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"Those northern left-overs have anything like steppe horsemen? How the Mongols started?"
- If you are speaking of the Remnants, then yes. There is a Centaur tribe that practices archery as their primary defense/combat option. Many of their techniques transfer to mounted archery, but not all.
"Rorek55, Is it okay if our '8' ends up as a stat that gains a +2 from race, or would you prefer it stay as a flaw with a negative?"
-By all means, the 8 is only a starting point. If you want to have a +2 increase it to a 10 that is perfectly acceptable.

wanderer82 |

Rorek55: Another question, do Paladins have to worship a God, or can it moreso be the classic paladin ideals that they follow? Just trying to figure out options. Also looking for ideas for anyone to be tied to.
AdamWarnock: yeah, it's a knightly campaign, so a classic 'tortured soul' seems to make sense. I figure as he gains more paladin abilities (levels), he will begin to grow in confidence and eventually leave much of the doubt behind. I also figure the humble, unsure paladin is a nice alternate to the all-star jock paladin.

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For Paladins, I will ask that you tie yourself to a god similar to a cleric. It is easier this way due to existing paladin codes. (some archetypes would remove this restriction, such as Grey paladin)
For those interested in some Out of character knowledge, the Headmaster himself is a Grey Paladin. To most of the kingdom however, he is simply regarded as a paladin. (as most "archetype" paladins would be. Save a few)

Chyrone |

I was considering a warpriest of Brigh, kind of a steampunk'ish goddess, clockwork and invention themed.
Given steampunk features classic firearms and crossbows, would you allow the following feat chain to also work with a warpriest's sacred weapon, if i'd pick a crossbow or firearm?
Will having a mount be very important in this campaign?

Sir Terrel |
1 person marked this as a favorite. |

By no means required, but I'm using Butterfly Sting and am currently looking for someone interested in using a deep crit weapon as sort of a combat partner, if that's useful inspiration to anyone at all! Looking forward to seeing more cool builds!

Sir Ardan |
1 person marked this as a favorite. |

Very cool! If someone has a x3 or x4 weapon, then that would make for amazing teamwork.
----
Also as a hopefully final update, decided to go VMC wizard. Because it gives an emissary familiar (feels right for a Centaur who worships Erastril and who has Knowledge Nature and Survival) and will build up to Feral Speech. It means losing out on some combat feats which would have made him a better switch hitter, but it has much more flavor this way. Plus, it will *really* help with his saves. Which I feel is needed, as he doesn't have good will saves and has wisdom 10.
Lvl 3: Gains a hedgehog friend who gets to ride on his back or in his backpack. Awesome for a follower of Erastril! Gives him +2 will saves, the familiar can cast guidance (+1 hit!), provides "share will" to further help his low will save, and 1/day speak with animals. Amazing.
Lvl 7: Void! The fifth element of thought, space, spiritualism, and insight. What does it do? Void Awareness to further help with saves against spells and SLAs.
Lvl 11: Prestidigitation as a cantrip is always useful to have.
Lvl 15: Feral Speech! What isn't to love about that?
Lvl 19: Aura of Prescience is pretty ok. But if we get up to lvl19, then why not?

AdamWarnock |

After talking it over with the GM, I'm worried that my previous idea might make things too easy for us and that my character's background is going to dominate the story if she gets picked. I'm pivoting a bit to avoid this, so here's Sprig Wossername, tavern serving girl turned knight-to-be. She's more low-key, so this should help her stay in the background, storywise, and give others a chance to shine.
So, without further ado, I present Sprig Wossername.
Wealth
COIN
PP: 0
GP: 300
SP: 0
CP: 0
GEMS
Magic Items
Weapons
Armor
Other Gear
Class: Fighter (Mobile Fighter) 1
- Favored Classes: Fighter, Paladin
Alignment: Lawful Good
Race: Human
Languages: Common, Elven
Senses: Perception +3
Initiative: +4 (+4 DEX)
HP: 11
AC: 14/10/14
============================
Saves
Fortitude: +3 (+2 from Fighter, +1 from CON)
Reflex: +6 (+2 from Fighter, +4 from DEX)
Will: -1 (0 from Fighter, -1 from WIS)
============================
Attributes
STR: 17 +3 (15, +2 for Dual-Talent Human)
DEX: 18 +4
CON: 13 +1
INT: 12 +1
WIS: 08 -1
CHA: 16 +3 (14, +2 for Dual-Talent Human)
============================
Skills
Skill Points: 6
Fighter: 2
Intelligence Mod: 1
Favored Class Bonus: 1
Background Skills: 2
Armor Check Penalty: 0
Acrobatics (DEX)^ +3 Ranks: 0
Appraise (INT)° +1 Ranks: 0
Artistry (INT)*° +1 Ranks: 0
Bluff (CHA) +3 Ranks: 0
Climb (STR)*^ +7 Ranks: 1 (+1 Rank, +3 Class, +3 STR)
Craft (Painting/Drawing)(INT)*° +1 Ranks: 1 (+1 Rank, +3 Class, +1 INT)
Craft (INT)*° +1 Ranks: 0
Diplomacy (CHA) +3 Ranks: 0
Disable Device (DEX)^† - Ranks: 0
Disguise (CHA) +3 Ranks: 0
Escape Artist (DEX)^ +4 Ranks: 0
Fly (DEX)^ +4 Ranks: 0
Handle Animal (CHA)*†° - Ranks: 0
Heal (WIS) +1 Ranks: 0 (+2 Race, -1 WIS)
Intimidate (CHA)* +3 Ranks: 0
Knowledge (arcana) (INT)‡ - Ranks: 0
Knowledge (dungeoneering) (INT)*‡ - Ranks: 0
Knowledge (engineering) (INT)*‡° - Ranks: 0
Knowledge (geography) (INT)‡° - Ranks: 0
Knowledge (history) (INT)‡° - Ranks: 0
Knowledge (local) (INT)‡ - Ranks: 0
Knowledge (nature) (INT)‡ - Ranks: 0
Knowledge (nobility) (INT)‡° - Ranks: 0
Knowledge (planes) (INT)‡ - Ranks: 0 (+2 Race, +1 INT)
Knowledge (religion) (INT)‡ - Ranks: 0
Linguistics (INT)†° - Ranks: 0
Lore (INT)*†° - Ranks: 0
Perception (WIS)* +3 Ranks: 1 (+1 Rank, +3 Class, -1 WIS)
Perform (Singing)(CHA)*° +8 Ranks: 1 (+1 Rank, +1 Faithful Artist, +3 Class, +3 CHA)
Perform (CHA)*° +3 Ranks: 0
Profession (WIS)*†° - Ranks: 0
Ride (DEX)*^ +8 Ranks: 1 (+1 Rank, +3 Class, +4 DEX)
Sense Motive (WIS) -1 Ranks: 0
Sleight of Hand (DEX)^†° - Ranks: 0
Spellcraft (INT)† - Ranks: 0
Stealth (DEX)*^ +9 Ranks: 1 (+1 Rank, +3 Class, +1 Scout, +4 DEX)
Survival (WIS)* -1 Ranks: 0
Swim (STR)*^ +3 Ranks: 0
Use Magic Device (CHA)† - Ranks: 0
* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill
============================
Feats
Auto - Power Attack
Auto - Combat Stamina
1st - Exotic Weapon Proficiency (Bastard Sword)
Fighter - Weapon Focus (Heavy Blades)
Freebie - Eclectic (Paladin)
Feats Descriptions
POWER ATTACK (-1/+2)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Combat Trick: When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.
COMBAT STAMINA (2 Points)
You stop at nothing to drive your attack home.
Prerequisite(s): Base attack bonus +1.
Benefit(s): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.
EXOTIC WEAPON PROFICIENCY (Bastard Sword)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
WEAPON FOCUS (Heavy Blades)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Combat Trick: Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.
ECLECTIC (Paladin)
You have a talent for picking up different vocations.
Prerequisite: Human.
Benefit: Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which you already have levels, the benefits of this feat are retroactive.
============================
Traits
Racial
Ability Score Modifiers: +2 to any 2 stats. (Strength and Charisma)
Type: Humanoid(Human)
Size: Medium
Base Speed: 30 feet
Languages: Common and a choice of any language with a high enough INT score.
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Class: Fighter
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Character
- Armor Expert
- Faithful Artist
- Bandit (Reflavoring as Scout)
ARMOR EXPERT
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.
Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
FAITHFUL ARTIST (Perform(Sing))
You have pursued an artistic path.
Benefit(s): Choose one Perform skill; you gain a +1 trait bonus on Perform checks of the selected type, and Perform is a class skill for you.
SCOUT
You were trained in the arts of stealth in order to help your allies by scouting out dangerous locations.
Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Original Text:
Bandit
Since you were young, you’ve been a member of one bandit gang or another.
Benefit: Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Drawbacks
- Sheltered
SHELTERED
Brought up in a safe environment and knowing little of violence, you have trouble getting accustomed to it.
Effect: Whenever you have less than half your maximum hit points, you are shaken.
Sprig is all of five feet tall with a petite frame. Her fair skin is a stark contrast to her silky, raven-black hair. Her eyes are an icy blue flecked with silver that seem to sparkle like star-struck sapphires in the dark from time to time. Even though her frame is well muscled, she doesn't look as strong as she is.
While it's obvious that she is no child, it is hard to tell her age thanks to her youthful features and small stature. Others have assumed she is a young adolescent before and more than one vendor in a market has asked where her parents where. Sprig laughs the gaffs off and generally has a good sense of humor and cheer about the whole situation.
She wears a silver chain around her neck, but she never lets anyone see what's on the end of it and keeps it under her clothing at all times.
Sprig prefers practicality and comfort to fashion when expecting combat. She wears clothing that gives her a good range of motion and is rugged enough not to get ripped to shreds while adventuring. She wears dark, muted colors most of the time since they are less likely to give her away when scouting ahead. To that end, she perfers to wear armor that has either been dulled and colored to match the rest of her wardrobe or that can be hidden under her tunic.
When in town, she still values comfort, but likes to dress nicely. Bright and striking colors that complete her eyes and hair are the order of the day here. Perhaps because of paranoia or just because she feels exposed without the extra weight, she likes to wear armor that can be hidden under or disguised as clothing.
Elizabeth Donnalee - Elizabeth is the one person who managed to worm their way past Sprig's walls and get to know her. The two have been roommates since they started their training, and its hard to not like Elizabeth. The cheerful and, at times, too-energetic young woman tends to bring out the best in anyone she meets thanks to the respect she shows just about everyone. Those few that lose it, though, tend to lose it for good.
Elizabeth comes from a family of ne'er-do-wells, and has a number of talents that most wouldn't expect out of the earnest knight-in-training. Her family left her for dead after a job gone wrong, and it was a knight of the order that took her in and helped set her on the path to being a good member of society instead of a thief.
Description
Around most people, Sprig is a loner that interacts as much as she needs to and keeps quiet the rest of the time. Occasionally, she'll offer some bit of advice or a reminder about something everyone else has forgotten, but few know what goes on behind the walls she puts up.
Those few that do get past find that she's a whimsical storyteller and loyal friend. She cares for the plights of others and does what she can to help. Her closest friends are normally the only ones that get to see this side of her.
Myer-Briggs Personality Test
Site: 16 Personalities
Result: ISFP-T, Adventurer
Breakdown:
-- Introverted: 85%
-- Observant: 54%
-- Feeling: 69%
-- Prospecting: 51%
-- Turbulent: 79%
-What is your relationship to the gods and religion?
I like what Shelyn says, about finding the beauty in everyone. Everyone deserves a chance to shine, right? I'm not much for big services an' all that. Prefer things to be a little more private than that.
-What is your physical appearance, bearing, mannerisms, and quirks?
I'm nothin' special, though people like to tell me I have pretty eyes and hair, or that I'm cute. Some say I don't seem like a servin' girl, which is odd. Mostly, I just keep to myself and come up with silly stories or do some drawin' in my journal.
-Do you have an easy way with strangers?
Kinda needed one with my last job. I'm pretty good at gettin' the ball rollin' on a conversation when I need to be.
-Do you play well with others?
I hope so! Be kinda a sorry knight of the Order if I weren't
-What draws you to the life of an adventurer?
It's better than I would have got in Bradensbrook. I was probably doomed for life as a servin' girl or in a brothel.
-Do you identify with a particular animal or element? if so, why?
The wind, I guess. Never been much of a philosopher type.
-What do you find creepy?
Bugs, spiders, anything slimy or oozing. I hate that story Ivan likes to tell about that one dungeon he went in.
-What specific goals do you have, if any?
Do good and survive, not much beyond that really.
-What secrets do you have?
Uh, nothing... nothing at all.
-What does someone else know about you that you do not?
If I knew that, then I wouldn't not know about it, would I?
-Do the ends justify the means?
No. Doesn't do much good to save a village and kill have the villagers and leave the rest in the cold since you burned down their homes.
Answer the following as your character would-
-Loyalty, or Honesty?
Loyalty, I guess.
-Compassion, or Justice?
Compassion.
-Love, or Fear ?
Better to be loved than feared.
-Obedience, or free thinking?
What good's obeyin' stuff if you can't think for yourself?
-Pride, or Greed?
Both can get a lot of people killed.
-Group, or Individual?
Can't have a group without individuals.
-What is Right?, What is wrong?
Be kind and help others. That's what's right.
Hurting others is wrong.
Sprig grew up in Bradensbrook with no family. She was pretty enough, however, that an old salt that owned a seaside inn took her in and raised her. She didn't know why, exactly, but she didn't question it. She was happy enough to be off the streets, even if it meant waiting on sailors, adventurers, and travelers passing through the port.
Life was uneventful for her for the most part, but she didn't miss the looks she started getting or the conversations that the new innkeeper was having with the local house of ill repute. She had almost made up her mind to leave when something happened. Some mages got into a fight and there was an explosion. The next thing she knows, she's waking up in the Order's infirmary in their Sparo headquarters and being asked how she wound up in the courtyard covered in injuries.

Sprig Wossername |

Alias updated, still need to do the quick reference stats, but that can wait until I get gear sorted.
I've read through Sir Terrel's profile, and I have to say that I am sorely tempted to switch EWP(Bastard Sword) for Weapon Focus (Polearms). That can be a scary combo, especially in cramped hallways.
Oh, and you've got a great character there. If you're still looking for ideas for secrets and ways to tie him into the world, maybe there's a garden he likes to go to and practice with his watercolors. Perhaps he has a secret admirer that leaves him paints and brushes. Maybe his talents have caught a patron's eye.
I know of one PC that may sneak out after you and watch while you paint. :3

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Officially, you must be 18 to join the Order however, orphans, and children of Knights of the Order may "join" as attendees as young as 15. They do not go through the bootcamp and training that those who join at 18 do but gain other experience. Upon reaching 18, they can either Join the order Officially, stay on as an attendee/servant or leave to find their own way.
Entry tests are held twice a year for, in fall and spring. For expediency sake, you all joined during the Fall start.

Sprig Wossername |

Have you considered building into any prestige classes?
Sorry for not answering sooner. I haven't really considered it, I was thinking three levels of fighter then going Paladin the rest of the way.
I did go through the PrCs you recommended and I'm not really feeling any of them to be honest. Some could be used for cool characters, but none of them felt like they fit Sprig. Crimson Templar would be an especially bad fit flavor-wise. She's a follower of Shelyn and while on the aloof side, cares for others deeply. The first time we fight people and not monsters is going to be...hard. She's going to try and get them to surrender and when that fails, she's going to try to not kill them. That doesn't sound like good material for a Crimson Templar. Two of the others require a different god from what I see, so they're out. One of the remaining two is pretty clearly meant for followers of Iomedae, though it might work for a Shelynite. The last one, Sentinel, just didn't speak to me.
Thank you for your suggestions, though. I did look at them, but like I said, nothing really stood out to me as something that would fit Sprig.
I did go back and look over yours and Plastic Dragon's character backgrounds. There's some good stuff there.

Sir Ardan |

It’s all good! The best campaigns are where people feel their characters and I’m glad that you have mechanics that fit your image. I really like the idea of Sprig, starting out as a fighter and then going Paladin. If she ever manages to become that Paladin in mithril Armor then it’ll feel earned.
Interestingly enough, the deities for our paladins seems to be...Brigh, Desna, Shelyn and Erastril. Not what I would have guessed when the recruitment was posted, but I’m liking how the group seems to be forming.

AdamWarnock |

We have a cavalier that's an Iomedaean, so we have a sorta paladin of the goddess that most often gets the paladins.
Funny thing is, the character that lead to me wanting to try making a sneaky paladin was an Iomedaean for a Shattered Star game. I got tired of being in the wrong place and not being able to help, so I started branching off into fighter to get the Armor Training and I'd planned on grabbing a set of mithral full plate when she could afford it. Sadly the game went belly up after finishing the second book. Looking back, I don't think she was a good fit for an Iomedaean. Sarenrae or Shelyn would have been better as far as codes and themes went I think.

Sir Terrel |

Oh, and you've got a great character there. If you're still looking for ideas for secrets and ways to tie him into the world, maybe there's a garden he likes to go to and practice with his watercolors. Perhaps he has a secret admirer that leaves him paints and brushes. Maybe his talents have caught a patron's eye.
Oh thank you so much! Those are some excellent ideas, you'll have to forgive me when I steal them wholesale for myself! Additionally, if there isn't anyone in the party who can really take advantage of Butterfly Sting, I'll probably change out of it for mounted combat or something, but really no pressure to use any kind of weapon. I think the mere fact that you're using a feat to get bastard sword proficiency is super laudable, and I wouldn't want to force a switch on my behalf!

Sprig Wossername |

It's no bigger. Honestly it'd make more sense for her to have weapon focus in polearms since Shelyn's favored weapon is the glaive.
And if I'm being honest. The higher average damage while 1-handing it versus a longsword is pretty appealing to me. I've been in fights where it's felt like I was needling the enemies with a butterknife. It's not fun.

Sir Terrel |

Not that you really need to with stats like that, but with a bit of kerjiggering, you'd qualify for bladed brush. I'm really looking for someone who can put their back into a x3 or x4 crit weapon to make sacrificing my own crit worthwhile. I may not be a full fighter, but I got pretty decent damage of my own at this level :)

Sir Ardan |

Sir Ardan. It was such an odd sound. It had a way of rolling off the tongue, he thought. The Centaur thought this as he sat in a field, his eyes closed as he tried to shut off the outside world. He had joined the Order in the fall and time seemed to have gone by in a blur. Certainly, there had been plenty of people staring, but in time those had vanished as people got used to him. The training hadn't been easy, but he had made friends. People like Sir Terrel, who had seen past his exterior early on and with whom he had bonded through the shared hardship that was training.
As the Centaur sat, he envisioned in his hands a bow. In his mind's eye he could see it, with a stave that was five feet in length and a string firmly secured. From the void a bow formed in his hands, taking shape into the physical world. The void itself was a complex idea that held great significance to his people. It was the fifth element, that was comprised of thought, space, spiritualism, and insight. It was the force that bound together the heavens and the planes to their alignments and which connected living beings to their spirits. The void was as real as water, earth, fire or air, though it was much harder to see and even harder to use.
Many had thought that Ardan would be a shaman, like his father or his grandmother. A wise-man who could lead the tribe to a bright future. These hopes were abandoned when it became clear that despite an easy smile, Ardan did not have the laudatory wisdom of his sire. That, and the only thing that he could make from the void were tools of war. The shamans and soothsayers agreed that he was touched by Erastril, in this, and that it was the hunt which called to him.
Ardan opened his eyes and looked at his bow. As he looked at the bow he envisioned it being a mace, 47 inches in length. He imagined the weight of the solid steel and the feel of the leather handle in his hand. The void was real and it listened, reforming itself into a new shape. He frowned at how long the transformation had taken. He wasn't there yet. It wasn't good enough.
He thought back to his time as a hunter, roaming the plains in Erastril's name. Of the countless hours running and hunting, he remembered how empty he had felt. It was like exploring a graveyard. For those who knew what to look for, the signs of his people were present. People who were now gone, victims to the Liche. The Dread Liche Morzoth had nearly driven his people to extinction. Already their lands were being swallowed up by the inexorable tide that was civilization. Many wondered where they would go when the trackless plains were no more. Ardan knew. To him, it was folly to think of their world and that of mankind as being inextricably different. For was it not mankind that saved them from Morzoth? Or more specifically, the Order.
Sir Ardan rose to his hooves and took a few practice swings with his mace, testing it's weight. He thought back to the the oaths he took when he was a hunter in his tribe. "My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?" Was that not the way of the Order? Was service not the best way of giving back? "When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger." He did not see any difference between these tenants, or any of the others, and that of a knight. The only "difference" was expanding one's view of what community they belonged to, and what constituted an innocent worth protecting.
He looked down at the mace in disappointment. It faded, returning to the Void from which it had been made. He knew that he had to do better, for training was soon going to be over. He would need to put his skills to use. And he wasn't ready yet, for his armor was...incomplete. He knew that he needed much more time to perfect the art, for his people were not a warlike one, and his application of the gifts was a novel one. In his heart he knew that this was his path and that Erastril would understand, even if some of his people did not. He just prayed that he would be found worthy of the task that he had taken up.
I realized that for my armor summoning build I need the water element, and that means my blast can only do bludgeoning damage. So no summoning swords for Sir Ardan. Which means that at lvl7 when he gets expanded element he’ll choose earth, that way his summoned weapons can do bludgeoning, piercing or slashing. I figure that this will help show an increased control over his powers.

Chyrone |

Name to be determined.
Aasimar Gunchemist
NG medium outsider (native)
----------------------------
Statistics
Ability scores: Str 12 Dex 18 Con 14 Int 18 Wis 12 Cha 10
Darkvision 60ft
Speed 30ft
Initiative +6
Languages: Celestial, Common, Dwarven, Elven, Gnome, Halfling
AC: 14/14/10 (4 dex)
HP 11 (1d8 +2 con +1 FCB)
----------------------------
Defense
Fort +4, Ref +6, Will +1
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5
Offense
BaB +0, CMB +1, CMD 15
Melee
Club +1 (1d6+1, B) (20 x2)
Dagger +1 (1d4+1, P or S) (19-20 x2)
Ranged
Crossbow, light +4 (P) (19-20 x2)
Pistol +4 (1d8 B/P) (20 x2)
------------------------------
Traits:
- Combat [Reactionary: +2 to initiative]
- Magic [Pragmatic activator: Use your Intelligence modifier instead of your charisma for using Use Magic Device]
Feats: Deadly Aim (campaign bonus), Gunsmith (class), Precise shot (lvl 1), Rapid reload [Pistol] (campaign bonus), Skillfocus [Stealth] (campaign bonus),
Skills: (alchemist 8/lvl)
(Stealth bonus class skill)
Acrobatics +8 [1R, 3 class, 4 dex]
Disable Device +8 [1R, 3 class, 4 dex]
Kn. Arcana +8 [1R, 3 class, 4 dex]
Kn. Nature +8 [1R, 3 class, 4 int]
Perception +5 [1R, 3 class, 1 wis, 3 feat]
Sleight of hand +8 [1R, 3 class, 4 Dex]
Stealth +11 [1R, 3 class, 4 dex, 3 feat]
Use magic Device +8 [1R, 3 class, 4 int]
Background skills
Craft [Alchemy] +8 [1R, 3 class, 4 int]
Knowledge [Engineering] +8 [1R, 3 class, 4 int]
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Gear
Combat: Club (-- gp), Crossbow [light] (35gp), Crossbow bolts x20 (2gp), Dagger (2gp), studded leather vest (25gp)
Misc:
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Alchemist/archetype features
-[spoiler=Alchemical Ordnance]
Alchemical Ordnance (Su)
A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.
Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).
The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4.
If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.
Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.
This replaces bombs.
- Mutagen
- Gunsmith: A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.
This replaces Brew Potion and Throw Anything.[/spoiler]
Further equipment and background coming later.

Viviana Masters |

Not sure when the deadline is, but I'm just putting the finishing touches on my backstory, its just taking longer to write up than I thought. I finished the main Crunch though. Will hopefully be able to get the main part of the submission up tomorrow.
Renata Aoife
Female human transmuter (enhancement[APG]) 1 (Pathfinder Player Companion: Familiar Folio 9, Pathfinder RPG Advanced Player's Guide 145)
CN Medium humanoid (human)
Init +6; Senses Perception +3
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +3, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee switchblade knife +3 (1d4+3/19-20)
Transmuter (Spirit Binder) Spells Prepared (CL 1st; concentration +5)
1st—burning hands (DC 15), enlarge person (DC 15), mage armor
0 (at will)—dancing lights, mage hand, prestidigitation
Opposition Schools Divination, Enchantment
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Statistics
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Str 16, Dex 14, Con 17, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Alertness, Mauler's Endurance, Power Attack, Wasp Familiar
Traits clever wordplay, magical knack
Skills Diplomacy +8, Intimidate +4, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +3, Sense Motive +4; Racial Modifiers +2 Sense Motive
Languages Common, Dwarven, Elven, Goblin, Sylvan
SQ arcane bond (Rhiannon, wasp familiar [mauler]), augment, physical enhancement (+1)
Other Gear switchblade knife, wizard starting spellbook, 120 gp
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Special Abilities
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Augment (+2 ability or +1 AC, 1 round, 7/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhancement Associated School: Transmutation
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Rhiannon CR –
Wasp familiar (mauler)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 6 (1d8)
Fort +2, Ref +3, Will +2
Defensive Abilities improved evasion; Immune mind-affecting effects
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee sting +7 (1d2-3 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks bond forged in blood, poison
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Statistics
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Str 5, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 9 (21 vs. trip)
Feats Dazzling Display, Weapon Finesse[B], Weapon Focus
Skills Acrobatics +3 (-5 to jump), Diplomacy -3, Fly +7, Intimidate +0, Perception +8, Stealth +19; Racial Modifiers +4 Perception, +4 Stealth
SQ battle form, empathic link
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Special Abilities
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Battle Form (Str +6, Dex -2, 3/day) (Su) As standard action three times a day, grow larger.
Bond Forged in Blood (Su) You cannot speak or communicate with language. Master dropping a foe grants +2 att/dam to both master and familiar for 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Sting) Intimidate check to demoralize can affect those within 30' who see you.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

Sir Ardan |

Completed (or mostly completed) Submissions
(1) Sir Ardan Centaur Elemental Annihilator Kineticist VMC Void Wizard
(2) Sir Terrel Human Phantom Thief VMC Magus
(3) Sprig Wossername Human Mobile Fighter
(4) Unnamed Aasimar Gunchemist
(5) Renata Crunch: Human Transmuter
(6) Percivat Grimbeorn: Human Cavalier
That's my count thus far.

trawets71 |

I would like to submit Warren Connery for consideration. He is a two-bladed sword fighter from the countryside who grew up on a farm.

Sir Ardan |

(1) Sir Ardan Centaur Elemental Annihilator Kineticist VMC Void Wizard
(2) Sir Terrel Human Phantom Thief VMC Magus
(3) Sprig Wossername Human Mobile Fighter
(4) Warren Connery Human Two-Weapon Warrior Fighter
(5) Unnamed Aasimar Gunchemist
(6) Renata Crunch: Human Transmuter
(7) Percivat Grimbeorn: Human Cavalier

Chyrone |

Catherine was born 18 years ago in Nasar, to father Patrick Linchester, an engineer foreman, and mother Alice Westfield, a member of the local college of alchemy. She has a younger sister, 4 years her junior, called Emma, a spirited and goodhearted redhead, with a talent for getting into trouble.
It came to no surprise then, that the young Catherine developed an interest in the fields of profession of her parents, as both did some work from home as well. During school she displayed a particular aptitude for alchemy, having a tendency of testing out new mixtures on unsuspecting fellow students. Granted, she deemed those as deserving of a practical joke. She tried making a vocal alteration mixture, which produced a voice akin to a parrot.
She had two best friends since childhood.
Victoria, an athletic brunette who excelled in fencing, and John, a joking sort, who signed up with Nasar's flintlock militia after graduation. Catherine applied for an internship with Jonson & Johnson, a company that had focus on technological innovation, with a section for the improvement of blackpowder and alchemy. A company of which mister Malum was a silent shareholder. She worked alongside one Mark Smythe, a middle aged man who had been refining alchemical cartridges for Nasar's firearms.
Chatting during work like any other day, inspiration struck Catherine. If alchemist grenadiers apply a payload to their arrows, why not refine this concept into bullets?
Over time, she experimented and developed a technique doing just that. This, of course, was of great interest to the directors. While this development was of interest, it was only tested in an enclosed area on a few dummies. This new type of firearm ammunition needed to be tested in the field. So happened, the directors sent Catherine, on suggestion of an unnamed shareholder, to the latest recruitment effort of The Order. No better means for field testing, and further development of an asset's skills, than entry into The Order.
As for hobbies, she likes crafting clockwork wind-up toys, selling these simple but amusing looking puppets for charity, or donating them to the orphans taken in by the chapel of Brigh. In a city such as Nasar, it was almost impossible not to have a devoted following of the goddess of invention. If an entire city of inventors and craftsmen has that many skilled people, Catherine figured the population must be favored with the patron deity.
At current time, while she had been sent to The Order by her employers, talk has reached Catherine's ears of her friend Victoria having applied for The Order's trial as well. A catching up she was looking forward to.
Catherine is a fair looking young lady, about 5ft 7 inch tall, with jetblack hair and blue eyes which have a special brightness to them. She wears a fashionable blouse underneath a leather vest. While traveling, she wears a jacket with several vials in the inner pockets, and her own custom made flintlock in a holster on her right hip.
She is keen of mind and practical oriented. She can appreciate practical jokes, provided the end results won't get her into trouble. She is keen on finding, and experimenting with, new flora and reagents, to develop her knowledge of alchemy.
Will post the questionnaire answers tomorrow.

Oblivion's Scion |

I lost a lot of small and some medium branches, but snuck through myself without losing power. Stay safe, AdamWarnock!
Rorek55 I have been playing around with Gods for my cleric for a while - do you have any preference for major gods versus minor gods or even Empyreal Lords? Part of me wants to go with Iomedae, but another side of me is thinking more of a Hospitaler knight, so I was thinking the Healing domain or one of its subdomains (which I know Iomedae doesn't offer). I know Sir Terrel will have some capable healing ability, but I imagine a troupe of knights will be in combat a lot, so having two of us that can successfully patch our party up would be good. Are there any religions that are specifically close to the order?

AdamWarnock |

Thanks for the well wishes. Power's back on, at least for me and some of my neighbors. It's going to be a bit before some of my family gets power. A live oak in my aunt's yard took out the lines leading to my grandmother's out. Everyone's okay. Other than the live oak and the blown transformer that took out the power before, it was most some medium branches and debris.
That said, I'm really sad about the oak. It's rotten through the middle and we already knew it was going to have to come down sooner rather than later, but it's an old tree, probably around 200 years old, and I have some found memories of playing around it. It's going to be weird not seeing it in her yard anymore.

![]() |

The order was founded by a group of adventurers, so the tales say. Due to the circumstances of its founding and the immediate time after, all worshipers of goodly or neutral deities were welcomed. So any non-evil deity is welcome. However, recently there have been.. classes, for a lack of better word on specific Deities and ideologies. The Order having decided to attempt to push those ideals and morales onto knights, particularly those that come to the Order without much connection or prior thought of the gods.
Those gods are-
Iomeade
Sarenrea
Abadar
Erastil
Irori
And Torag.
Attending sermons/classes/lectures (whatever you would wish to call it) on at least one of the above are mandatory during initial training/bootcamp.
There are of course, other deities allowed within the order as was said. Lectures/sermons for the following deities are allowed to be held, but are not mandatory nor funded by the Order. Any outside this list are, officially, not allowed to be openly followed within the Order.
Gozreh
Gorum
Shelyn
Desna
Cayden Cailean
Nethys
Pharasma

Catherine Linchester |

Personality test results added in profile, as well as questionnaire answers.
Clever Wordplay
With it being a trait concerning interactions, would it be okay to use intelligence for sense motive? Something like Clever interpretation.
I would understand if you say no, just wondering.

Sir Ardan |

Right now my blast is bludgeoning in melee and shooting. It won't be slashing/piercing/bludgeoning until lvl 7. Would you mind if it could start out as slashing damage when in melee and piercing when shooting? This is just because I envision the blasts as being summoning weapons and I like the idea of him using a sword and shooting arrows. It's not a big deal if the answer is no, but I don't think that it would mechanically make that much of a difference