
Mokshai |

For your consideration.
Tromlin Stonebreaker
Male Dwarf, Arsenault Chaplain Warpriest 1
LN medium humanoid
Init +1 Senses Darkvision (60) Perception +4
Speed 20’
DEFENSE
AC 17/16, touch 11, flat-footed 16/15
hp 10
Fort 4 Reflex 1 Will 5
OFFENSE
Melee
1 handed
Waraxe, dwarven +3 (1d10+2 x3)
Iron, Cold Axe, Boarding +2 (1d6+2 x3)
Dwarven Maulaxe (1d6+2 x3)
2 Handed
Waraxe, dwarven +3 (1d10+3 x3)
Ranged
Crossbow, light +1 (1d8 19-20/x2)
Sling +1 (1d4+2 x2)
STATISTICS
STR 14 DEX 12 CON 14 INT 10 WIS 16 CHA 9
BAB 0 CMB 2 CMD 13 HERO POINTS 1
Feats:
Steel Soul, Weapon Focus (Waraxe, dwarven)
Skills: with / Without Shield
Acrobatics -5/-5, Appraise 1/1, Bluff -1/-1, Climb -4/-4, Diplomacy -1/-1, Disguise -1/-1, Escape Artist -5/-5, Fly -5/-5, Handle Animal -1/-1, Heal 3/3, Intimidate -1/-1, Knowledge (engineering) 0/0, Knowledge (religion) 0/0, Perception 4/4, Ride -5/-5, Sense Motive 3/3, Spellcraft 4/4, Stealth -5/-5, Survival 3/3, Swim -4/-4, Use Magic Device 0/0
Languages Dwarven, Common
Weapons/Armour
Scale Mail, Quickdraw Light Steel Shield
Waraxe - dwarven, Iron - Cold Axe - Boarding, Maulaxe - Dwarven, Crossbow - light, Sling, Bullets - Sling (10), Bolts - crossbow (40),
Adventuring Gear
Kit - Warpriest (Medium Creature), Kit - Dungeoneering, Fishing Kit, Grappling Hook, Kit - Cooking (AA), Kit - Gear Maintenance, Kit – Grooming
I use kits for the initial equipment, and generally sort out the kits into itemized lists if selected.
Edit, will create alias, and background if selected.

Captain collateral damage |

Submitting Jera Alsabor, human investigator (antiquarian).
Human Investigator (antiquarian) 1
N Medium humanoid (human)
Init +2; Senses Perception +5
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3;
OFFENSE
Speed 30 ft.
Melee sword cane +2 (1d6)
Ranged shortbow +2 (1d6/x3)
Spells Prepared (CL 1st)
1st—cure light wounds, shield
STATISTICS
Str 10, Dex 14, Con 12, Int 16, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Extra Inspiration, Weapon Finesse
Skills Acrobatics +5, Appraise +7, Disable Device +6, Knowledge (arcana, history, religion) +7, Linguistics +7, Perception +5 (+6 vs. traps), Stealth +5, Survival +6, Use Magic Device +4; (+1 to Appraise, Knowledge (history), Spellcraft, and Use Magic Device concerning buildings or objects more than 1000 years old) Armor Check Penalty –1
Traits exchange agent (survival), relic hunter
Favored Class Investigator (+1 skill rank/level)
Languages Azlanti, Common, Osiriani, Jistkan, Thassilonian, Varisian
SQ relic magic, inspiration (6/day), trapfinding
Gear studded leather armor, sword cane, shortbow w/ 20 arrows, backpack, thieves’ tools, trinket collection (ant haul, comprehend languages, cure light wounds, identify, shield), flint and steel, silk rope, hooded lantern, holy symbols of Abadar, Aroden, Asmodeus, Brigh, Horus, Irori, Kurgess, Norgorber, Nethys, Pharasma, Ragathiel, Sarenrae, & Torag 18 gp

GMJester |

Just reiterating my interest to run Vasil Blackmane in this campaign as we get close to selection time. His information is presented again here.
Will add alias and more details around contacts etc if selected to the game. LMK if I can answer more questions.
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
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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
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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)
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Statistics
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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.
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
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.
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.

SCKnightHero1 |

I'm good through midnight CST
Awesome!
I do have two questions: are you okay with my character later picking up the Squire feat Squire?
And we will be able to romance NPCs? If yes are we going to keep it PG-13 (please do so!)
Okay that's actually three questions but eh. ;P

Cuàn |

After some more thought I decided to move away from the Shifter. Instead I'll submit Tagrak Rock Skinned, bored Shoanti Fighter using the Siegebreaker archetype. The picture might change when Paizo sorts that.
Build The whole idea behind the character is that he's the biggest guy in the room. He will focus on bull rush and overrun manoeuvres, heavy armor and hitting face as well as protecting his allies.
I'm not entirely sure yet how he will use his weapons, whether he will end up dual wielding, with a 2h or sword and board. He is outfitted for all three at the start (his board being a second Klar)
He's very poor on the skill front at the moment but I intend to partially remedy that via Advanced Weapon/Armor training.
Description Tagrak is a giant of a man who proudly tells of supposed stone giant ancestry (something he is so enamoured by he spent considerable effort to learn to speak Giant). His 6'11" surely does make for a convincing argument.
Beyond that he looks like a typical Shoanti, complete with the bald head and the many tattoos.
His clothing tends to be simple and when not keeping polite company he'll forgo a shirt altogether if given the chance.
He isn't the sharpest tool in the shed and, to his credit, this is something he's aware of. It does not keep him from trying to learn though and his simplistic views might, on occasion, help him see easy solution when other over complicate the situation.
Beyond that he's a friendly, easy going guy with great love and devotion for those he calls friends or family. (For those that played Fire Emblem: Three Houses, Raphael is a source of inspiration for this guy)
As a teen these two seperate parts of his life came to a head. On the one hand was the Sklar-Quah, valueing strength of arms and in constant war with Korvosa, and on the other the Shundar-Quah, negotiating peace between the clans and living in old ruins. While Targak enjoyed the life among the Sklar-Quah he couldn't stand the constant fighting and when with his mother it quickly became painfully obvious he wasn't suited for diplomacy. So instead of staying with either he ran away, heading west until he hit the coast.
After losing all his money gambling in Riddleport he had to skip town once more, this time heading south. This way he ended up in Magnimar where he quickly joined the competitors in the Serpent's Run where he quickly became a rising star and where he found faith in Kurgess.
Still not entirely satisfied and needing more income to pay of debts and buy food to fuel his giant form he picked up odd jobs all over the city. As the jobs he landed became increasingly less savoury he sought a way out. He found that way out in a recruitment poster for the Pathfinder Society as they were sure to offer him more excitement.

SCKnightHero1 |

Male Half-Orc (Varisian) paladin 1 Archetypes Redeemer, Warrior of the Holy Light,
LG Medium humanoid (orc, human, mountain half-orc)
Init +1, Senses darkvision (60 ft.); Perception +0
Aura aura of good,
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield, )
hp 11 ((1d10)+1)
Fort +4, Ref +2, Will +3
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OFFENSE
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Speed 20 ft.
Melee light flail +3 (1d8+2)
Melee shield, light wooden +3 (1d3+1)
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TACTICS
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STATISTICS
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Str 14, Dex 12, Con 13, Int 12, Wis 10, Cha 15,
Base Atk +1; CMB +3; CMD 14
Feats Persuasive
Skills Craft (Tattoos) +2, Diplomacy +8, Diplomacy (Influence Monster) +10, Diplomacy (Potentially Sexually Attracted) +9, Heal +4, Knowledge (Local) +4, Knowledge (Religion) +5, Profession (Courtesan) +4,
Traits Charming, Redeemer, Serpent Runner,
Languages Common, Orc, Skald, Varisian
SQ associates, aura of good, cavewight, city-raised, darkvision, hero points, merciful smite, monstrous rapport, orc blood, sacred tattoo,
Combat Gear Healer's Kit (10 charges),
Other Gear light flail, shield, light wooden, outfit (explorer's), armored coat, backpack, masterwork, bedroll, artisan's tools (traps/masterwork), journal, healer's kit, inkpen, ink (1 oz. vial), holy text (typical), belt pouch, waterskin (filled), holy symbol (wooden), 37.8 gp
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SPECIAL ABILITIES
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Associates A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers, or cohorts who are not lawful good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.
Aura of Good (Ex) You project a faint good aura.
Aura of Good
Background Skill (Craft (Tattoos), Profession (Courtesan))
Cavewight Some half-orcs live far from the surface, seeking solace in winding cave complexes. Half-orcs with this racial trait gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating racial trait.
Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
Hero Points Current Points = 0; Max Allowed = 3 [Alter these values in GM Awards]
Merciful Smite (Su) When a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal -4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite).
Monstrous Rapport (Ex) Redeemers gain a +2 bonus on Diplomacy checks to influence creatures who are commonly considered monstrous. This includes but is not limited to "monstrous" races such as goblins and orcs, monstrous humanoids, and other intelligent nonhumanoid monsters.
Mountain Half-Orc
No Racial Subtype You have chosen no racial subtype.
No Spellcasting
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Redeemer You've always held the strong belief that morality is everyone's choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action-and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption (see page 18), your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Serpent Runner You've participated in the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you've pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's Run: When wearing Heavy armor, you treat its armor check penalty as if it were -1 lower.
Serpent Runner / Armor (Heavy) When wearing Heavy armor, you treat its armor check penalty as if it were -1 lower.
One day, he was beaten within an inch of his life when he refused to help the gang he was with waylay a band of pilgrims. Left for dead by the thugs, he was later found by some pilgrims travelling to a temple of Arshea, the empyreal lord of freedom, beauty, and sexuality. The pilgrims healed and offered him a place among them. Moved by their kindness despite telling them that he moments ago was about to attack them, he joined them. Curious about the ways of Arshea, he was taught the tenets and beliefs of Spirit of Abandon. Blarth discovered that he enjoyed Arshea's tenets, since it did quell his hedonism at times (a trait he had picked up during his days as a street thug).
He soon learned that he had a gift to helping others see the light, and then it dawned on him: just as Arshea and its followers had given him a second chance at life, he believed that Arshea had chosen him to give that same chance to others. But to the half-orc, he decided to reach out to those that many saw as impossible to redeem: monsters like gargoyles, hobgoblins, harpies, etc. Why shouldn't they also be freed from the bonds of evil just as he was by Arshea's love? This is why he decided to join the Pathfinder Society, as Pathfinders traveled to areas full of monsters, many of which could surely be saved just as he was. It also helped that he had been training in the Serpent's Run where he heard about the local Pathfinder Lodge needing some help. This was his chance to save the souls of others.
Personality-wise, Blarth symbolizes the gentle, strong giant. He may look fierce, but he always ready to show others he's friendly with a quick smile. Like other Arsheans, he hates oppression and evil, although he reserves his anger towards those who would force others to commit evil instead of allowing them the chance and freedom to choose their own paths in life. Also, like other Arsheans, he strongly believes and openly practices free love and sexuality. He has had several lovers in the past and cherishes each of them his his heart and soul. He tends to flirt with just about anyone and everyone, as he believes that love is the quickest way to breaking the chains of oppression and evil. The half-orc is something of a hedonist, which he views with a mixture of pride and regret. Thankfully, he is an avid reader, and reading brings him great joy (along with the art of tattooing), so he uses this to help him relax and repress his hedonism. It works...sometimes.
Blarth is always eager to give those who many others would see as hopeless and impossible to redeem, but to him, that's a worthy challenge.
Phew! Just made it (I hope!)

JoshB |
1 person marked this as a favorite. |

I appreciate all of the interest and effort put into the characters submitted.
I, unfortunately, have to narrow it down to five.
Here are mu selections:
David_Boss – Olander
PsionicHamster - Mikittar Blacknip
Anthorg - Nocki
Captain collateral damage – Jera Alsabor
MrStr4ng3 - Sandu Draghici
Thanks again for all of the submissions and effort put into the characters.
I've opened the discussion thread for those selected.

JoshB |
1 person marked this as a favorite. |

I appreciate all of the interest and effort put into the characters submitted.
I, unfortunately, have to narrow it down to five.
Here are mu selections:
David_Boss – Olander
PsionicHamster - Mikittar Blacknip
Anthorg - Nocki
Captain collateral damage – Jera Alsabor
MrStr4ng3 - Sandu Draghici
Thanks again for all of the submissions and effort put into the characters.
I've opened the discussion thread for those selected.