Shattered Star Adventure Path (Inactive)

Game Master JoshB

When agents of the newest Pathfinder Society lodge in Magnimar learn of a fragmented artifact scattered throughout the lands of old Thassilon, it falls to a new band of heroes to step in and gather up the seven fragments of this Shattered Star.


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@Revolving Door: I think just hero points and not the feats and spells.

@Papa-DRB: I like the build, looking forward to your background.


@Psionichamster: I like your ratkin


Ok, this may be the lack of sleep (and a couple shots of whisky) talking. I've got a kinda bizarre conglomeration build/personality going in my head here.

But I don't want to put a huge amount of effort into it if you don't like wierd combos like this.

Guy has been in street gangs in Magnimar. His only real friend is a mangy cat. He has a hard time getting close to others since his become paranoid with the voices he hears and the shadows he sees flitting around. Even worse, most others don't even see the cat. The guys in the gang don't like him, but he can slip into almost anywhere and he's never been caught yet. So they have put up with him.

But is finally, kinda, vaguely realizing that there is no future in the street gangs. Had a kind of peripheral run-in with some pathfinder agents a couple of times. So he is seeing how working with them goes. (Kinda basing the personality off an NPC fetchling I encountered in PFS scenario. Though the build is nothing like it.)

So I'm thinking fetchling carnivalist rogue (for a figment familiar) only 1 or 2 level. Then the ancestral memories of the shadow plane start pulling on him even more. The rest of the levels would be Unchained summoner with the shadow caller archetype. Build the eidolon as a scout, not a combat machine. VMC oracle with the shattered psyche curse (to simulate the paranoid delusions yet make him to stubborn and slippery minded to influence magically).
The familiar and eidolon will actually do most of the scouting. Probably just calling him forward to disable magical traps if needed. For combat, he has the summoner spells and can dismiss the eidolon to summon monsters.

If you don't like the shadow caller summoner, I will probably keep the personality mostly the same. But with an investigator. Probably the bonded or psychic detective archetypes.


Two questions, could I play as a familiar (either for another player or whose lost her master)? The rules don't actually deny familiars the ability to gain class levels.

If not, I'd look at tiefling since it sounds like that might actually matter for once. :)

Second, how are you with creative solutions and sideways thinking? For example, if we encounter a pressure plate and I grab a bench from the prior room so we can just walk over it instead of using the disable device skill, is that encouraged? This also applies in reverse, will you be going "You find a poison dart trap!" or will you be going "You found a trip wire going into the wall. Oh, you now studied the wall? Well you find a number of small holes above the trip wire."?


Hi Josh. I'm playing Eirnar with you in another game, so you can judge if my posting frequency would be sufficent for a trapfinder.

I'd be interested in playing an investigator who is interested in tomb delving. I'm thinking maybe alabaster's outcast, and that his refusal to give up on exploring and investigating is what eventually got disowned, which led to his joining of the pathfinder society. That means a native Varisian. I'll try to flesh something out over the next few days.


Mauro Ocella

Mauro is a melee combatant with many tricks up his sleeves...

Background:
Mauro Ocella was born in Magnimar (in 4692 AR), product of an affair between a visiting elf who claimed to be from Mierani and a Chelaxian seamstress, Galena Ocella. He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Mauro his name. What she did not realize is that the visiting elf was a Drow spy in disguise (thus Blended View)); but the appearance of her new child explained much to her. She did not marry afterwards; things were tight while Mauro grew up in the Shore district.
Growing up, the monuments of Magnimar (and the mystical properties thereof) has led to him being exposed to the small local tradition of Occultism (study of the inherent power in objects). It truly took hold when he found the old silver coin (Necromancy Implement) while sorting his mother’s change. Unlike many people, he could feel the power in it; and so he exchanged it for the silver piece in his purse, then and there. Urged by something he didn’t understand, later that night, at moonrise, he spilled a drop of his own blood onto the coin (Occult Bargain drawback).
He studied Occultism with an aged human, Riccabede Vopisculus, for 7 years now. Riccabede has significant contacts with the varied merchants of Magnimar (Favored Son:Tavern Owner campaign trait)
Although Mauro has been studying the coin all that time, he still feels it has secrets to be unlocked (more necromancy powers and haunted implement). He values the coin greatly, and keeps it held against his skin, typically under gloves or his cestus.
His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.
Somewhat of a loner by temperament, his occult studies isolated him more. But his attraction to old objects and history in general, lured him into contact with the Pathfinder Society, with the approval of his mentor, Riccabede. It was in their collection of old junk that he found a second object of occult significance, the ancient, but still functional, cestus.
The local Pathfinder chapter, attempting to build a survivable agent from promising raw material, has pushed both more weapon ( introducing him to a few foreign tricks, chakrams for example) and combat training (Defender of the Society), stealth (Pathfinder Stealth Training). This training has come at the hands of Venture Captain Sheila Hiedmarch, and her husband, Sir Canayven. They seem to view him as a budding young agent of some promise.

Appearance:
A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.

Demeanour:
In a single word: quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.

Mechanics:

Mauro Ocella
NG Male ½ Elf (Blended View)
Occultist 1 (Haunt Collector)
Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Defense
AC : 20 = 10+5 (armor) +2 (shield)+2 (dex)+1 (Trait) = 20
HP 8 + 1 (con) = 9
Fort +3 = +2 Occultist +1 Con
Ref +2 = +0 Occultist +2 Dex
Will +2 = +2 Occultist + 0 Wis
CMD 14 = +0 Bab+4 Str

Offense
Melee: Longsword +4 1d8+4, Cestus +4 1d4+4
Ranged: Chakram +2 1d8+4, Sling +2, 1d4+
BAB : +0
CMB : +4 = +0 Bab +4 Str

Spells Prepared
L0 (DC 13, *) : Touch of Fatigue, Mending,
L1 (DC 14, 2): Cause Fear, Enlarge Person

Stats
Str 18 = 14 ( 5 pts) + 2 enhancement +2 racial
Dex 14 = 14 (5 pts)
Con 12 = 12 (2 pts)
Int 14 = 14 (5 pts)
Wis 10 = 10 ( 0 points)
Cha 8 = 8 (-2 pts)
Feats : Skill Focus: Perception (adaptability),Extra Mental Focus (1st)
Traits : Occult Bargain (drawback, -1 to concentration checks), Favored Son – Tavern Owner (Generic Campaign Trait), Defender of the Society (Combat trait), Pathfinder Stealth Training (Highlander region trait renamed)
Special Abilities :
Mental Focus : 5 (1 lvl + 2 int + 2 feat +0.5 FCB),
Necromancy Implement – Gorumite Funeral Coin (2 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1)
Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)

Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (1,+10), Spellcraft(1,+6), Sense Motive(1,+4), Use Magic Device(1,+3), Stealth (1, +6), K Arcana (1, + 6)
Background Skills (2+2/lvl) (Ranks, skill roll)
Appraise (1,+6), Linguistics (1+6)
Languages : Common, Elven, Draconic, Thassilonian, Necril
Occult Skill Unlocks

Equipment: 240 gp:

Weapons: Cestus (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp)
Armor: Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear: Explorer’s outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), 112 gp to be spent: Alchemical items? Potions? Scrolls?

Future Mechanical Development:
Will become a reach weapon fighter through the shield brace line. Will be going Trappings of the Warrior at 6th level.


@ElterAgo - sounds interesting. Curious if it would all come together and work, or end up being a mess at later levels.

@Interesting Character - probably a no on the familiar gaining levels. It's something I'd be open to if an already established character with a familiar died and he wanted to continue with the familiar.

@David Boss- I think investigator could be a good choice.

@pad300 - I do see the party as being the good guys in the story, I would find it challenging to keep seeing you as the good guys if you were creating an army of undead. I do realize that there is more you can do with the necromancy implement than controlling/commanding undead.

@Everyone - There are a lot of skill/perception/trap monkey concepts being put forward. I will probably give a lot of consideration towards doubling up on that particular trope. I was in a Rappan Athuk game as one of two scout/rogue characters and it made the dungeon crawl much easier/faster. (and I don't think we ever failed to avoid a trap). Likewise, I will probably double up on characters that have (or will have) some capacity for healing.

Sczarni

Just gotta redo some math, miscounted on the skills and gave him 2 more than he should have.

As for redundancy, it cant hurt. Plenty of characters can have healing/trap finding and still other bits of utility.

My alchemist is pretty well geared towards exploration and survival, with magical devices/experimentation as his angle.


JoshB wrote:


@pad300 - I do see the party as being the good guys in the story, I would find it challenging to keep seeing you as the good guys if you were creating an army of undead. I do realize that there is more you can do with the necromancy implement than controlling/commanding undead.

There won't be an "army of undead". He does make prolific use of the powers :

Necromantic Servant:

Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice..

and

Soulbound Puppet:
Soulbound Puppet (Su): As a full-round action, you can expend 1 point of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar, using your occultist level as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus (Bestiary 176), but without a fly speed or the poison bite or telepathic link abilities. No matter the form, this creature is a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time. The soulbound puppet remains animated for 10 minutes per occultist level you possess.

Mauro does have shades of grey, and even black in his character though. How he looks on it:

In Character: :

You want to know where my necromantic servants come from? More than 1500 years ago now, there was a monastery dedicated to Gorum in Belkzen. This coin is a funeral coin from that monastery. At the time, the Whispering Tyrant had arisen, and was conquering Belkzen to use the orcs as cannon fodder, to take the rest of the world! The monks opposed him, and were crushed. He slaughtered them with necromancy. But that was not the end of the story. For the monks had made a vow, perhaps foolishly, : “To fight forever, for Gorum’s glory”. Gorum does not much care who his followers fight as long as they fight. But he apparently takes vows such as this seriously; so the Tyrants was able to animate the monks as skeletal weapons. After the tyrants defeat and imprisonment this vow and possibly some strange interaction with the Whispering Tyrant’s necromancies… Well, I don’t know the will of Gorum, and I shy away from the Gods affairs, but, at that monastery, to this very day, every night, the monks animate, and make war on whatever is there; each other if there is nothing else around. With this coin, I can draw on that, and the Gorumites? Well those souls will fight anyway, and they are quite happy to fight for me…

PS. You want to double up on "skill/perception/trap monkey concepts" and you don't want someone taking the Trap Finder trait? ...

Scarab Sages

Alright, here is my submission, a tiefling exploiter wizard.

Backgrounds:

Kira always thought she was cursed. She never knew her parents. She doesn't know if they are alive or dead or ever even existed. All she knew was her life in servitude to the sczarni. For as long as she could remember she was a member of the sczarni gang called the Creepers, often regarded as the most vile of all the sczarni gangs in Magnimar. She grew up as a drug runner and was one of their most skilled liars, due to her tainted infernal blood.

It wasn't until her teen years that she started to rebel against the organization she called home. She knew there had to be so much more to life than this. She was smart, much smarter than most of the other gang. She could pick up languages quickly and she knew there had to be something better out there. It was hard though, between the fact that she was an orphan and, even worse, her tainted blood she didn't know if she would ever escape the life of a sczarni.

However, as fate would have it, there was a way out, just one she had never considered. A good friend of hers, Natalya Vancaskerkin, from a rival sczarni gang told her about this group in Magnimar called the Pathfinder Society. Natalya apparently did some work for them and they paid really well. She suggested Kira check it out, maybe she could earn enough money to start a new life of her own.

The very next day, at the first opportunity, Kira snuck away to go see what this Pathfinder Society was all about. That was the day her life finally changed. She lied her way into the lodge and that is when she ran into Lady Heidmarch. Sheila was not so easily decieved but she saw something in the young girl and decided rather than punish her she would take the young girl under her wing. Instead of just giving Kira work, Sheila offered to take the poor girl in and train her to be a Pathfinder.

Over the next two years Kira grew from a puny street urchin, sczarni drug runner into a fledgling wizard woman. After her training she was inducted into the Pathfinder Society and with her recent initiation she is looking forward to working with her supporter and friend Sheila Heidmarch on her very first mission.

Description:
Kira is 18 and stands at 5' 6". She is scrawny but fit, with auburn hair that flows down just past her shoulders. Her eyes are stark white and she has a small set of horns protruding from her forhead. Her skin has a reddish hue to it but almost appears normal aside from the fine scales that cover her skin, and a strong tail, nearly as long as she is tall hangs from her backside. Suffice it to say, all of these things combined makes her a bit unnerving to look at.

Reference Image

Build:

Haven't purchased equipment yet but the rest of the build is there. Pretty standard exploiter wizard. I took additional traits mainly to make her background make a little more sense, but in further levels will focus on being the font of knowledge, probably take on some crafting and be there to support the group with versatile spellcasting.

Kira
Female tiefling wizard (exploiter wizard) 1 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5 (+7 in dim light)
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
Resist fire 5
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Offense
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Speed 30 ft.
Melee 2 claws -1 (1d4-1)
Special Attacks arcane reservoir (1/4)
Wizard (Exploiter Wizard) Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray (DC 15), grease
. . 0 (at will)—acid splash, detect magic, read magic
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Statistics
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Str 8, Dex 15, Con 12, Int 18, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats Additional Traits, Scribe Scroll
Traits clever wordplay, ex-sczarni, fiend blood, soaring sprinter, underbridge dweller (magnimar)
Skills Acrobatics +6 (+8 to keep balance or jump), Bluff +11 (+15 to tell a lie), Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +8, Perception +5 (+7 in dim light), Spellcraft +8
Languages Common, Draconic, Elven, Gnome, Halfling, Infernal, Varisian
SQ beguiling liar[ARG], mark of slavery, prehensile tail[ARG]
Combat Gear Other Gear wizard starting spellbook
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Beguiling Liar +4 to Bluff to tell a lie.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).

Misc.:
To note, I am a pretty active poster on weekdays. If you needed someone that can gurantee pretty high activity most of the year (summer and x-mas/thanksgving are my slow times) then I could look at putting together a skill monkey as well. Just with so many already proposing that, I wanted to put out something else I thought would be needed.


Might change the name.

Gruingar background and personality:

Oh that's a good one. A nearly perfect shadow. I tell you Prickles, I don't understand why most folks will only look straight at things under the hurtful glaring sun. A shadow tells you so much more. Look there. You can see the waver that shows roof-line waver in the wind. It will probably collapse in the next storm. It would never be safe to scale. And see that bulge that comes and goes. It is the hidden guard under the eaves. The building is not as abandoned as it appears. Any squatters that try use that building for a night's crib will be unpleasantly surprised. I wonder who is meeting in there. That the shadows can't show us. But the shadows would let us go look and find out.

"What do you mean he refused to go?"
"Well he didn't actually refuse. I told him to go check out the warehouse back gate and yard. he just ignored me and didn't move at all."
"You idiot! I heard Dagus tell you exactly what to do. No, shut up. You aren't supposed to think. Just do as your told. You don't give orders to him. He isn't one of us. You give orders to the cat. The cat joined the gang. He just goes along to keep the cat company and translate for the cat. Shut up. I don't care how you think it sounds. He and that mangy cat are the sneakiest rat bastards we've ever seen. They're worth 4 of you. So go back over there and tell Prickles the Cat to check out the warehouse. I don't care if you see it or not. Go tell Prickles to check out the warehouse. Oh and give the cat a fish or something."

I small hunched tattered figure sits in the murky alley. It tears off a bit of sandwich and throws it to the ground by a pile of trash. A small dark patchy paw reaches out from under a wooden box and snags the bit  and drags it under the pile.
Yes. You are correct. He wasn't properly respectful of your prowess. Maybe he will eventually learn better. No, probably not. But maybe. If not, he will ignore your warnings and the problem will correct itself.
...
Hmm? Oh yes, I recall Lavode and his companions. That's right he was respectful and polite. He was even almost ... I think they call it friendly. Not sure if that's right.
Well yes. Lavode did offer you a job with lots of promised fish and birds. What? You really think we should do it? Who did he say to speak with? Ashford? Armeil? Armand? I don't remember. We can probably go find out who is in the building if you want to. Now? Ok.

After probably the strangest entrance interview of his career, the Society venture captain in Magnimar added 'Prickles the Cat' as a probationary member to organizations roles. He would have just had them gently escorted off the premises, but since they were waiting for him in his office, he decided to give him a try. (He still has people trying to figure out how they got past the guards, locks, and traps.) He did leave detailed notes in the ledger that any communications with Gruingar need to be addressed to Prickles. He still isn't sure how he will explain this to the other venture captains.

Guingar is a fetchling. Bands of fetchlings in Golarion exist on the fringes of civilization, never trusted or fitting in. Gruingar (and his cat) didn't even fit in with the fetchlings of the band he grew up in. Once when they were passing through Magnimar on a job, he suddenly found himself alone. He doesn't know what happened to them. (He won't really admit it even to himself, but deep down he believes they just ditched him.)
His trousers and vest shirt look as if they've been patched with random scraps of cloth until all that is left are the patches. His gray cloak look like someone tied old filthy bandages together until it could be used as a sort of poncho. The boots are mismatched with worn holes. In short, he appears to be a homeless indigent. However his hidden gear is kept in fine working condition and he even has a surprising hoard of coins saved for emergencies.
The cat is a piebald wreck. It appears to have never recovered from numerous alley fights, flea bites, and some horrible rash. The right eye is mostly swollen shut, the left ear is notched, the tail is broken, and it has numerous scars on its flank. Upon closer examination, it seems perfectly healthy and none of its 'injuries' bother it at all.


I am thinking of a cleric (Ecclesitheurge) born among the Sczarni grommed to be an underboss, he and his thugs went to shake down a fortune teller, in her shop he had an epiphany and after paying the thugs from his own pocket he went to the church to dedicate himself to Desna.


JoshB:
Do you need me to make the character sheets for any of the characters I presented? Or narrow it down from three of them to one? (I figured I'd let you choose the one you liked the most if you chose any).

Any of the details of my stories are free to be poked by you. (If you see a place where you could replace a family member with one from the story you want to tell, or a bit of history, etc.) I am fully cool with that. I am open to any suggestions to craft the type of story you'd like to tell.

PsionicHamster & Spazmodeus:
Hey would either of you be interested in potentially weaving backstories? No worries if not. :)


Ok, this is Ouachitonian. I went back to my Swashbuckler idea. He does have significant skill with Stealth and Disable Device, and so can act as a substitute Rogue (though he can't disarm magical traps). But he's mostly a DEX-fighter (as you'd expect from a Swashbuckler, of course). I'll be changing the picture, but for some reason the site keeps acting up when I try to change it.

One thing I need to clear with you: I'd like to take the Breadth of Experience feat. Now, it says that you have to be an Elf, Gnome, or Dwarf over 100 years old. Lysander's a Sylph, but that race did't exist at the time of the APG, when the feat was first published. And he is over 100 years old (sylphs have a lifespan similar to gnomes or dwarves, plenty long enough for him to be over 100 and not yet middle aged). Can I do that? If not, I'll take fencing grace instead, no problem. But I thought I'd ask.

Also, the background kind of got away from me. I wrote more than I usually do, I hope it's not too long.


My tiefling concept is a noble born outcast of sorts. Some rivalry nearly led to her family's destruction via an improperly summoned demon which she took on entirely by herself in a highstakes contest with a devil to destroy the summoning family instead (which it basically wanted anyway to punish them for daring to summon it). She won but was forever altered, tainted and transformed into the tiefling she now is.

Bard by class (perform oratory), but paladin by nature. She lets her family handle the social stuff and travels to avoid getting her family's honor further blemished by her presence.


Ok, Abbas build complete (didn't change the feat or trait).

And Description and History are now in the alias as spoilers at the end.

Good luck to all who submitted characters.

=======================================================================

Character Sheet:

Abbas Garshta
Male Human (Varisian) cleric 1
NG Medium humanoid (human)
Init +0, Senses Perception +7
Aura aura of good

=================================================
DEFENSE
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AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield, )
hp 9 ((1d8)+1)
Fort +3, Ref +0, Will +5

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OFFENSE
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Speed 20 ft.
Melee scimitar +1 (1d6+1/18-20)
Melee shield, light wooden -3 (1d3+1)
Ranged crossbow, light +0 (1d8/19-20)
Special Attacks Channel Positive Energy (1d6, DC 12, 8/day),

Prepared Spells
Cleric (CL 1st; concentration +4)
1st-bless, command(DC 14), *detect secret doors
0th-create water, light, stabilize(DC 13)
*:Domain spell.
Deity Sarenrae; Domains Restoration Subdomain, Revelation Subdomain

=================================================
STATISTICS
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Str 13, Dex 10, Con 12, Int 10, Wis 16, Cha 14,
Base Atk +0; CMB +1; CMD 11
Feats Extra Channel, Selective Channeling
Skills Diplomacy +6, Knowledge (Geography) +5, Knowledge (History) +4, Knowledge (Religion) +4, Perception +7, Perception (Notice Hidden Object) +11, Perception (See Through Disguise) +11, Sense Motive +7,
Traits Exalted of the Society, Exchange Agent (Knowledge (Geography)),
Languages Celestial, Common, Varisian
SQ aura, aura of good, bonus feat, guided eyes, humanoid traits, orisons, restorative touch, skilled, spontaneous casting,
Gear rations, trail (4), scimitar, chainmail, shield, light wooden, holy symbol, silver, backpack, waterskin, filled, bolts, crossbow (10) (2), pouch, belt, crossbow, light, 4.0 gp

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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex) You project a faint good aura.
Background Skill (Knowledge (Geography), Knowledge (History))
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 8 times per day.
Cleric Extra Channel
Domains
Exalted of the Society The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.
Exchange Agent (Knowledge (Geography)) Although you're a relative newcomer to Magnimar, you're not some naive stranger. You've been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain's disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see Pathfinder Campaign Setting: The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
Guided Eyes (Su) Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Restorative Touch (Su) You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 6 times per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

=================================================
FEATS
=================================================
Extra Channel
You can channel divine energy more often.
You can channel energy two additional times per day.
Selective Channeling
You can choose whom to affect when you channel energy.
When you channel energy, you can choose 2 targets in the area. These targets are not affected by your channeled energy.

Description:

At 6 feet, 180 pounds (183 cm, 82 kg), Abbas is taller and larger than the average resident of Magnimar. He is wearing chainmail, with a scimitar at his hip, and a shield, backpack and light crossbow on his back, under a cloak. Even though he is a mature adult, he has allowed his hair and beard to grow, and as it is un-naturally early white, he looks gives the impression that he is much older and wiser, which serves him well when dealing with folks as he is usually under estimated.

History:

Born and raised on the streets of Absalom, Abbas never knew his real name of his family. Even though just a street urchin, he managed to sneak into many of the libraries, especially the libraries of the various gods, where he learned many things. One day, when he again was caught in the library, he, as usual, managed to talk his way out of being in trouble, but before he was told to leave, a senior acolyte of the temple, Sarenrae as it happens, intervened with the guard who was escorting him out.

"I see you have been caught again" the acolyte named Jared said to him. "What is your name?"
"I don't have a name sir, everyone just calls me kid" and he starts to head to the door with the guard.
"Wait, as you seem to be able to read and write, and interested in these holy books, how would you like to be a student of Sarenrae, and stay in the temple under my tutelage."

As his eyes are now shining, he nods his head and says emphatically "Yes"
Jared goes on to say, "and now that you are here, I shall give you a name little brother. You will be known as Abbas, and you have have my last name of Garshta, if that pleases you."

Saying his new name over and over again, Abbas nods his agreement and then as Jared instructed the guard, he is taken to a small room that houses other first year students, and is shown a mattress and blanket as well as a small chest for his things.

Over the years Abbas grew physically to be the man he is today, as well as gaining much knowledge about the lands however even after taking his priestly vows, he remained in the Temple of Sarenrae in Absalom, rather than going out on the road. When he reached his 30th birthday, his initial instructor, Jared, now a senior priest of the Temple called him in to speak with him.

"Abbas, I have a mission for you. It is well past time that you left the Temple and went into the world, putting your knowledge and devotion to work for the betterment of Golorian. Now, I know that this is not what you really wish, but we have decided that you will go to Magnimar and report to Pathfinder Captain Sheila Heidmarch. She has called for new Pathfinders for a mission, and you would be a good fit. Gather what equipment you need from the Temple armory, pray to Sarenrae for your spells, and head to the docs where a ship will take you to Magnimar in the morning."

Although quite nervous, and a little scared as he had spent almost twenty years in the Temple, Abbas gathered his equipment, stayed up all night praying and headed to the docks in the morning, where boarding a ship named Dolphin, he undertook the journey to Magnimar. Some time later, when he arrived, he was given directions to the Heidmarch Manor and headed there directly.

Other Information:

[b]PbP stats

Race Line in Profile:
NG Male Human (Varisian) cleric 1
Class Line in Profile
(HP 9 AC:17 T:10 F:17 Saves F:+3 R:+0 W:+5 CMB:+1 CMD:11 Init:+0 Perc: +7)

Created using PCGen 6.08.00 RC5 on Feb 8, 2020


Here is my submission, the Varisian swashbuckler Vasil Blackmane. Would work out a background interaction with any other Varisian based characters if so desired.

I have included a section on Characterization, and tried to show where his background and personality tie to his skills, feats etc.

Happy to provide a more detailed background, should you ask for it.

Crunch:
Vasil Blackmane
Human (Varisian) swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56)
NG Medium humanoid (human)
Init +3; Senses Perception +3
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Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +1, Ref +5, Will -1
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Offense
--------------------
Speed 30 ft.
Melee handaxe +1 (1d6+1/×3) or
rapier +3 (1d6+2/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Two-weapon Fighting, Weapon Focus (rapier)
Traits fencer, serpent runner (two weapons)
Skills Acrobatics +7, Bluff +6, Diplomacy +6, Knowledge (local) +4, Perception +3, Perform (dance) +6
Languages Common, Varisian
SQ swashbuckler finesse
Combat Gear alchemist's fire (2); Other Gear mwk studded leather, handaxe, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], trail rations (5), waterskin, 9 sp, 1 cp
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Special Abilities
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Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.

Appearance:
Vasil has the dark hair and eyes of his Varisian ancestry. He has an olive complexion with a furrowed white scar down one side of his face. He has a neatly trimmed chinstrap beard and thin mustache as well. His hair is long, shoulder-length and worn lose most of the time. He wears large gold hoop earrings in each ear, and favors the brightly-colored garb of his people, usually yellows and oranges. Similar Picture

Background:
Vasil was born and raised with a wandering tribe of Varisians. His interaction with Sczarni led him to leave the clan and he eventually made his way to Magnimar, fighting in the mock battles of the Serpent's Run (campaign trait). Bored with the mock combats, he has recently signed up with the Society in hopes of some adventure and excitement.

Characterization:
Vasil is quick-tempered. Easy to provoke to laughter or a fight. He is impetuous and often acts rashly (low Wisdom) before thinking. He is a ladies man, and will perform daring stunts or behavior to impress a pretty girl, sometimes foolishly. His fighting style is similar to the Varisian dances (Perform:Dance) of his youth, and he often hops about or whirls around playfully in the midst of combat, just for the pure joy of it. He is superstitious, worrying about slights to ancestors, spirits, or worse. The swindling nature of his upbringing allows him to be quite charming (Diplomacy) or to make up a story to cover his deeds (Bluff) as needed.

Liberty's Edge

Ill throw my hat in for Kilain Gravendak Dwarven Cleric

trait would be- Exchange Agent

coming from The Five Kings Mountains, Kilain is an outcast of the Dwarven Nation because of his failure to guard a temple from thieves where a sacred relic was stolen from. Hes travelled following leads of who might have stolen the relic and joined the Pathfinders because they might be able to help in his endeavor to clear his name.


@Ouachitonian: I can see Bread of Experience on a sylph

@mittean: Seemed like you liked the sorcerer the most

@Abbas: nice. I like Sarenrae. Picking up perception and the bonus through revelation could be useful.

@GMJester: you don't see twf Swashbucklers often, I like it


Almost done GM, Just putting in Ranks and equipment.

Background and fluff seemed most important so i finished that first

He's going to end up more Wizard and Arcane archer every level past 1. just taking the fighter level first because it's easiest. Just to let you know


@Ciro Aldrich: perfect. That's the kind of info I was looking for on a build.


very nice, if you have any questions or comments please let me know


Lysander the Swordsman wrote:

Ok, this is Ouachitonian. I went back to my Swashbuckler idea. He does have significant skill with Stealth and Disable Device, and so can act as a substitute Rogue (though he can't disarm magical traps). But he's mostly a DEX-fighter (as you'd expect from a Swashbuckler, of course). I'll be changing the picture, but for some reason the site keeps acting up when I try to change it.

One thing I need to clear with you: I'd like to take the Breadth of Experience feat. Now, it says that you have to be an Elf, Gnome, or Dwarf over 100 years old. Lysander's a Sylph, but that race did't exist at the time of the APG, when the feat was first published. And he is over 100 years old (sylphs have a lifespan similar to gnomes or dwarves, plenty long enough for him to be over 100 and not yet middle aged). Can I do that? If not, I'll take fencing grace instead, no problem. But I thought I'd ask.

Also, the background kind of got away from me. I wrote more than I usually do, I hope it's not too long.

I should note in here where I'm planning on going, I suppose. The truth is I don't have it completely mapped out. I may well stay in Swashbuckler all the way up. I might divert into Duelist when I get the chance, but I haven't decided yet. One thing I do want to concentrate on is AC, and specifically is Fighting Defensively. I've taken the Aldori Caution trait that gives an extra +1 to AC when fighting defensively. I plan on eventually taking some or all of the Crane Style feat line, to raise my bonus and lower my penaty. I'll keep adding ranks to Acrobatics, of course. So eventually I should be able to get something like +5 Dodge Bonus for -1 Attack. Honestly, I wish the Inspired Blade archetype didn't lock you into using a rapier. If I could use a Dueling Dagger, I could stack on another +1.

Really, as DEX-SAD as this build is, it's hard to go too wrong. Keep pumping DEX, add on some INT, take appropriate combat feats. When I can, I want to take some Sylph feats too. Airy Step + Wings of Air will get me a constant, supernatural fly speed, possibly as early as 9 if I can fit it in that early. That will be fun. Inner Breath seems like it could be fun too. Speaking of flight speed, I still might trade the energy resistance for the alternate racial trait Like the Wind, which will give me an extra 5 feet of base speed. Maybe.


@JoshB; decided to start with a level of swashbuckler first before moving into investigator, it helps with a 15pb, and if the plan is to have two trapfinders, picking up trapfinding at level 2 is ok.

brief backstory:

Olander Kaddren should have led a charmed life of a noble, but fate had other plans. They say that everyone who got ahead in Magnimar had some sort of dealing with devils, and the Kaddren family was no exception. What may have been a powerful half fiend a few generations ago, was now mostly harmless, except when the latent characteristics manifested as horns on his head.
Olander had a fairly normal childhood, or at least a routine one for the child of a noblemen. He trained with the finest tutors, fencers, and chemists in Magnimar but he progressed towards adolescence, latent demonic traits began to manifest. He even grew horns and his skin turned a bright red, and that was the day his father let him know he was unfit to carry the Kaddren name on. He was stripped of his signet ring, and told to make his own way.
His former friends and classmates wanted nothing to do with him, but he did still have his sword, the clothes on his back, and all of the years of training that his birthright had secured for him. This left him bitter for a while, with a personality to match his fiendish appearance. By happenstance, he ran into a group of adventurers who caused a ruckus with a local golemworks factory. He minorly aided their investigation, probably for the best as it put a stop to a few murders, but more importantly they were agents of the pathfinder society, a group of archeologists. In the society, ones obtained rank has nothing to do with birthright, and everything to do with what you can discover, and how you prove yourself. Olander journeyed to Absolom for training in the society and studied under the master of blades and the master of scrolls, learning more about using a rapier and about alchemy.
He was shocked when rather than being volunteered to journey to some far off ruin, he was instead sent right back to Magnimar…

appearance:
Olander is a well dressed man with jet black hair, carrying a rapier at his side with a side. He’d look like just about any other Varisian swordsman, if not for the horns and crimson skin….

statblock:

Let me know if you want a full statblock, I've put down the non-gear selections this PC would have to make. If selected I'll take a look at encumberance and may switch around the wis/str to make it work if necessary to carry his sword.
Str 8
Dex 15 +2 racial
Con 14
Int 15 +2 racial
Wis 10
Cha 8 -2 racial
Racial Traits: Prehensile Tail,
Traits: alabaster's outcast, Student of Philosophy
Feat: Fencing Grace
Swashbuckler (Inspired Blade) 1
Planned Alchemist (Empiricist) rest
Alignment: LN


Dotting while I work something up. Thinking to play a switch hitting Dwarven Warpriest.

Sczarni

Re: backgrounds - I'm down for that. Mikkitar is a Magnimarian native, born and bred in the shadows and tunnels beneath the city. It's only natural that someone who's studying the monuments and history of the city would have run into him out and about. He comes above ground to scavenge alchemical supplies and perform experiments, so it makes sense he would come into contact with a Desnan performing her own studies.

What say you, Spazmodeus? As for contacts, I was thinking Mikkitar would have a connection to his Rat-Warren's sorceress, a CN/CE leaning magic user who's all about the mutation and perfecting ratkin biology.

He also knows a "Completely Trustworthy and Honest Merchant" by the name of Gregor Skillchamp - a Varisian fence, pawnbroker, Sczarni informant, and all around ne'erdowell. He uses him for acquiring or disposing of various valuable substances (read: poison & alchemical goods), and also has no problem selling or purchasing info on the goings-on in the city.


@Pisonichamster: That's the sort of background/story I want to develop with contacts. I'd like to have more detail than the nameless/faceless fences/wizards/magic shop keepers/temple priests than what you find in a lot of games. Because the game will revolve around one city for it's entirety, we won't have to worry about contacts scattered all over the globe.


@GM - Do we need to come up with a contact or two for our submission? I have one in mind for Abbas, but have not fleshed it out yet.

-- david


Background with Expanded Contact Information:
Mauro Ocella was born in Magnimar (in 4692 AR), product of an affair between a visiting elf who claimed to be from Mierani and a Chelaxian seamstress, Galena Ocella. He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Mauro his name. What she did not realize is that the visiting elf was a Drow spy in disguise (thus Blended View)); but the appearance of her new child explained much to her. She did not marry afterwards; things were tight while Mauro grew up in the Shore district.
Growing up, the monuments of Magnimar (and the mystical properties thereof) has led to him being exposed to the small local tradition of Occultism (study of the inherent power in objects). It truly took hold when he found the old silver coin (Necromancy Implement) while sorting his mother’s change. Unlike many people, he could feel the power in it; and so he exchanged it for the silver piece in his purse, then and there. Urged by something he didn’t understand, later that night, at moonrise, he spilled a drop of his own blood onto the coin (Occult Bargain drawback).
He studied Occultism with an aged human, Riccabede Vopisculus, for 7 years now. Riccabede has significant contacts with the varied merchants of Magnimar (Favored Son:Tavern Owner campaign trait). Riccabede knows every dealer in antiquities (which is to say strange/magical weirdness) in town - he is in much demand as a consultant with his oddball knowledge and his Object Reading ability. Riccabede doesn't play favorites though, he's strictly contract work, and keeps everyone's confidences. Mauro has been his assistant for many such jobs (and the contract negotiations) as part of his apprenticeship, so Mauro has met most of them too (among them Gregor Skillchamp, who Mauro trusts about as far as he can throw him...).
Although Mauro has been studying the coin all that time, he still feels it has secrets to be unlocked (more necromancy powers and haunted implement). He values the coin greatly, and keeps it held against his skin, typically under gloves or his cestus.
His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.
Somewhat of a loner by temperament, his occult studies isolated him more. But his attraction to old objects and history in general, lured him into contact with the Pathfinder Society, with the approval of his mentor, Riccabede. It was in their collection of old junk that he found a second object of occult significance, the ancient, but still functional, cestus.
The local Pathfinder chapter, attempting to build a survivable agent from promising raw material, has pushed both more weapon ( introducing him to a few foreign tricks, chakrams for example) and combat training (Defender of the Society), stealth (Pathfinder Stealth Training). This training has come at the hands of Venture Captain Sheila Hiedmarch, and her husband, Sir Canayven. They seem to view him as a budding young agent of some promise.


Think through ideas on the contacts. I don't know how close to the rules from the Ultimate Campaign book I'll play them, but I think the concept will add a lot of depth.


I'm stepping out from here. Best of luck people!


Okay, tightened up my submission.

JoshB:
I am submitting Ceilidh (KayLEE, not KAYlee) for consideration.

Appearance: Ceilidh's honey eyes are soft and warm and stark against her bronze skin. Her dark brown dreadlocks grace her shoulders, swept-back across the top of her head. She has a noble posture, almost challenging. Unseen, a tattoo of an upside-down tree runs down her neck, spreading across her shoulders. It's actually not one tattoo, but hundreds of tiny magical sigil tattoo's, forming the image of a tree. She stands 5'5", and weighs 125 lbs.

Personality: Ceilidh is very against inequality. She has been an outcast, and homeless, for good portions of her life, so she feels for the underdog, the marginalized. But she feels she's been "accused" of attacks against people and places, with her magic. She worries she's a bit of an unintended terrorist. So she has latched onto a few incidences she's read about that involved real terrorists...elves. Because of her frustration over her own situation, she tends to read the worst in elves and comes across as mildly racist. She feels she is not actually racist, feeling 'justified' (incorrectly) in her prejudices.

She's brilliant, but a bit of an alcoholic. She can't sleep without a drink. She loves a good cigar but will complain about someone tracking in dirt, or not washing their face. Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation.

Background: Ceilidh is a hard woman to love. She's brilliant and believes she is on a mission to civilize the world, one person at a time. She believes that society is doomed because of the way people treat each other, and the way the species treat each other. She believes that there is a problem with the rich crushing the poor, even though she doesn't believe that there is something inherently wrong with being rich.

She distrusts magic, feeling it is only abused, and dislikes religion, feeling it is a big con. The conundrum of her life lies in the fact that she seems to seep magic from every pore. She would prefer to just read a book, cook an extravagant meal, enjoy an expensive scotch and cigar, and live out her life in a warm place overlooking the sea.

Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation. She believes in the best of mankind, but also believes that most people are idiots; sheep, with no willpower to make an informed choice for themselves, bent on treating each other poorly simply for a lack of understanding, or because they want a cookie.

She was born to the north of Corentyn in Cheliax, in the small village of Little Mingin, a dirty fishing village on the Arcadian Ocean. Her family sent her away to school in West Crown because "weird things always happened around her", the final straw was when she gave the mayor's daughter's a purple beard.

At fifteen her tattoo appeared, growing steadily down her back. She was afraid it was a disease or infection of some sort. Her fears, it seems to her, were confirmed. She is infected with magical energy. It took the form of a slowly growing upside-down tree made of thousands of tiny arcane symbols, one by one appearing on her skin, bleeding down her back, slowly over the years. Every time something strange happened around her, the tattoo grew a little more.

At the age of 21, she awoke in an inn she was staying at in the city of Manaket in Rahadoum while working as a freelance researcher for Venture-Captain Obo...or what remained of the inn. Her bed alone stood unharmed, on an untouched rise in a crater where the 'Three Barmaids' once stood. She believes she destroyed it with her magic. That was when her Mark changed from a tiny shoot to a tiny sapling on her back.

She wants nothing more than to control this magic, so it can't hurt anyone else. She can't let this thing inside her destroy everything around her.

Unbeknownst to her, her family's home was destroyed in the same fashion, at that same moment, back in Little Mingin.

Fleeing, she jumped a ship heading up the Uta river, up over the pass and down into the Sodden Lands. Over the next year, driven by fear of hurting anyone, she made her way to The Shackles, where the amount of alcohol they served seemed to match her thirst well. Fleeing a misunderstanding and a debt, she boarded a ship bound for Absalom.

She is a human, and rumor had it her grandmother was a tiefling, being from Cheliax, but she honestly considers herself human (no matter what those kids said). She cannot stand racism, and will quickly lose her cool if she sees it in practice. She does not see it in herself.

She is not a hero and has done nothing she considers special.

Concept
- She has a lot of guilt and anger associated with her family. She feels abandoned, and that she abandoned her family.
- She is conflicted with her use of magic. She has never trusted magic around her, and now that she uses it, she worries she too will use it unjustly.
- While she worries about being corrupted by power, she also feels her opinions on subjects are more valid, because they are better thought through...high intelligence. But she doesn't express that well...lower wisdom. She's still liked by people but can rub some the wrong way...decent Charisma.
- She has been through a lot of crap (can be tweaked with DM on background, and have plenty of surprises thrown at her.)

Goals: She wants to learn how to control her magic, then perhaps someday harness it. She'd also like to understand WHERE it came from. (DM's discretion).
- She wants to help neglected people, and lift them up.

Connections:
- Asher - from my other submission, a bastard noble monk/magus. They see the world similarly, although he is from money.
- Blythe - A girl she knew in Cheliax. They both think outside the box and felt like outcasts.
- Engineer #3 - A mutual friend of several other players, he is an automaton (was a warforged) of the DM's discretion and a Shaper Psion.
- Daxur - A Goblin wizard. Civilized. Also a mutual friend, and travelling companion of Engineer #3.
- Satinder Hawkes - A psychic detective, trying to find his place in high society, but having a Shoanti mother and an unknown noble father from Magnimar.


Build:
- Level 1 Arcane Cross-blooded/ Sage Wild-blooded sorcerer 1
Trait: Magical Knack (sorcery)
Campaign trait: Alabaster outcast (the only one I could find that seemed interesting)
Extra trait: Resilient caster
Drawback: Doubt
Sorcerer feats: Eschew materials, Sorcerer weapon proficiencies
Human feat: Combat casting
1st level feat: Improved counterspell

- 2nd level Universalist Wizard 1
Wizard feat: Scribe scroll
Arcane bond (likely a ring or wand, perhaps an animal companion)

- 3rd level Universalist wizard 2
3rd level feat: Spell Focus (Conjuration)

- 4th level Universalist wizard 3
INT stat boost

- 5th level Universalist wizard 4
5th level feat: Augment summoning
4th level wizard feat: Superior summoning

- 6th level Ultimate Magus 1
Arcane spell power +1
+1 "level" of lower-level existing arcane casting class

- 7th level Ultimate magus 2
7th level feat: Spell penetration
Expanded spell knowledge


Here's a list of the submissions/partial submissions I've noted down:

Waterhammer – Ivar Arkinshield – Human (Ulfen) - Wizard
TheNine – Trendon Razner – Human - Songhealer Bard/Sorcerer
Mittean – Ceilidh – Human – Sorcerer/Wizard/Arcane Caster
Spazmodeus - Eowithe Mourngrym – Human – Sin Eater Inquisitor of Desna
Pad300 – Maurio Ocella – Half Elf – Haunt Collector Occultist
SquirrelNinja – Andreas – Human – Unchained Rogue
PsionicHamster - Mikittar Blacknip – Ratfolk – Alchemist
Ammon Knight of Ragathiel – Ciro Aldrich – Human - Arcane Archer
ElterAgo – Gruingar – Fetchling – Carnivalist Rogue
Dakcenturi – Kira – tiefling - exploiter Wizard
Ouachitonian – Lysander – Slyph – Swashbuckler
PapaDrb – Abbas – Human – Cleric of Sarenrae
GMJester – Vasil Blackmane – Human – Swashbuckler
Dread – Kilain Gravendark – Dwarf – Cleric


@JoshB I made a submission on Saturday


Waterhammer – Ivar Arkinshield – Human (Ulfen) - Wizard
TheNine – Trendon Razner – Human - Songhealer Bard/Sorcerer
Mittean – Ceilidh – Human – Sorcerer/Wizard/Arcane Caster
Spazmodeus - Eowithe Mourngrym – Human – Sin Eater Inquisitor of Desna
Pad300 – Maurio Ocella – Half Elf – Haunt Collector Occultist
SquirrelNinja – Andreas – Human – Unchained Rogue
PsionicHamster - Mikittar Blacknip – Ratfolk – Alchemist
Ammon Knight of Ragathiel – Ciro Aldrich – Human - Arcane Archer
ElterAgo – Gruingar – Fetchling – Carnivalist Rogue
Dakcenturi – Kira – tiefling - exploiter Wizard
Ouachitonian – Lysander – Slyph – Swashbuckler
PapaDrb – Abbas – Human – Cleric of Sarenrae
GMJester – Vasil Blackmane – Human – Swashbuckler
Dread – Kilain Gravendark – Dwarf – Cleric
David_Boss - Tiefling – Olander - Swashbuckler/Investigator

@David_Boss - I had you on my hand-written list and then missed you when I typed it up


Background:

Sandu's father was a close confidant of Fenull Korridm, and when his father died in the defence of Fenull Korridm the old man swore that he would watch over Sandu as if he were his own.
The boys mother was a traveler and with the death of her husband went back to her parents caravan, she tried to take Sandu, but Fenull Korridm would not allow it, and thus the boy was raised for and by the Sczarni with only a broken butterfly pendant to remember his mother by.

Life in the Sczarni was not bad, he was raided in the brothels, and managed the pickpockets. He was watched, trained and groomed. His hands were quick but not quick enough, he was charming but could not carry a long con. But he had a knack for reading people, ”You can fool Abadar, but not Sandu.”. He was given a crew and the task of collecting, and he was good at it.

About six months ago Sandu went to collect from a small Harrow reader, he opened the door seeing the grandmotherly woman inside he gave his crew the hand sign to wait and went inside to speak with her alone. ”Your payment is late bunică, we do understand that there are complications, but I must come back with something”

”I have but one thing for you Copil.” With that she poked him in the belly with a bony finger hard enough to hurt, he had a moment to worry he was wrong to leave the crew outside when he looked down and saw in her hand half of a broken butterfly. His moment of worry changed and he reached to the thong around his neck, Still there.

”Starsong took her own good time getting you here, but you are here now. Send those men away we need to get started.” Sandu was not sure why, but he headed for the door. And handed the crew the take, including the dues for the Harrow reader. ”Take this to Uncle Fen.”

Sandu learned the ways of Desna through The Harrow using a deck that belonged to his mother, and her father before that from the crone and separated himself from the Sczarni, as much as he was able, he took over the Harrow shop. The Sczarni know they can come to the shop when they have an injury and Sandu will see them right.


Stats:
Sandu Draghici
Human (Varisian) cleric (ecclesitheurge) of Desna 1 (Pathfinder RPG Advanced Class Guide 91)
CG Medium humanoid (human)
Init +1; Senses Perception +4
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—bit of luck
Cleric (Ecclesitheurge) Spells Prepared (CL 1st; concentration +5)
. . D Domain spell; Domains Liberation, Luck
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Statistics
--------------------
Str 10, Dex 13, Con 11, Int 8, Wis 18, Cha 13
Base Atk +0; CMB +0; CMD 11
Feats City Born (magnimar), Selective Channeling
Traits ex-sczarni, fast-talker, harrow chosen
Skills Acrobatics -2 (-6 to jump), Bluff +6, Diplomacy +3, Heal +8, Profession (fortune-teller) +8, Sense Motive +8, Sleight of Hand -1
Languages Common, Varisian
SQ blessing of the faithful, domain mastery, family ties, liberation (1 rounds/day), secondary domain (liberation)
Other Gear crossbow bolts (10), dagger, light crossbow, backpack, bedroll, belt pouch, candle (10), flint and steel, golden holy symbol of Butterfly (Broken)[UE], hemp rope (50 ft.), holy text (The Eight Scrolls)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Butterfly, 86 gp
--------------------
Special Abilities
--------------------
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Blessing of the Faithful (+2 sacred bonus, 25 feet) (Su) Ally gains in close range gains +2 atk, skills, ability checks, saves or AC.
Cleric (Ecclesitheurge) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric (Ecclesitheurge) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Selective Channeling Exclude targets from the area of your Channel Energy.

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Im looking in everyday. if you have any questions about the character idea Ill happily answer them. Hes a character I had for a previous game and it wouldnt take me long to refinish him for this ap.


Here's my submission of Nocki.

About Nocki:

Appearance
Nocki Hasuf is a strong looking dwarf. His eyes are kind and transmit honesty. Whenever he is seen relaxing or ready to fight, it is clear he feels most comfortable in armor, as heavy as it is. He seems to ever so often stroke the warhammer hanging at his side, and his heavy steel shield with a worn out crest seems like part of his own arm. A short black beard shows how young he is for a dwarf, but the small yet noticeable scare on his nose shows he is not unexperienced.

Background
Nocki comes from a merchant family called Hasuf housed in Magnimar. The day they came accross a rare Taldorian relic was the day Nocki found his calling. The wonder it caused on people and the mistery that revolved it made the young dwarf's head race and his eyes spark.

On the first oportunity, he joined the Pathfinders, hoping to find relics and create the same sales pitch around them. Although he knew he wasn't the scholar and storyteller that the Pathfinder Society required, he knew that most of them required someone to protect them in their quests, so he applied confidently and, sure enough, he was accepted. Although he isn't the smartest type, the study of history and legends was very intriguing to him.

Personality
Nocki will always defend those who cannot. He is loyal to the Pathfinder Society, but also protects those not as strong as him without thinking twice. He is not as unlikeable as dwarves are known for, coming from a family of merchants, but his patience has a short limit. And although he tries to seem restrained and logical, he seems to talk very loudly from time to time. Furthermore, of all things, what bothers him most is the cute furry Koala that started following him around. He secretely likes it, however.

Crunch:

STR 14, DEX 14, CON 15, INT 10, WIS 12, CHA 10
Dwarf
Male
Medium Size
Fighter lvl 1 (Eldritch guardian/Foehammer)
Total XP: 0 / 3000

BaB 1
Init +2; Senses: Perception +7
CMB +3 (1BaB +2strength)
CMD 15 (1BaB +2strength +2dexterity +10) (add 4 vs bull rush or trip)
Favored Class Fighter (+1 hit point)
Darkvision

Defense
AC 20, touch 12 flat-footed 18 (+6 Armor +2 Dex +2 Shield) (+4 vs giant)
HP 16 (10 + 1*2 (Con) + 3 Toughness + 1 FavClass)
Fort +4 (+2 base +2 Con) (add 2 racial vs poison, spell and spell-like ability)
Ref +2 (+0 base +2 Dex) (add 2 racial vs spell and spell-like ability)
Will +1 (+0 base + 1 Wis) (add 2 racial vs spell and spell-like ability)

Offense
Speed 20 ft
Melee Warhammer +3 (1d8+2/x3)
Ranged light crossbow +3 (1d8/19-20x2), Range 80ft
Add 1 attack vs orc and goblinoid
Space 5 ft, Reach 5 ft

Traits:
Ruin Raider: While the mercantile industries of Magnimar appeal to your keen eye for monetary gain, you know that the boldest route to true fortune lies in hunting down rare relics and selling them to the highest bidder. Becoming a Pathfinder seemed like an obvious decision, allowing you to travel throughout Varisia in your search for wealth, so you signed up right away. You brought with you a sharp eye and keen ability to distinguish fakes from the genuine article. You gain a +1 traint bonus on Appraise checks. Additionally, you gain a +4 bonus on Perception checks made to distinguish statue-like creatures (like caryatid columns and gargoyles) from actual sculptures.
Goldsniffer: Your keen senses lead you to hidden treasures. You gain a +2 trait bonus on Perception checks related to metals, jewels and gemstones.

Feats:
Lvl 1 - Toughness
Familiar - Alertness

Skills (2 ranks/level):
Climb +4 (1 Rank +2 Str -5 ACP +3 Familiar +3 Class skill)
Perception +7 (1 Rank +1 Wis +2 Alerntess +3 Class skill) (add 4 to distinguish statue-like creatures) (add 2 when related to metals, jewels and gemstones) (add 2 to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Automatic check when passing within 10 feet even if not looking)

Background skills (2 ranks/level):
Apraise +2 (1 Rank +1 Trait) (add 2 to determine price of non-magical goods that contain previous metals and gemstones)

Languages: Common, Dwarven

Equipment
Warhammer
Chainshirt
Other stuff not yet bought

Special Class Abilities
Eldritch Guardian:
The eldritch guardian adds Perception, Spellcraft, and Use Magic Device to his list of class skills, but does not gain Intimidate, Ride, or Swim as class skills.

Familiar (Ex): At 1st level, an eldritch guardian adds a familiar, treating his fighter level as his effective wizard level for the purpose of this ability. This ability replaces the bonus feat gained at 1st level.


@Anthorg/Nocki: I am envisioning a lot of fun watching you hunt up fresh eucalyptus leaves.


Hey, come on. It's Magnimar. I'm sure someone sells them somewhere. I just couldn't resist having him with a fluffy Koala. I gave up important feats for that, but it's sooo worth it.


Appearance and Personality:

Similar to other Aasimars Crylar is taller than an average human at 6’2”. He clean shaven with a square jaw. He has long brown hair with deep golden eyes that give away his heavenly heritage. Not knowing his parents Crylar is convinced he could be a descendant of Ra himself. Crylar is kind to those that deserve it but can be cruel and hot tempered towards those that are not kind in return. He is a born leader and sees himself leading great armies in the name of Ra the sun god, vanquishing evils in the world. He is a positive influence on his companions often bolstering them in combat or healing the injured.

Background:
Crylar was born in the desert province of Osirion but was abandoned as a baby. He was taken in by a temple of Ra in the capital city of Sothis. The priests and priestesses there raised him along with other orphans taken in by the local temple. He would often lead groups of Orphans around Sothis stealing to survive and causing trouble with the local authorities. After being caught and punished several times Crylar eventually developed an appreciation for the law, understanding the need for law and order.

As Crylar got older he became fascinated with the largest and most intricate buildings in the capitol city. Eventually he befriended one of the cities architects, a human named Hagar Solti who took Crylar on as an apprentice. Crylar divided his studies between the teachings of the priests of Ra and his love of architecture.
One day Hagar told him of a city to the north, through the inner sea and along the Acadian Ocean. Hagar described the city as a city of wonders. Structures the likes of which they had never seen. He described great monuments that granted powers to those that paid them worship. Hagar told Crylar he intended to travel to this city called Magnimar. There he would study and build great things, he offered to take Crylar with him if he so desired. He told him it was very doubtful he would find any followers of his religion that far north. They believed in different Gods out there than his Sun God. Crylar debated for several days before agreeing to go with Hagar. He knew that Ra had no boundaries and would watch over him no matter where he was. It pained him to leave the templars that were like family to him but the opportunity was too great to pass up. At the age of 20, Crylar embarked on a months long ship journey that would forever change his life.

Crylar was immediately enamoured with the city of Magnimar. The city was like nothing he had ever seen and it seemed in a constant state of trying to outdo itself with every new structure that was erected. Eventually Crylar was able to branch out on his own and develop a decent reputation as a city architect. He continued to split his time between devotion to Ra and his love for structural design. He has been starting with small buildings for local citizens but hopes one day to be one of the cities greatest designers.

Crylar dedicated much if his free time to studying the great monuments throughout the city. Over the years the citizens of Magnimar had discovered that certain rituals would imbue them with beneficial magic for the day to help them in life. Crylar had been blessed several times by these boons and had studied them intently.

By the time Crylar was 30 he had ran into members of the Pathfinder society and had taken an interest in the lifestyle they led. Always searching for new discoveries and greater knowledge. Crylar now spends much of his time in Heidmarch Manor, a Pathfinder Lodge researching the discoveries the society has made and learning as much as he can from the other members. Soon he hopes to venture on his own on behalf of the Pathfinder society.

Character Sheet


And here's that Varisian bard that mentioned back on page 1. Might also submit a cleric of Arshea as well for consideration if that's alright.

Stats:

Zelda Cadiz
Female Human (Varisian) Bard 1
CG Medium Humanoid (Human)
Hero Points 1
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 15, Touch 12 (+2 Dex), Flat-Footed 13 (+3 Armor)
HP 10 (1d8+2)
Fort +1, Ref +4, Will +2; +1 against charm and compulsion effects.
--------------------
Offense
--------------------
Speed 30 Ft.
Melee Starknife +2 (1d4/x3) or Dagger +2 (1d4/19-20) or Light Mace +2 (1d6)
Ranged Sling +2 (1d4)
Special Attacks Bardic Performance 7 rounds/day (Countersong, Distraction, Fascinate, Inspire Courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—Cure Light Wounds, Saving Finale
0 (At Will)—Detect Magic, Light, Prestidigitation, Read Magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats: Lingering Performance, Weapon Finesse
Skills: Diplomacy +7, Knowledge (Arcane) +6, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Local) +6, Linguistics +5, Perception +4, Perform (Oratory) +7, Sense Motive +4, Spellcraft +5; Armor Check Penalty -1
Traits: Nontraditional Native, Varisian Tattoo
Languages: Common (Taldane), Shoanti, Thassilonian, Varisian
SQ: Bardic Knowledge +1
Combat Gear: Acid; Other Gear: Studded Leather, Starknife, Dagger, Light Mace, Sling, Sling Bullets (20); Backpack (Common), Bedroll, Belt Pouch, Flint and Steel, Ink, Inkpen, Iron Pot, Journal, Mess Kit, Rope (50 Ft.), Trail Rations (5 Days), Waterskin); 11 GP / 1 SP / 0 CP
--------------------
Special Abilities
--------------------
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: Countersong (Su) Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher.
Bardic Performance: Distraction (Su) Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher.
Bardic Performance: Fascinate (Su) A bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected.
Bardic Performance: Inspire Courage (Su) An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Favored Class Bonus: Bard (+1 Hit Point)

Backstory:

As a child born to a Varisian nomad clan, Zelda grew up listening to the oral history that her clan elders would tell by the campfire. Enthralled by these legends of sly tricksters, power mad wizards and ancient kingdoms, she yearned to one day uncover her own legends of the past and to tell them to an enraptured audience. To that end, a young Zelda decided that she wished to become a chronicler of the old tales just like her grandmother, Elder Jyla, the most venerable bard and storyteller of her clan. Going under her grandmother’s wing as an apprentice lore keeper, she learned the tales and myths of her clan, deciphering the allegorical renditions and seeing the true history underneath.

It was during this time that Zelda learned not only of the arcane power that lay within her people’s bardic arts but also of the complicated history that her people shared with the Thassilonian Empire of millennia ago. “Look here, child,” Elder Jyla said one night as she pointed at the cyclopean ruin that loomed over the caravan’s campsite. “Look here and heed my words. While this temple may have been made to inflate the vanity of the runelords, it was built by the enslaved. Giants, Shoanti, and even our ancestors were made to work onto death to see it finished. We may mock the mad wizards with our tales of clever Varisians, but we must never forget their evils lest they be repeated.”

Though the knowledge of her people’s former abject enslavement by the wizard rulers of Thassilon both chilled and enflamed her heart, Zelda could not help but want to learn more about this harrowing and mysterious era. Her grandmother tried her best to accommodate this desire, but as the years went by it became obvious the elder had taught her apprentice all that she knew. Seeing that her granddaughter was determined to learn more but was staying in the caravan out of a sense of clan obligation, the elder confronted Zelda one day and told her, “We are Varisians, Zelda. We should not force ourselves to stay in one place when our heart yearns for more. I may have taught you all I know, but there are others that know a bit more about the old wizards than your dear old grandmama. Go find them if you must. You have my blessing.”

And so, with that blessing and that of her parents and clan, Zelda finally departed the caravan in search of scholars that could teach her more, promising that when she returned it would be with a hundred new tales and histories to tell by the fire. Unfortunately, things did not go as smoothly as she had hoped. While not entirely naïve to the realities of the world outside of her clan’s caravan, Zelda could not have predicated just how low the “professional” scholars of Thassilon viewed Varisian accounts of the empire’s history. From Riddleport to Korvosa, the critiques and rejections were all the same: “Varisians are liars and peddlers. Spinning tales and nothing more. Nothing can be learned from the likes of them.” But even after rejection after rejection Zelda was still undaunted and continued to look for an institution that would take her on as a scholar.

Eventually, after some time travelling across Varisia, she learned of the Pathfinder Society’s chapter hall in the city of Magnimar, and of its willingness to take on even the most unorthodox of applicants. To Zelda’s great relief and excitement these claims would turn out to be. Now a junior member of the Society, Zelda eagerly awaits what will hopefully be the first in a long career of knowledge-expanding expeditions.

Appearance and Personality:

Zelda stands little over five and a half feet tall and often dresses in the styles of her people. Her frizzled hair is a long dark brown and her complexion is a light olive. Zelda’s expressive hazel-green eyes glim with excitement while her earnest smile tends to be contagious. She often speaks in an excited and lively tone whenever she finds something new. The Varisian scholar’s outfits are vibrantly colorful and tend to have tasseled elements that draw the eye. Her favorite outfit is a bloused bodice fitted with bright silken sashes. When in battle she usually wears a practical set of studded leather armor that only marginally impairs her movements.

Zelda is a remarkably kind and open-hearted young woman. Possessing a deep wanderlust and curiosity for the unknown, she is driven to learn as much as she can about the world and share those findings with anyone willing to listen. As such, she enjoys travelling and meeting new peoples and cultures, and earnestly believes that you can learn something valuable just by listening to other people speak about their culture’s histories on their own terms. Tellingly, she approaches her archeological studies in an unconventional manner that incorporates a Varisian respect for storytelling and oral history. Although she is no cleric, Zelda is a devout follower of the faith of Desna, believing strongly in the goddess’ teachings of exploration and freedom.

Age: 22 Height: 5 ft. 6 in. Weight: 125 lbs. Hair Color: Black Skin Color: Olive Eye Color: Green Build: Slender

Visual


@Crylar: Interested in bringing the worship of an Osirion deity to Magnimar?

Current List:

Waterhammer – Ivar Arkinshield – Human (Ulfen) - Wizard
TheNine – Trendon Razner – Human - Songhealer Bard/Sorcerer
Mittean – Ceilidh – Human – Sorcerer/Wizard/Arcane Caster
Spazmodeus - Eowithe Mourngrym – Human – Sin Eater Inquisitor of Desna
Pad300 – Maurio Ocella – Half Elf – Haunt Collector Occultist
SquirrelNinja – Andreas – Human – Unchained Rogue
PsionicHamster - Mikittar Blacknip – Ratfolk – Alchemist
Ammon Knight of Ragathiel – Ciro Aldrich – Human - Arcane Archer
ElterAgo – Gruingar – Fetchling – Carnivalist Rogue
Dakcenturi – Kira – tiefling - exploiter Wizard
Ouachitonian – Lysander – Slyph – Swashbuckler
PapaDrb – Abbas – Human – Cleric of Sarenrae
GMJester – Vasil Blackmane – Human – Swashbuckler
Dread – Kilain Gravendark – Dwarf – Cleric of Torag
David_Boss - Tiefling – Olander - Swashbuckler/Investigator
MrStr4ng3 - Sandu Draghici – Human – Ecclesitheurge Cleric of Desna
Adhanadel - Crylar Shun – Aasimar – Cleric of Ra
Delightful - Zelda Cadiz – Human - Bard


Can't see Nocki on the list. Was the Koala that unthinkable?


JoshB wrote:

@Crylar: Interested in bringing the worship of an Osirion deity to Magnimar?

One day Crylar will build a monument in Magnimar worthy of Ra yes.


@Nocki - merely an oversight

Waterhammer – Ivar Arkinshield – Human (Ulfen) - Wizard
TheNine – Trendon Razner – Human - Songhealer Bard/Sorcerer
Mittean – Ceilidh – Human – Sorcerer/Wizard/Arcane Caster
Spazmodeus - Eowithe Mourngrym – Human – Sin Eater Inquisitor of Desna
Pad300 – Maurio Ocella – Half Elf – Haunt Collector Occultist
SquirrelNinja – Andreas – Human – Unchained Rogue
PsionicHamster - Mikittar Blacknip – Ratfolk – Alchemist
Ammon Knight of Ragathiel – Ciro Aldrich – Human - Arcane Archer
ElterAgo – Gruingar – Fetchling – Carnivalist Rogue
Dakcenturi – Kira – tiefling - exploiter Wizard
Ouachitonian – Lysander – Slyph – Swashbuckler
PapaDrb – Abbas – Human – Cleric of Sarenrae
GMJester – Vasil Blackmane – Human – Swashbuckler
Dread – Kilain Gravendark – Dwarf – Cleric of Torag
David_Boss - Tiefling – Olander - Swashbuckler/Investigator
MrStr4ng3 - Sandu Draghici – Human – Ecclesitheurge Cleric of Desna
Adhanadel - Crylar Shun – Aasimar – Cleric of Ra
Delightful - Zelda Cadiz – Human - Bard
Kilain Gravendark - Nocki - Dwarf - Fighter + Koala


That's ok. But I think that Kilain Gravendark is another character (on the list, btw).


Ha...busy day

Waterhammer – Ivar Arkinshield – Human (Ulfen) - Wizard
TheNine – Trendon Razner – Human - Songhealer Bard/Sorcerer
Mittean – Ceilidh – Human – Sorcerer/Wizard/Arcane Caster
Spazmodeus - Eowithe Mourngrym – Human – Sin Eater Inquisitor of Desna
Pad300 – Maurio Ocella – Half Elf – Haunt Collector Occultist
SquirrelNinja – Andreas – Human – Unchained Rogue
PsionicHamster - Mikittar Blacknip – Ratfolk – Alchemist
Ammon Knight of Ragathiel – Ciro Aldrich – Human - Arcane Archer
ElterAgo – Gruingar – Fetchling – Carnivalist Rogue
Dakcenturi – Kira – tiefling - exploiter Wizard
Ouachitonian – Lysander – Slyph – Swashbuckler
PapaDrb – Abbas – Human – Cleric of Sarenrae
GMJester – Vasil Blackmane – Human – Swashbuckler
Dread – Kilain Gravendark – Dwarf – Cleric of Torag
David_Boss - Tiefling – Olander - Swashbuckler/Investigator
MrStr4ng3 - Sandu Draghici – Human – Ecclesitheurge Cleric of Desna
Adhanadel - Crylar Shun – Aasimar – Cleric of Ra
Delightful - Zelda Cadiz – Human - Bard
Anthorg - Nocki - Dwarf - Fighter + Koala


I put in a tiefling bard. Though I still need to finalize and digitize her, and find a name.


I've updated Eowithe to your creation guidelines and modififed her back ground a bit. Added a few acquaintences.

@mittean and PsionicHamster: Very open to melding of backgrounds, provided we all get selected :)

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