimar might need.

”So – hear me out – we open a tavern that doesn’t do Varisian food all the time. We make it our way. Different enough, people might like it – or at least try it.” Dakgorim’s suggestion was not dissimilar to what Tiarsus was thinking, but his companion had put it into words.

Tiarsus had done a good bit of cooking as a youth and felt up to the task. ”Sure, Dak, but where would we set-up? The water’s sure to be pricey, and we don’t have much on us.”

Giving him a toothy grin, Dakgorim replied ”Somewhere with enough danger to keep the prices low.”

So it was the two created The Gluttonous Goblet. It started small on the edge of the slums, but Dakgorim kept the ruffians out and assuaged customers’ fears about their safety. Tiarsus was personable enough to get the message to the adjacent parts of town that had enough money to pay. After a few months, they changed to a more palatable location and serviced more people. Dakgorim gained some weight and Tiarsus gained satisfaction. How about that, mother – I made a good return on the investment, but not in the way you thought!

And it was just that thought Tiarsus expressed to Dakgorim one night. ”Dak, you can get the people you need with money. Enough coin in the right pockets will get even people who don’t care about The Hold of Belkzen to burn it to the ground if that’s what you want.”

Dak yawned, but the idea found purchase in him. ”That’s not what you want though.”

Tiarsus shrugged. ”I think … this place is big enough for me to get a caravan back to home if I wanted later. One that will make it this time,” he said solemnly, remembering the loss of his father. ”But that’s a way’s off. Ariawyn made the world sound so big! I want to see more of what’s here first.”

The hirsune Dak slowly nodded. ”You mages have an easier time finding people who need you. Hell, I’d be dead if not for you.”

Shaking his head, Tiarsus corrected him: ”It’s the gods that make that happen. I’m not an arcanist – left that path long ago. Thank Abadar.”

Dak rolled his eyes then rolled over in bed. ”That’s that same god that left me to my fate, T.”

A moment of sadness passed through the priest, for he knew Dak’s upbringing was a hell beyond his ken, and despite their closeness, he rarely opened-up about it. This place was good for him though. The Gluttonous Goblet would allow him to have a purpose, make some coin while Tiarsus set off to uncover the mysteries of this city.

Tiarsus Kelquinal, now a young man, turned to face the other way, his eyes seeing not the wall but the possibilities of tomorrow. What would he uncover?..

If this idea seems workable, I'll be happy to develop a crunch/profile for him. Many thanks!


Right now I think I am favoring doing a Rogue/Pathfinder Delver.

Got more thinking to do before I can start focusing on a build, though.


Skow Ku wrote:
Do the maritals have to be a couple? I'm happy for Skow to be married if someone wants to hook up backgrounds... ;)

Lol... I totally didn’t catch that...


@Jack: Ehrmagherd. So I changed my Eidolon concept to a Kami (thinking ancestral nature-spirit to goad Skow to be a better Kellid) but the same issue holds:

Kami Eidolons are Bipeds and get limbs [arms], limbs [legs] and slam.

BUT Biped base form provides the attack: 2 claws.

So my current thinking is the Base Form only lists a natural attack as a free evolution that all eidolons of that Base Form get regardless of their Sub-Type, and the Sub-Type lists the free evolutions that the Sub-Type provides - this would make sense given the Base Forms don’t actually specify what free evolutions they provide, unlike Chained Summoners’ eidolons whose Base Forms do list the free evolutions they provide.

What you think?


I won't be able to post this weekend, (I probably won't need to, but if you check in to see who's still here just know I'll be gone until monday)


Skow Ku wrote:

@Jack: Ehrmagherd. So I changed my Eidolon concept to a Kami (thinking ancestral nature-spirit to goad Skow to be a better Kellid) but the same issue holds:

Kami Eidolons are Bipeds and get limbs [arms], limbs [legs] and slam.

BUT Biped base form provides the attack: 2 claws.

So my current thinking is the Base Form only lists a natural attack as a free evolution that all eidolons of that Base Form get regardless of their Sub-Type, and the Sub-Type lists the free evolutions that the Sub-Type provides - this would make sense given the Base Forms don’t actually specify what free evolutions they provide, unlike Chained Summoners’ eidolons whose Base Forms do list the free evolutions they provide.

What you think?

That is fine. I like the concept.

I agree with your thought on the free evolutions. As I read it that is what it appears it is doing. At least on its face it would seem the only way this would work.

Jack


CORE core races or ARG-tailored core races?

Will make quite a difference in character capabilities, actually.


hustonj wrote:

CORE core races or ARG-tailored core races?

Will make quite a difference in character capabilities, actually.

Core races, as described in D20PFSRD.

Jack


Ellion Hesoni wrote:

Here's the idea for the background on the divine caster I'd mentioned before. I've settled on a cleric of Abadar.

With nearly all characters, I develop a background first, crunch second. Let me know what you think about the background for Tiarsus Kelquinal, below in the spoilers.

Criticism/comments are welcome from GM & applicants alike!

** spoiler omitted **...

Great background. I don’t have any real criticisms.

Jack


ALLENDM wrote:
hustonj wrote:

CORE core races or ARG-tailored core races?

Will make quite a difference in character capabilities, actually.

Core races, as described in D20PFSRD.

Jack

The PFSRD includes the tailoring options from the ARG, so I'm not sure I managed to communicate my question clearly, but I think I can take the reply as including my answer, just not explicitly.

Examples of the details include things like:

A human taking Focused Study instead of Bonus Feat.
A half-orc taking Dragon Sight instead of Darkvision and Intimidating.
A halfling taking Underfoot Dodger instead of Fearless and Weapon Familiarity.

CORE core races don't have those options. They exist as ARG-tailored core races.

ARG-created races don't get to even pretend to use the word core in their description.


hustonj wrote:
ALLENDM wrote:
hustonj wrote:

CORE core races or ARG-tailored core races?

Will make quite a difference in character capabilities, actually.

Core races, as described in D20PFSRD.

Jack

Examples of the details include things like:

A human taking Focused Study instead of Bonus Feat.
A half-orc taking Dragon Sight instead of Darkvision and Intimidating.
A halfling taking Underfoot Dodger instead of Fearless and Weapon Familiarity.

CORE core races don't have those options. They exist as ARG-tailored core races.

ARG-created races don't get to even pretend to use the word core in their description.

Do you mean Alternate Racial Traits? Or Alternate Racial Traits with RP cost?


If you are performing RP costs calculations, you are making a custom race.

If specified racial trait swap-outs are involved, you are making an ARG-tailored version of a core race.

If you are using the race as published in the core rulebook, then you are using the core version of the core race.

So, 3 different versions of what someone could interpret "core race" to mean, though I like to think anybody doing RP cost calculations really knows the result isn't actually a core race.


hustonj wrote:

If you are performing RP costs calculations, you are making a custom race.

If specified racial trait swap-outs are involved, you are making an ARG-tailored version of a core race.

If you are using the race as published in the core rulebook, then you are using the core version of the core race.

So, 3 different versions of what someone could interpret "core race" to mean, though I like to think anybody doing RP cost calculations really knows the result isn't actually a core race.

ARG - alternate racial traits can be used.


4d6 ⇒ (2, 5, 5, 6) = 18


180 gp.

Not bad. Let's get to work:

Krystal Popescu stats

Spoiler:
Krystal Popescu
Female human rogue (unchained) 1
CG Medium humanoid (human)
Init +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+4 Dex, +3 armor, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0;
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d8+1/18/20×2) or
Ranged shortbow +4 (1d6+1/x3)

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +1; CMD 15

FEATS

Deft Maneuvers, Persuasive, Dodge

TRAITS
Seasoned Climber:

Your time on the slopes has improved your ability to surmount great peaks.

Benefit: You gain a +1 trait bonus on Climb checks, and Climb becomes a class skill for you.

Ex-Sczarni: Though you were raised as a member of
one of Magnimar’s various Sczarni gangs, you never fit
in with the rest of your settled, metropolitan brethren.
The Pathfinder Society in particular recognized your
wanderlust and potential as an agent, and on more
than one occasion you impressed or bamboozled
their agents with your street smarts and finesse. Over
the years, you fell out of favor with the Sczarni, and
eventually left to pursue interests outside of simple
banditry, though you still remember the lessons your
criminal relations taught you. You gain a +2 trait bonus

on Bluff checks to pass hidden messages. Also, anytime
you deliver a coup de grace, you deal an additional 1d6
points of damage.

Skills +8 Acrobatics, +6 Appraise, +6 Bluff, +4 Climb, +8 Diplomacy, +8 Disable Device, +7 Escape Artist, +8 Intimidate, +6 Knowledge (dungeoneering), +6 Knowledge (local/Magnimar), +6 Linguistics, +4 Perception, +6 Perform (dance), +4 Sense Motive, +7 Sleight of Hand, +7 Stealth

Languages Common, Elven, Varisian, Celestial

Items: studded leather, rapier, shortbow, arrows (100), incendiary arrows (20), 1 potion of cure light wounds
--------------------
Special Abilities
--------------------
Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex)

At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.


Starting Wealth: 4d6 ⇒ (1, 4, 3, 6) = 14 Nothing like rolling the average!

140 GP it is, then.


This is Ellion posting under the prospective character Alias of Tiarsus. Like the others, I must do a roll for starting wealth!

Coins!: 4d6 ⇒ (2, 5, 5, 6) = 18

180 GP is pretty good! I'll sort-out his inventory and format the first few lines as you requested in your document, but he's done otherwise. Please let me know if there's anything else you need.

*******

Edit: I think he's finished. I'll look at the campaign documents again, but let me know if you feel there's something missing!


Background:
Born in the Shadow of Magnimar at the base of the Irespan, Arturr never knew his parents. In fact he wasn’t entirely sure how he had survived the first several years of his life. Perhaps some other homeless took pity and cared for him. Unsure as he was, he had gratitude for those unnamed kind souls who had prevented him from dying of exposure or starvation.

For as long as he could actively remember, he had always been alone, or at least self sufficient, the Slums in the shadows were bustling with life and most people knew one another, a little bit of community went a long way toward survival. Filled with cutthroats and thugs as well as average folk, bakers and fishermen, wives tending nets or coraling dirty children.

Blessed with the slightly superhuman hardiness that came with his partially orc heritage and the temperate climate of Varisa, nights in and alley or on park bench never really bothered Arturr. He spent many days running the shore, legs pumping, lungs drawing huge amounts of salty sea air into his body. He occasionally knocked over a stall or a sailor which usually landed him a curse or a thrown hand of fishguts, sometimes a beating if the sailor was particularly sober or fast. Arturr didn’t mind. He never found any merit in complaining about his life, days with food and sun were good, days without were just days. Fun could be found if you were willing to look.

Playing with the neighborhood children, Arturr fell into the role of protector. He hated bullies and his natural size and strength made it a common occurrence that he would ward off the older kids or the occasional thug looking to mess with the weak or easy to prey upon.

Exercising was a big part of his life, though he didn’t know it was called that until he was almost an adult. Legs were for running hands for climbing, muscles for using. It just was the way it was. When he ran too far one day into a nicer part of town Arturr was recruited by a passing talent scout who enticed him to come and train at the hippodrome.

Arturr discovered a world that he loved. Daily training, good meals, pay for mock fights. He was eleven when he started and was a crowd favorite by fifteen. Among the athletes, worship of strength gods and battle gods were common. An older fighter taught Art about Myr the goddess of perfection and respect of one’s ancestors. Themes also included valor and kindness, protecting the weak and honor. Arturr was sold. He would dedicate his life to perfecting his craft and honoring himself and others. He felt like he loved Myr, he wasn’t sure if that was blasphemous or not but he wasn’t a cleric or a priest so hells if he knew.

In his sixteenth year, Art grew tired of the mock aspect of his battles. He liked that he didn’t have to kill or seriously injure anyone of his battle brothers but he felt that he couldn’t perfect his body or fighting craft if his life wasn’t on the line. So he took his saved winning and purchased some basic gear. Weapon and armor, traveling things, to the best he could guess he would need. He promptly joined the relatively new Pathfinder lodge and swore to himself that he would make an honorable name for himself and his ancestors. Once a rival in the games and asked him how he could worship his ancestors if he was and orphan, Art replied that it was likely already a mark against him and would make them judge him all the more harshly.

Demeanor:
Art is a jovial sort, light hearted and ready to view the glass half full. He tends to believe the best in people and could even be considered a tad naive. He understands working in a team and while confident, he isn't arrogant. Other people sometimes have skill sets you don't and its best to let them handle things in their wheelhouse. Friendly and hale. He eats a lot, and likes to sing(poorly), he likes ale but isn't a slave to the bottle by any means.

description:
Tall and muscled, Art has the body of a professional athlete. He keeps his hair cut short and maintains personal hygiene to the best he is able considering his background. lightly scarred from his to the blood mock battles, he also has geometric tattoos on his face and body that were given to him in the traditional ink hammer style to pass the time in the gladiator barracks. He is unsure if they now offend his lady, Myr. But dwelling on the past only led to being a drunk in alley in his experience. His large lower tusks were in tact and gave him a winning smile. He proudly wears his new scale mail and carries his great ax.


ALMOST through the process.

Estel Cestdelo, Elven Unchained Rogue and second generation Pathfinder Agent.

Estel has been training to become a Pathfinder since he was old enough to start training, though he didn't understand that for years. Full character mechanics spoilerage to follow once I finish them.

Background Sketch:
Born on the Mordant Spire island to working Pathfinders, there was little doubt that Estel would be trained to become a field agent, though there was always some doubt if he would be willing to work in his parents' shadow. His mother, Lachien, is a wizard of some skill, but an amazing chronicler, always adding to the formal records every detail of anything she and her husband, Gladhron, managed to uncover. Estel took after his father more than his mother, but barely, and his training focused on how to find things, how to get to them without setting off anything put in place to protect them. They also ensured he learned about how to interact with the locals who might not appreciate Pathfinders snooping about, and, of course, how to document it all afterwards. Once his parents thought he was ready to try a field assignment, he immediately requested a transfer, answering that ages-old urge to get out of the nest and establish himself as an adult somewhere.

Thus Estel arrives at the Magnimar Pathfinder Lodge, ready to get started making his own name in the Society, while continuing to learn what he can of the Azlanti, even if through their descendants, the Thassalonians.

Having been raised on the Mordant Spire, Estel's outlook has been marked by what is known of Azlanti philosophy. He reveres both Desna and Findeladlara. The Wandering Star guides those who seek something new, something they did not know was there. The Guiding Hand encourages the appreciation of what others have wrought, of the things that people have made. The two together seem a natural pairing for anyone raised to become a Pathfinder.

Estel is driven to find things which have been lost, to find their perspective, their place in the world, and to understand why they exist and how they might be used in today's Golarion. He also truly simply appreciates things of beauty, and loves the fact that sometimes things are made to be beautiful, nothing more. That purpose is more than enough to justify the existence of a thing.


Estel Cestdelo (Roughly, The Seeker of Hope)

Combat:
Init +4 (Dex+4)
Speed 30'
Low-Light, Constant Detect Magic

Melee +1, Ranged/Finesse +4, CMB +1 or +4 (BAB+0, Str+1, Dex+4)

Deft Maneuvers: +2 CMB on Disarm/Trip attempts; do not provoke
Slender: +2 CMB to escape Grapples

Standard Attacks
Melee
Dagger +4 for 1d4+1 @ 19+, P or S
Sap +4 for 1d6+1 nonlethal @ x2, B
Short Sword +4 for 1d6+1 @ 19+, P
Ranged
Dagger +4 for 1d4+1 over 10' @ 19+, P or S, 1 on hand
Sling +4 for 1d4+1 over 50' @ x2, B, 10 bullets on hand

Full Attacks

Sneak Attack: +1d6 damage

AC 16, T 14, FF 12, CMD 15 (Armor +2, Dex +4, Deflection +0, Dodge +0, Natural +0, Shield +0, BAB +0, Str +1)

Deft Maneuvers: +2 CMD vs Disarm/Trip attempts
Slender: +2 CMD vs Grapples

HP 8 (1x8 + 1xCon+0)

Fort +0 (Base +0, Con +0)
Ref +6 (Base +2, Dex +4)
Will +2 (Base +0, Wis +2)


Skills:
Class 8 + Int +3=11 Adventuring Skills Trained per level; 1 Background Skill Trained per level; 3 additional Background Skill Points at Level 1
Bonus Skill Name Attribute+Ranks+Class+Specified(+Conditional)[+Overridden]
+ 8-Acrobatics 4+1+3-AP
+ 7 Appraise 3+1+3
+ 7 Artistry (Literature) (BG) 3+1+3
+ 0 Bluff 0+0+0
+ 1-Climb 1+0+0-AP
+ 3 Craft () 3+0+0
+ 7 Diplomacy 3+1+3
+ 8~Disable Device 4+1+3-AP(+Trapfinding+1)(+MW Tools+2)
+ 0 Disguise 0+0+0
+10-Escape Artist 4+1+3+Slender+2-AP
+ 4-Fly 4+0+0-AP
+ 2 Heal 2+0+0
+ 0 Intimidate 0+0+0
+ 4 Knowledge (Geography) (BG) 3+1+0
+ 4 Knowledge (History) (BG) 3+1+0
+ 7 Knowledge (Local) 3+1+3
+ 4 Knowledge (Nobility) (BG) 3+1+0
+ 8 Linguistics 3+1+3+Exchange Agent+1
+11+Perception 2+1+3+Keen Senses+2+Skill Focus+3(+Trapfinding+1)
+ 0 Perform () 0+0+0
+ 4-Ride 4+0+0-AP
+ 6 Sense Motive 2+1+3
+ 8-Sleight of Hand 4+1+3-AP
+ 8-Stealth 4+1+3-AP
+ 2 Survival 2+0+0
+ 1-Swim 1+0+0-AP

AC Penalty -0
Deft Maneuvers: Feint as Move Action

Languages Known: Race:Taldane (Common), Elven,; Int: Celestial, Draconic, Sylvan; Exchange Agent: Azlanti; Linguistics: Thassalonian


Feats, Traits, Rogue Tricks:
** Feats **
UR Deft Maneuvers
1 Skill Focus (Perception)

** Traits **
Campaign: Exchange Agent: Linguistics is a class skill with a +1 Trait bonus. Home is Mordant Spire, with Azlanti as a Bonus Language.
Social: Clever Wordplay: Use Int modifier for Diplomacy

** Rogue Tricks **
None, yet


Gear:
Rolled 140 GP budget
100.0.0 MW Thieves' Tools (2#)
FREEx Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, leather vest, gloves, cloak, scarf)
xx2.0.0 Common Backpack (2#)
xx1.0.0 Waterskin (4#)
xx1.0.0 Belt Pouch (.5#)
xxx.5.0 Waist Pouch (.5#)
xxx.1.0 Bedroll (5#)
xxx.2.0 Mess Kit (1#)
x10.0.0 Short Sword (1d6/19+/2#/P)
xx1.0.0 Sap (1d6/x2/2#/B/nonlethal)
xx2.0.0 Dagger (1d4/19+/10'/1#/P or S)
FREEx Sling (1d4/x2/50'/-#/B)
xxx.1.0 Sling Bullets, x10 (5#)
x10.0.0 Leather Armor (+2/+6/-0/10%/30'/15#)

127.9.0 spent for 48# (36# w/o pack)
12.1.0 on hand

50# Light Encumbrance - By armor
100# Medium Encumbrance - +3/-3/20'/x4
150# Heavy Encumbrance - +1/-6/20'/x3


Background Sketch:
Born on the Mordant Spire island to working Pathfinders, there was little doubt that Estel would be trained to become a field agent, though there was always some doubt if he would be willing to work in his parents' shadow. His mother, Lachien, is a wizard of some skill, but an amazing chronicler, always adding to the formal records every detail of anything she and her husband, Gladhron, managed to uncover. Estel took after his father more than his mother, but barely, and his training focused on how to find things, how to get to them without setting off anything put in place to protect them. They also ensured he learned about how to interact with the locals who might not appreciate Pathfinders snooping about, and, of course, how to document it all afterwards. Once his parents thought he was ready to try a field assignment, he immediately requested a transfer, answering that ages-old urge to get out of the nest and establish himself as an adult somewhere.

Thus Estel arrives at the Magnimar Pathfinder Lodge, ready to get started making his own name in the Society, while continuing to learn what he can of the Azlanti, even if through their descendants, the Thassalonians. The tools his mother gave him are not only his prize possession, but they also represent nearly all of his wealth.

Having been raised on the Mordant Spire, Estel's outlook has been marked by what is known of Azlanti philosophy. He reveres both Desna and Findeladlara. The Wandering Star guides those who seek something new, something they did not know was there. The Guiding Hand encourages the appreciation of what others have wrought, of the things that people have made. The two together seem a natural pairing for anyone raised to become a Pathfinder.

Estel is driven to find things which have been lost, to find their perspective, their place in the world, and to understand why they exist and how they might be used in today's Golarion. He also truly simply appreciates things of beauty, and loves the fact that sometimes things are made to be beautiful, nothing more. That purpose is more than enough to justify the existence of a thing.


Unchained Rogue (Relic Raider):
Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Curse sense, debilitating injury, rogue talent
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Disable curse, rogue talent
9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Danger sense +4, rogue talent
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Danger sense +6, rogue talent
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): (Modified by Elephant in the Room Feat Tax document) At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Curse Sense (Ex): At 4th level, a relic raider adds 1/2 her rogue level on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects).
In addition, the relic raider gains a +1 bonus on saving throws against curses and haunts and a +1 dodge bonus to AC against attacks by haunts. These bonuses increase by 1 at 6th level and every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability replaces uncanny dodge.
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Disable Curse (Su): At 8th level, a relic raider can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the relic raider attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the relic raider cannot take 10 or 20 on this check. A relic raider can use this ability once per day at 8th level. At 12th level and every 4 rogue levels thereafter, a relic raider can use disable curse one additional time per day. This ability replaces improved uncanny dodge.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose advanced talents in place of a rogue talent. A relic raider can select the following advanced talents. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before making the attack roll.
Cursed Strike* (Su): Once per day, when the relic raider would normally deal sneak attack damage, she can instead forgo all bonus damage to attempt to curse her target (as per the spell bestow curse). The save is DC equal to 10 + 1/2 the relic raider’s rogue level + her Intelligence modifier. A relic raider must have the major magic rogue talent before choosing cursed strike. The relic raider can use this ability an additional time per day at 15th level and 20th level.
Etheric Strike* (Su): With a successful sneak attack against haunts or undead, the relic raider can deal her sneak attack damage as positive energy damage rather than physical damage. The additional damage affects undead that are normally immune to sneak attacks because of their lack of a discernible anatomy (such as ghosts). A relic raider can make an etheric strike a number of times per day equal to 3 + her Charisma modifier.
Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Pathfinder Delver:
Requirements: To qualify to become a Pathfinder delver, a character must fulfill the following criteria.
Skills: Acrobatics 5 ranks, Disable Device 4 ranks, Knowledge (history) 4 ranks, Perception 5 ranks.
Special: Must have recovered an object of historical significance from an ancient ruin or similar historic location. The nature of this object can vary, but it must be presented to a Pathfinder Lodge and be verified by an agent there. The object need not be handed over to the Society— in most cases, these objects are ancient magical items discovered in the course of adventuring and remain in the possession of the Pathfinder delver. Ioun stones are some of the more commonly presented items for this purpose.
Class Skills: The Pathfinder Delver's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Hit Die: d8.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Bardic knowledge, master explorer
2nd +1 +1 +1 +1 Surefooted, trap sense +1
3rd +2 +1 +2 +1 Thrilling escape 1/day, guardbreaker
4th +3 +1 +2 +1 Resourceful disabler, vigilant combatant
5th +3 +2 +3 +2 Left for dead, trap sense +2
6th +4 +2 +3 +2 Fortunate soul 1/day
7th +5 +2 +4 +2 Thrilling escape 2/day
8th +6 +3 +4 +3 Trap sense +3
9th +6 +3 +5 +3 Thrilling escape 3/day, true seeing 1/day
10th +7 +3 +5 +3 Fortunate soul 2/day, nick of time
The following are class features of the Pathfinder delver prestige class.
Bardic Knowledge (Ex): This ability is identical to the bard class feature of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.
Master Explorer (Ex): A Pathfinder delver adds half his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Pathfinder delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full-round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered, and he can use Disable Device to disarm magical traps.
Surefooted (Ex): At 2nd level, a Pathfinder delver can move through difficult terrain at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.
Trap Sense (Ex): This ability functions as (and stacks with) the rogue class feature of the same name, save that a Pathfinder delver gains the bonuses at 2nd level and they increase every 3 levels thereafter.
Thrilling Escape (Ex): At 3rd level, a Pathfinder delver can attempt to delay a trap immediately after triggering it. To use this ability, he attempts a Disable Device check as an immediate action against the trap’s Disable Device DC; if he’s successful, the trap’s activation is delayed until the end of his next turn. The Pathfinder delver can attempt this check even if the trap was triggered by a failed Disable Device check. The Pathfinder delver can do this once per day at 3rd level, twice per day at 7th level, and three times per day at 9th level.
Guardbreaker (Ex): At 3rd level, a Pathfinder delver’s familiarity with the strange guardians often left in tombs allows him to attack them more effectively. He can treat his trap sense bonus as if it were a favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any favored enemy bonuses gained from ranger levels or similar class features.
Resourceful Disabler (Ex): Pathfinder delvers are adept at making use of what’s at hand. At 4th level, a Pathfinder delver can use the Disable Device skill without tools at no penalty.
Vigilant Combatant (Ex): At 4th level, a Pathfinder delver adds half his class level on initiative checks.
Left for Dead (Su): At 5th-level, a Pathfinder delver can cheat death once per day. If he would be killed by a melee attack, ranged attack, or effect that requires a saving throw, he is instead reduced to –1 hit points and knocked unconscious, but is stable. He appears dead (though a character who succeeds at a DC 25 Heal check or who uses an ability such as deathwatch can tell he is not) for 1 minute, after which he regains 1 hp and becomes conscious (unless healed sooner).
Fortunate Soul (Su): Once per day at 6th level, the Pathfinder delver can reroll any saving throw he has just attempted. He must choose to use this ability before the results are revealed and must take the second result even if it’s worse. He can use this ability twice per day at 10th level.
True Seeing (Sp): At 9th level, a Pathfinder delver can use true seeing once per day (CL = his class level).
Nick of Time (Ex): Once per day at 10th level, a Pathfinder delver can use an immediate action to perform an action that normally requires a standard action to perform.

ARG Elf:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Slender: Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces elven immunities.
Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: 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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Attributes:
25 Point Buy
Points Race Level Gear Current
x3 13 +0 13 +0 13 +0 S 13 +1
10 16 +2 18 +0 18 +0 D 18 +4
x2 12 .-2 10 +0 10 +0 C 10 +0
x5 14 +2 16 +0 16 +0 I 16 +3
x5 14 +0 14 +0 14 +0 W 14 +2
xx 10 +0 10 +0 10 +0 H 10 +0

Advancement Thoughts:
Early focus on finding things.
2 - Canny Observer Rogue Trick
3 - Alertness Feat
4 - Trap Spotter Rogue Trick
5 - Sharp Senses Feat

Figure on focusing on Disable device afterwards, but, I realize no plan survives first contact with the enemy, and will need to see what the group NEEDS Estel to focus on, in case it is different.


@Jack: Skow is mostly done, though I want to add in the Soulbound Summoner archetype with the God-meddled curse.

This would completely remove the summon monster SLA and add a flavorful curse to Skow's "god-calling". I'm not really a fan of spamming summons, and maybe someone else can... ;)

It will add an evolution point at 3rd/5th/7th/9th level.

Are you ok with the combination of the Soulbound and God-caller archetypes? They both alter the life link ability, but alter different parts of that class feature.

I've c+p'ed all the relevant info.

As for the eidolon, the Kami is bipedal, and grants martial weapon proficiency, so looking to use her mainly as a melee weapon assailant with occasional forays into natural attacks where the magical attacks evolution is necessary.

Soulbound Summoner Archetype:

Pactbond Curse (Ex)
A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell.

The glowing rune that the soulbound summoner shares with his eidolon always appears on a place symbolic of his pactbond curse. For example, a summoner who chooses the clouded vision curse might have his summoner’s rune manifest on one of his eyes, while a summoner who chooses the tongues curse might have his summoner’s rune appear on his lips. A soulbound summoner’s eidolon is summoned from his own psyche rather than a different plane, so spells such as banishment and dismissal do not work when cast on the eidolon.

This alters the eidolon class feature.

Soulbound Life Link (Su)
The essence of a soulbound summoner’s eidolon resides within the summoner’s mind and soul instead of a home plane, and he can use this connection to restore his eidolon with his own vitality. The summoner can use his life link ability to sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way heals the eidolon for 1 point of damage. The soulbound summoner can use this ability even after the eidolon has been killed and sent back to its summoner’s mind; if the eidolon is healed enough that its hit point total is above 0, it can be summoned again as normal.

This alters life link.

Weakened Summoning
A soulbound summoner’s eidolon is usually the result of unintended magic, trauma, or a singular pact, instead of rigorous arcane study.

Soulbound summoners do not gain the ability to cast the summon monster or gate spells as a spell-like ability.

Soulbound Evolution
A soulbound summoner’s eidolon gains power from its unusually strong bond with its summoner.

At 3rd level, and again at 5th, 7th, and 9th level, the eidolon adds 1 point to its evolution pool.

At 11th level, and again at 15th, 17th, and 19th level, the eidolon adds 2 points to its evolution pool. At 7th level, the eidolon can select evolutions even if it does not meet the subtype requirements for that evolution.

At 13th level, the eidolon can draw from its summoner’s power to cast spells. The spell must be a spell that the summoner knows, and the summoner must expend two spell slots of the same spell level or higher to allow the eidolon to cast the spell. Expending spell slots in this way does not take an action. The eidolon uses the summoner’s caster level, feats, and casting statistics for all spellcasting purposes. The eidolon must be able to meet all other requirements for casting the spell, such as being able to speak for spells requiring verbal components and providing any material components or focuses for spells that require them. The eidolon must be able to move its body to cast spells with somatic components, but it does not need to have the limbs (arms) evolution.

God Caller Archetype:

Class Skills: A god caller adds Diplomacy and Intimidate to his list of class skills, instead of Knowledge (dungeoneering, engineering, geography, and nature) and Use Magic Device.

This ability alters the summoner’s class skills.

Guidance (Sp)
A god caller’s eidolon has a tiny spark of divinity. It can use guidance as a spell-like ability at will.

However, the eidolon and the god caller must remain within 50 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 50 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by half.

This ability alters life link.

Divine Word (Ex)
At 8th level, if a god caller’s eidolon would grant him a bonus with the aid another action on a Diplomacy or Intimidate check, the god caller can instead choose to roll twice and take the better result. He makes the choice before rolling. Once per day while his eidolon uses the aid another action to assist him in such a check, if the god caller would improve a target’s attitude toward him, or gain a success if using the individual influence rules, he instead improves that target’s attitude by 2 steps or it counts as 2 successes.

This ability replaces transposition.

Divine Awareness (Sp)
At 10th level, after 10 minutes of concentration, a god caller’s eidolon can see from afar as per clairaudience/clairvoyance. The eidolon can do this once per day at 10th level, and an additional time per day every 4 summoner levels thereafter (maximum of 3 times per day at 18th level).

This ability replaces aspect.

Divine Might (Ex)
At 18th level, a god caller’s eidolon’s attacks are treated as epic for the purpose of overcoming damage reduction and harming mythic creatures.

This ability replaces greater aspect.

Overwhelming Presence (Sp)
At 20th level, a god caller’s eidolon can use overwhelming presence three times per day. The save DC is equal to 19 + the eidolon’s Charisma modifier.

This ability replaces twin eidolon.

Oracle Curse: God-Meddled:

This curse is available to oracles who have a tumultuous relationship with the gods.

The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell.

* At 5th level, you gain a +2 competence bonus on saving throws to resist divine spells.

* At 10th level, you become immune to the confused condition.

* At 15th level, you gain a +4 competence bonus on saving throws to resist mind-affecting effects.

God-Meddled Effects
d20 Effect
1 You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity.
2–3 Your movement speed is halved for 1 round.
4–5 You are deafened for 1 round.
6–7 You are knocked prone.
8–10 You shrink by one size category for 1 round, as reduce person.
11–13 You grow by one size category for 1 round, as enlarge person.
14–15 Your caster level is treated as 1 higher for the purpose of spell durations for 1 round.
16–17 Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy.
18–19 You are able to understand all languages for 1 round.
20 You gain the benefits of haste for 1 round.


ALLENDM wrote:

All,

Going to set a deadline for submissions to be completed by Nov 12th. In the mean time as submissions are completed and I review them if I come across ones I like I will start making decisions. I will note the ones selected and the slot they fill.

I am going to go with six I believe as I have gotten through the third book and I can see a need to have some flexibility in the party.

Looking for:

2 marital
1 skill
1 arcane type
1 divine type
1 flex (skill/caster)

Occult Classes in regards to above as a starting point.

Spiritualist (Divine)
Medium (Divine)
Kineticist (Martial)
Mesmerist (Arcane)
Occultist (Arcane)
Psychic (Arcane)

Thanks for all the great submissions so far!

I will have the group finalized by Nov 15th.

Jack

I am somewhat surprised at your classification of the Medium and Occultist classes as divine and arcane slots respectively. Both tend to build into martial beatsticks... For example, the following occultist build : https://paizo.com/threads/rzs42bjm?Occultist-Build#1


pad300 wrote:
ALLENDM wrote:

All,

Going to set a deadline for submissions to be completed by Nov 12th. In the mean time as submissions are completed and I review them if I come across ones I like I will start making decisions. I will note the ones selected and the slot they fill.

I am going to go with six I believe as I have gotten through the third book and I can see a need to have some flexibility in the party.

Looking for:

2 marital
1 skill
1 arcane type
1 divine type
1 flex (skill/caster)

Occult Classes in regards to above as a starting point.

Spiritualist (Divine)
Medium (Divine)
Kineticist (Martial)
Mesmerist (Arcane)
Occultist (Arcane)
Psychic (Arcane)

Thanks for all the great submissions so far!

I will have the group finalized by Nov 15th.

Jack

I am somewhat surprised at your classification of the Medium and Occultist classes as divine and arcane slots respectively. Both tend to build into martial beatsticks... For example, the following occultist build : https://paizo.com/threads/rzs42bjm?Occultist-Build#1

I think you overlooked the “as a starting point”. Builds and development can vary the outcome. I have seen several occultist PC’s on par with a wizard of equal or near equal level.


Do you object to me using the Trap Finder trait?

https://aonprd.com/TraitDisplay.aspx?ItemName=Trap%20Finder

It's a campaign trait from Mummy's Mask...

If you don't object, I will probably put a variant of the above occultist build on the table - it can fit in either the martial, skill or flex slots...


Gold
4d6 ⇒ (5, 2, 6, 4) = 17 x10 = 170 gp


pad300 wrote:

Do you object to me using the Trap Finder trait?

https://aonprd.com/TraitDisplay.aspx?ItemName=Trap%20Finder

It's a campaign trait from Mummy's Mask...

If you don't object, I will probably put a variant of the above occultist build on the table - it can fit in either the martial, skill or flex slots...

I have no objection.

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