
GM CrusaderWolf |

The hardy folk of Daggerdale have been suffering raids by a long-feared foe--the dhaerow, or drow, wicked demon-worshipping elves who dwell in the dark depths of the world and emerge onto the surface only to murder and enslave, to the wags in the taverns tell it. In recent weeks they have begun creeping out the Dagger Hills to raid villages and isolated farmsteads, driving mobs of ravening undead before them. Some locals blame the sun elves, insisting their so-called Return is stirring up old evils best left alone. Others claim the drow have formed an alliance with the hated Zhentarim, while still others contend that the drow would have started raiding human lands sooner or later--and it's a wonder it wasn't sooner.
Randall Morn, the Lord of Daggerdale, is already beset by problematic neighbors and fiercely independent subjects as the world rapidly changes around him. His resources are stretched to their limit, and so has put out a call for heroes to track these dark elves down and put an end to their depredations.
+ + + + + + + + + + + + + + + +
Welcome to my recruitment for City of the Spider Queen converted to PF1. I've upgraded and modified the encounters to be a more reasonable challenge to a party of five Pathfinder characters. This campaign takes place in the Forgotten Realms setting, but I don't expect any of you to be 3.5 FR lore-hounds so please don't sweat it too much if you aren't familiar with that setting. If you are, that's awesome too.
MY EXPECTATIONS
1) Posting rate of 1/day (including myself). I don't always manage to post every single day, and if there's a prompt or player(s) we're waiting for I will usually say so in Discussion, but I generally prefer to keep up a strong pace because otherwise PBP games tend to bog down and players' attention starts to wander, in my experience.
2) 10th level character building using 20pt buy, no race or class restrictions but I reserve the right to veto if something seems over the top or gets out of hand. Standard WBL (62,000gp) but you cannot spend more than 20% of your wealth on any one item. 3pp material is not automatically going to be rejected but it will face a higher degree of scrutiny, and if your build includes 3pp material please specify what and where you got in in your submission.
3) Give me knives. A good mechanical build is one thing but what appeals to me most is a good character, . Hopes, flaws, hooks, all of that is good. To help get those creative juices flowing I like to use a short questionnaire that helps turn your character into a person; use it to lovingly craft knives and give them to me to stab you with :)
Please list two goals your character has. Try to avoid self-evident things like “I wish to become more powerful” and focus instead on tasks or deeds you wish to accomplish. “I wish to become more powerful…in order to find and defeat the night hag who cursed my beloved and break the spell” is much better.
You character has three secrets.
1. A secret the character keeps from others,
2. A secret that has been kept from your character, and
3. A secret determined by the GM!
Please list 3-5 important people in your character’s life, no more than one of whom should be an enemy. This can be friends, family, mentors, or anyone else who has had a strong impact on your character’s life. Again, this should be more than just a “kill list” of enemies you want to fight :)
4) For the maps I prefer to use Roll20, though the gameplay and RP will all be done here. Handouts, maps, visual references etc are just all easier to do in Roll20.
5) I will choose a party of FIVE CHARACTERS with submissions being open until Friday 12/04. If you have any questions or desire more information/context for designing your character please let me know!

leinathan |

Hi! I'm here, looking to bring in an adapted character.
The basic idea is to be a magical girl like She-Ra, from the cartoon show on Netflix. I'm thinking she could be a Thane of Lord Randall, one of his most trusted and powerful servants. Perhaps a famous local hero.
Mechanically, this would be accomplished using the synthesist summoner. The character's natural form would be a decent fighter and a decent spellcaster, and her angelic form would be about equivalent to a strong martial of her level.
I'll take a look at the history of the Dalelands and write up a backstory.

pad300 |
1) Dotting
2) With regards to the start up, is the party a set of independent adventurers who are coming together at Randall Morn's behest, or have they adventured together before?
3) As mentioned in the recruitment thread, I will try to put in a combat occultist build.
4) Do item creation feat affect WBL?
5) Are you doing any variant on RAW, for example, Background Skills or Elephant in the Room Feats
6) Traits? (Are you allowing 2 traits? How about drawbacks? Are you limiting campaign traits?)

GM CrusaderWolf |

@pad300, good questions!
2) it could be either, depending on the party's preferences. At the very least they would need to have sufficient connection to the Dales in general or Daggerdale specifically that their lord would be willing to place lives in their hands, if if those (semi?)trusted individuals hadn't worked with each other before.
4) Yes, but for plot reasons there won't be much time available for crafting. I don't wish to reveal any spoilers but there is a timer on parts of the adventure.
5) Yes to Background Skills, and you know what? Yes also to Elephant in the Room. While I didn't originally do the updated to statblocks to factor that role in, I adore the feat streamlining so much that I'll make adjustments to the NPCs/monsters as I go.
6) I can't believe I forgot to mention traits! Two traits default, one drawback allowed for an extra trait, and no Campaign traits.
@leinathan max hp at first level, then half+one after that

GM CrusaderWolf |

I have a preference for submissions trying to do something from 3.5 with Pathfinder stuff (e.g. a bladesinger could be mimicked with an Arcane Duelist with Swashbuckler dip, or just a Dex Magus)
If your concept just has to be 3.5 material go ahead and submit it, but it'll have a higher bar to clear. It's been years since I've looked at most of that stuff and frankly late 3.5 material didn't even try to not be overpowered goofiness.

Blaydsong |

I have a preference for submissions trying to do something from 3.5 with Pathfinder stuff (e.g. a bladesinger could be mimicked with an Arcane Duelist with Swashbuckler dip, or just a Dex Magus)
If your concept just has to be 3.5 material go ahead and submit it, but it'll have a higher bar to clear. It's been years since I've looked at most of that stuff and frankly late 3.5 material didn't even try to not be overpowered goofiness.
That's fair. I really don't blame you. I don't know if there's anything that I'd want to use, but wanted to know if my options were open. At worst, I was thinking a Prestige Class, but still thinking of a concept.

Monkeygod |

No, I haven't read Path of War and wasn't impressed with Sphere of Power/Might
3pp material that builds on the existing Pathfinder material would be most likely to be approved. A 3pp archetype I'll 100% look at, I'm less eager to learn a whole new class or magic system.
That's completely understandable. I don't actually need any of those systems, but just wanted to ask.
Would re-worked classes from the Legendary or Talented class lines be acceptable? Again, if not, totally fine.

Thedmstrikes |
Depending on submission ideas, I have both an Arcanist and a Paladin in mind (note: I do not do lawful stupid).
I have no special requests for the Paladin, but there is a 3P list of exploits for the Arcanist I would like to clear and can send a copy of the PDF for approval. Ping me on private message and I can provide an email since we cannot attach files in that format.

Saoirse Morningtide |

I will dare to be first.
Saoirse is an unchained summoner (synthesist) / VMC unchained barbarian. She is a half-elf, and a follower of Lathander, the Morninglord. A native of the Dales, she wants to protect her people from the drow threat.
When battle is dire, she can spend a full-round action to assume the form of a Large-sized angel who wields a two-handed weapon. She uses brute strength to overcome foes in that form. In other situations, she uses summoning, traversal, and area control magic.
Her best skill is Intimidate. Her other trained skills are Acrobatics, Fly, K. Planes, P. Sing, and Spellcraft. As a party member, she is a spellcaster who would be able to accompany the fighter.
The remaining details are in the profile.

GM CrusaderWolf |

@Unbeugsam "Do you love horns and hate peripheral vision?! Well buddy, have we got a helmet for you!"
Also in your Feats section, you have the text of what looks like the Shield Brace feat. Is that an oversight or left over from a previous version of the build?
@Saoirse That's a textbook submission, I enjoyed reading through it very much!
@rorekk55 I'd be down with that, there are bands of renegade drown (some worship Vhaerun or Elistrae, some are just outlaws, etc) scattered throughout the Cormanthor Forest. If he's a Jarlaxle expy please make him even more flamboyant.

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cool, I'll go for a drow then, either sorcerer or unrogue (either phantom theif or eldritch scoundrel-> arcane trickster) (commoner of course, unless... you are open to a (fairly) less powerful noble drow I've tinkered with)
Goals:
He is a leader of a band of exiled outlaws. He sees the current events as huge potential, if a risky one. He sees the immediate rewards, payment and the like. But also sees the potential long term benefits that could come from being recognized as an ally to someone on the surface. He hopes his knowledge of the underdark and its paths and how the drow think will keep him from being killed or imprisoned on sight. Even though he was exiled, and many of his band are as well or worse actively sought by the "homecountry" he relishes a chance to land a blow back to the people that took everything from him.
Goals- bullet form
-Set up his band as legitimate mercenary traders instead of -just- black market brigands,
- Set himself up as an actual noble on the surface world, as unlikely as it seems. But you gotta shoot high if you wanna make it.
-Get revenge on a specific matron and several other houses
-Get him and his group strong enough to set up a proper presence in the underdark
-get "permission" from the elves to continue working above ground. Possibly attempt to set up a connection with them, just to try and prove them wrong in their prejudice.
-Enjoy the pleasures and fruits of his labors and live in relative lavishness.
For the secrets and the rest, I would like to PM you.

Unbeugsam |

@Unbeugsam "Do you love horns and hate peripheral vision?! Well buddy, have we got a helmet for you!"
Also in your Feats section, you have the text of what looks like the Shield Brace feat. Is that an oversight or left over from a previous version of the build?
@GMCrusaderWolf I am a horns and AXE Person.
About the char, this is still work in progress!
This was an old char that I used as sample. This has been changed.
And I ask for a magic item.
Horn of Liquid Valor
(Like goblet of queenching, but a horn instead of goblet and makes Stout)

Quen Pah |

T'rissithra Kenth
Drow magus (spell dancer) 7/warpriest of Eilistraee 3 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Race Guide 24, Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (elf)
Init +8; Senses darkvision 120 ft.; Perception +7
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Defense
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AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 insight)
hp 69 (10d8+11)
Fort +9, Ref +6, Will +10; +2 vs. enchantments
Immune sleep; SR 16
Weaknesses light blindness
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Offense
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Speed 30 ft.
Special Attacks arcane pool (+2, 5 points), blessings 4/day (Chaos: anarchic strike, Good: holy strike), fervor 3/day (1d6), magus arcana (disruptive[UC], spell blending [1 spell][UM]), sacred weapon (1d6, +0, 3 rounds/day), spell combat, spell recall, spellstrike
Spell-Like Abilities (CL 10th; concentration +11)
. . At will—detect magic
. . 2/day—dancing lights, deeper darkness, faerie fire, feather fall, levitate
Magus (Spell Dancer) Spells Prepared (CL 7th; concentration +9)
. . 3rd—fly
. . 2nd—blur, mirror image, scorching ray, tactical acumen[UC]
. . 1st—mage armor, magic missile, mirror strike[UC], shocking grasp, true strike
. . 0 (at will)—acid splash, detect magic, disrupt undead, ghost sound (DC 12), ray of frost
Warpriest Spells Prepared (CL 3rd; concentration +5)
. . 1st—bless, comprehend languages, moment of greatness[UC], protection from evil
. . 0 (at will)—detect poison, guidance, read magic, resistance
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Statistics
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Str 12, Dex 16, Con 12, Int 14, Wis 14, Cha 13
Base Atk +7; CMB +8; CMD 24
Feats Arcane Strike, Disruptive, Dodge, Drow Nobility[ARG], Improved Drow Nobility[ARG], Improved Initiative, Modified Weapon Proficiency, Weapon Focus (bastard sword)
Traits ambush training, bladed magic
Skills Acrobatics +15, Craft (weapons) +0 (+1 to craft magic or masterwork weapons), Diplomacy +6, Escape Artist +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +7, Knowledge (planes) +8, Knowledge (religion) +8, Perception +7, Perform (dance) +7, Spellcraft +11, Stealth +8; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven, Undercommon
SQ arcane movement, knowledge pool, poison use, spell dance
Other Gear magus starting spellbook, 120 gp
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Special Abilities
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Arcane Movement (Su) Bonus equal to spell level to Acrobatics, Climb, Escape Artist & Stealth after casting a spell.
Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (120 feet) You can see in the dark (black and white only).
Disruptive +4 DC to cast defensively for those you threaten.
Drow Immunities - Sleep You are immune to magic sleep effects.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Modified Weapon Proficiency (Bastard sword) Gain proficiency with modified versions of selected weapon.

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Working on an elven unchained rogue, born on the surface but with drow & shadow-plane blood in his lineage.
Will have the darkvision racial trait as well as the lightbringer trait, all 4 rogue magic talents (minor, major, gloom and greater gloom magic), and TWF with daggers.
Personality wise, he's a wise-cracking, well-read, Han Solo/Nathan Drake type who's just a little bit too overconfident about danger.
Story wise, he's interested in his family lineage and just why he's got such potent magic when he doesn't have the traditional elf wizard training.
Still fleshing out the details but that should be the bones of the PC, barring equipment and such.

Saoirse Morningtide |

Realizing I left things undone, I have a questionnaire to fill out:
A secret kept from her: Her parents have tried to keep their interpersonal disputes out of their relationship with Saoirse. However, the reason they separated was because of her mother's elf-superiority complex. Lavain secretly looks down on humans, and as a half-elf, that unfortunately includes her daughter. Lavain has kept her opinion to herself for now, however.
2. Her father, Sigurd. Sigurd is a cleric of Lathander who lives in the Dales. Now in his fifties, Sigurd has settled down from a life of adventuring. He now lives in a large Dale town as an influential political figure and local healer. Sigurd has always supported Saoirse, and his wide-reaching social circle allowed her to come into contact with many people as she was growing up.
3. Her counselor and mentor, Arielle. Arielle is a wise old sage of Saoirse's Dalelands village. Saoirse has been a sort of "hero of epic destiny" type of person since she was young. That sort of person doesn't attract a lot of friends, so Saoirse turned to Arielle for company. The pair take long walks when Saoirse is in need of company or mentorship, and Arielle, an older woman who never had children, dispenses what wisdom she can.
I'll put these in the profile so everything is in the same place.

Quen Pah |

T'rissithra Kenth
Drow magus (spell dancer) 7/warpriest of Eilistraee 3 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Race Guide 24, Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (elf)
Init +9; Senses darkvision 120 ft.; Perception +7
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Defense
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AC 20, touch 14, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +2 insight, +2 natural)
hp 69 (10d8+11)
Fort +9, Ref +7, Will +10; +2 vs. enchantments
Immune sleep; SR 16
Weaknesses light blindness
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Offense
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Speed 0 ft.
Melee +1 bane -bane cold iron bastard sword +10/+5 (1d10+2/19-20 plus 2d6 vs. Bane )
Special Attacks arcane pool (+2, 5 points), blessings 4/day (Chaos: anarchic strike, Good: holy strike), fervor 3/day (1d6), magus arcana (disruptive[UC], spell blending [1 spell][UM]), sacred weapon (1d6, +0, 3 rounds/day), spell combat, spell recall, spellstrike
Spell-Like Abilities (CL 10th; concentration +11)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
Magus (Spell Dancer) Spells Prepared (CL 7th; concentration +9)
. . 3rd—fly
. . 2nd—blur, mirror image, scorching ray, tactical acumen[UC]
. . 1st—mage armor, magic missile, mirror strike[UC], shocking grasp, true strike
. . 0 (at will)—acid splash, disrupt undead, ghost sound (DC 12), mage hand, ray of frost
Warpriest Spells Prepared (CL 3rd; concentration +5)
. . 1st—bless, comprehend languages, moment of greatness[UC], protection from evil. . 0 (at will)—detect poison, guidance, read magic, resistance
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Statistics
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Str 12, Dex 18, Con 12, Int 14, Wis 14, Cha 13
Base Atk +7; CMB +8; CMD 25
Feats Disruptive, Dodge, Drow Nobility[ARG], Greater Drow Nobility[ARG], Improved Drow Nobility[ARG], Improved Initiative, Modified Weapon Proficiency, Weapon Focus (bastard sword)
Traits ambush training, bladed magic
Skills Acrobatics +10, Craft (weapons) +0 (+1 to craft magic or masterwork weapons), Diplomacy +6, Escape Artist +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +7, Knowledge (planes) +8, Knowledge (religion) +8, Perception +7, Perform (dance) +7, Spellcraft +11, Stealth +3; Racial Modifiers +2 Perception
Languages Abyssal Common, Elven, Undercommon
SQ arcane movement, knowledge pool, poison use, spell dance
Other Gear +1 bane -bane cold iron bastard sword, amulet of natural armor +2, belt of incredible dexterity +2, magus starting spellbook, 39,750 gp
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Special Abilities
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Arcane Movement (Su) Bonus equal to spell level to Acrobatics, Climb, Escape Artist & Stealth after casting a spell.
Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (120 feet) You can see in the dark (black and white only).
Disruptive +4 DC to cast defensively for those you threaten.
Drow Immunities - Sleep You are immune to magic sleep effects.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Modified Weapon Proficiency (Bastard sword) Gain proficiency with modified versions of selected weapon.
Poison Use (Ex) You do n
Special Abilities
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Arcane Movement (Su) Bonus equal to spell level to Acrobatics, Climb, Escape Artist & Stealth after casting a spell.
Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (120 feet) You can see in the dark (black and white only).
Disruptive +4 DC to cast defensively for those you threaten.
Drow Immunities - Sleep You are immune to magic sleep effects.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Modified Weapon Proficiency (Bastard sword) Gain proficiency with modified versions of selected weapon.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Dance (+20 ft/round, +4 AC vs. attacks of opportunity) (Su) 1 arcane pool point for bonus speed & blur, fly, haste 1/dance
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Resistance (16) You have Spell Resistance.
She is here with her equipment and I got rid of Arcane Strike

The Handsomest Boy in the World |

Here's a partial submission for Crisischild's slayer. I have part of his backstory, but I know nothing about Forgotten Realms so it's going to take a while for me to get everything story-wise put together. The mechanical part is mostly complete, though.
CN half-orc slayer. Highest skills are stealth and disable device and he has passable know Local and Dungeon since he has 16 int as well as perception. He's a slayer, so he can do the sneaky-stabby stuff, but he's built to stand on the frontline with the fighters. The sneak attack die are more of a nice bonus when it comes up than something I'm relying on. His AC is a little low because I blew all my gold on cool slayer-specific items instead of the "big six". I'll take the heavy armor Slayer talents at level twelve, that'll help his survivability. I took the Assassinate advanced slayer talent at level 10 and the DC is somewhere around 25. It'll hopefully be a cool way to start combats than something I expect the entire party to work around all day every day.

Harakhty Suntooth |

I'd like to toss my hat in the ring to join in your quest!
At present, I'm looking to create an elf who's long-lost wife has caused a change in his personality, emboldening what used to be a more non-aggressive worker into a brazen adventurer! Mechanically, he would be a transmuter wizard - utility spells, little/no direct damage.
That said, I have some questions which may help me complete his story if you don't mind!
1. Are the languages in FR different than those in Golarion? I'm not as familiar with the former, though I did play some games in it years ago! This is somewhat relevant for bits of his story but also for skills as linguistics is probably going to be one of his masteries.
2. I can give you the requested arsenal of knives. Many of them may come in the form of past/present known/unknown family members. Do you mind working with people written into a characters story to wield as those blades?
3. As we are being called to handle this problem, are we being summoned from simply within the town, or has a herald gone to the surrounding areas to make people aware? At level 10, there's a likelihood we'd be notable figures in our locales.
As asked above, I'd have a mild preference for having some interweaving of the characters' stories prior to the start of the adventure.
Thanks in advance!

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Male Lightbringer Elf Unchained Rogue 10
CG Medium Humanoid (Elf)
Init: +5; Senses: Perception +20; Darkvision 60’
Speed: 30, Languages: Common, Elven, Undercommon, Aklo, Draconic, Dwarven, Terran, Abyssal, Infernal, Goblin, Sylvan, Giant, Necril, Ignan, Celestial
Defense
AC 28 (+7 Armor, +5 Dex, +1 Dodge, +1 Shield, +2 Deflection, +2 Natural Armor) Touch 18 FF 22
HP 63 (10d8+10)
Fort +8 Ref +15 Will +6 Improved Evasion Danger Sense +3
Offense
Melee: +1 dagger/+1 dagger +11/+6 (1d4+6); +11/+6 (1d4+4)
Single Attack: +1 dagger +13 (1d4+6 19-20/x2)
Ranged: Mwk hand crossbow +11 (1d4 19-20/x2) Ammo: 20
BAB 7 CMB 8 CMD 24
Immune Light Based Blindness, Dazzled
Statistics
Abilities: Str 12 Dex 19(21) Con 12 Int 16 Wis 10 Cha 10
SQ: Favored Class (Rogue; Magic Talent), Trapfinding (+5), Finesse Training, Improved Evasion, Rogue Talent (Minor Magic, Major Magic, Gloom Magic, Greater Gloom Magic, Improved Evasion; Edge; Disable Device, Edge; Stealth), Improved Uncanny Dodge
SA: Sneak Attack +5d6
Feats: Weapon FinesseB, Dodge, Quick Draw, TWF, ITWF, TWD,
Traits: Classically Schooled, Resilient,
Skills: Acrobatics +23, Appraise +16, Bluff +16, Climb +16, Disable Device +25, Knowledge (Dungeoneering) +16, Knowledge (Local) +16, Linguistics +16, Perception +20, Sleight of Hand +23, Spellcraft +17, Stealth +23, Use Magic Device +16
Spell Like Abilities: at will: light,
Minor Magic: 8/day jolt (1d3 elec touch),
Major Magic: 7/day chill touch (1d6 cold touch, Fort DC 14 or take 1 str damage)
Gloom Magic: 2/day darkness (does not impair rogue’s vision)
Greater Gloom Magic: 1/ day deeper darkness (does not impair rogue’s vision)
Combat Gear: potion CLW (4), potion CMW (2), potion Invisibility, wand CLW
Scrolls: Endure Elements (2), Magic Weapon (2), Align Weapon, Delay Disease, Delay Poison, Make Whole
Equipment: +1 dagger (2), +3 mithral shadowed chain shirt, ring of protection +2, ring of feather falling, cloak of resistance +3, amulet of natural armor +2, belt of dex +2, eyes of the eagle, boots of elvenkind, circlet of persuasion, gloves of larceny ,mwk hand crossbow, 20 bolts, backpack, bedroll, belt pouch, caltrops, chalk (10), flint & steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope (50’), soap, masterwork thieves’ tools, torches (10), climber’s kit, rations (5), waterskin
Coin 66 gp
Background Elestar is fairly young for an elf, the youngest of his immediate family and the only one not to train in arcane arts. Only 115 years old, he has worked through his issues regarding his lack of magical learning long ago. His skills in the physical realm have brought him plenty of gold and gear, and he relishes the thrill of new places and placing himself in objectively dangerous situations.
His family includes his elder sister DUELIYA SILVERSTRAND, who he traveled with for a time to learn the ropes of the adventuring lifestyle and hopefully gain some mastery of arcane magics. His mother IKESHIA SOLIS is a skilled sorceress who works on the council of mages to govern and guide their community. His father VAERIL SOLIS works with the guardsmen as a magus, training them in combining spell with blade in their defense of their people.
One thing that Elestar does not know is his family’s hidden heritage. Several generations ago, one of their progenitor-mothers was, in fact, a drow. She had fled her homeland after learning about the goddess Selune, the mistress of the moon. Blessed or cursed with visions of the celestial body, this great-grand-mother eventually made her way to the surface and managed to integrate herself into surface elf society. Her contribution to the magical learnings and historical knowledge of the Underdark and drow helped buy her passage in. By now, the dark skin, white hair, and other genetic markers of the underground elves have been diluted in his bloodline, but Elestar still has a touch of their magic, expressing itself in his ability to see in the dark, control lights and shadow, and also channel magical energy into direct attacks.
His greatest desire is to learn why he never gained the skills and knowledge of spellcasting, despite his predilection for “tricks” and the best possible training with his family present. He fears he is cursed or somehow “broken” and despite his obvious value as an adventurer and dungeon-delver, he wishes he had some of that magic-user prestige and status afforded in elven society.
Description: Elestar is a tall, slim elf, with dark brown hair and light brown eyes. He is very athletic and trim, as many elves are, and wears well-kept travelers clothing in muted tones of green, tan, and brown. His equipment is fastidiously cleaned and maintained, a matched pair of daggers and the cased small crossbow his only visible weaponry. He wears his hair fairly long and brushed straight back, held in place with a silver circlet bearing a moonstone at his forehead. A close inspection of his backpack or pouches reveal a well-prepared adventurer’s gear, ready for almost any situation that might crop up in a dungeon or wilderness.
Here is my submission, an elf unchained rogue. His background should allow for plenty of interweaving for other PCs, as well as NPCs as needed.

GM CrusaderWolf |

Welcome, Harakhty!
1) FR has the usual racial languages (Elven, Dwarven, Draconic, etc) and like Golarion has various local/national languages, but Chessentan is typically treated as Common (much like Taldane/Chelish is in the Inner Sea). Common, Undercommon, Elven, Giant, various planar languages, Draconic, etc would all be appropriate!
2) I *love* working in people's backstories and significant NPCs. This one might be difficult and unless your character has connections to Daggerdale or a community in the local Underdark (for example, the drow settlements of Maerimydra & Szith Morcane or the stone giants of Skuggavatn) I cannot promise there will be many tie-ins.
3) I figure this is wide open for your preference! If you want your character to be a local hero with ties to Lord Randall Morn, or have been specifically requested for your character's expertise please feel free!

GM CrusaderWolf |

@rorek55 No to the bonus feat for casters. One of the things I like about Elephant in the Room is that it helps level the playing field between martials and casters getting nice things. For whatever reason, martials have a much steeper feat-tax burden than casters and this helps correct that imbalance IMO.

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While I disagree on the line of thought that casters need less feats/have fewer feat taxes you are the boss. I'm also hesitant to agree there is a power discrepancy in combat for casters and martials. ( at least, as players and only looking at pure martial characters and pure 9th level casting characters) at least until around level 15. After that I would agree casters are more powerful. If interested I'll go into my reasoning in a Spoiler in a later post.
Gish characters are imo the strongest/reliable/most prepared type in the game. They can fight almost as good as a martial, cast almost as well as a caster. And are the most boosted by feat tax.
I love talking about stuff like this, so as said if interested in my thoughts I'll go in detail on why I think the martial/caster discrepancy is not as bad as many would make it out to be.

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Into the Underdark and 10th level start? Sign me up! Here is my submission:
Thomas Deighton
Human fighter (aldori defender) 8/unchained monk (master of many styles) 1/aldori swordlord 1 (Pathfinder RPG Adventurer's Guide 20, 23, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +7; Senses Perception +15
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Defense
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AC 25, touch 19, flat-footed 20 (+3 armor, +2 deflection, +5 Dex, +1 natural, +2 shield, +2 Wis)
hp 74 (10d10+10)
Fort +11, Ref +12, Will +7 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities defensive parry +2, steel net
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Offense
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Speed 30 ft.
Melee +1 dueling aldori dueling sword +20/+15 (1d8+9/17-20) or
. . unarmed strike +15/+10 (1d6+1)
Special Attacks deft strike, disarming strike, stunning fist (3/day, DC 17), weapon training (heavy blades +3)
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Statistics
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Str 13, Dex 21, Con 12, Int 14, Wis 14, Cha 8
Base Atk +10; CMB +15 (+19 dirty trick, +19 disarm, +17 grapple, +19 reposition, +17 steal, +19 trip); CMD 30 (34 vs. bull rush, 34 vs. dirty trick, 38 vs. disarm, 40 vs. grapple, 34 vs. reposition, 32 vs. steal, 34 vs. sunder, 46 vs. trip)
Feats Advanced Weapon Training, Agile Maneuvers, Aldori Dueling Mastery[ISWG], Blind-fight, Combat Expertise, Crane Style[UC], Dazzling Display, Deadly Aim, Deft Maneuvers, Exotic Weapon Proficiency (aldori dueling sword), Improved Critical, Power Attack, Quick Draw, Shatter Defenses, Stunning Fist, Unarmed Combatant, Violent Display, Weapon Focus, Weapon Versatility
Traits bruising intellect, defensive strategist, dominator (belkzen)
Skills Acrobatics +18, Bluff +1, Climb +5, Diplomacy +1 (-4 to improve other creatures' attitudes towards you), Intimidate +17 (+12 to improve other creatures' attitudes towards you, +19 to demoralize foes), Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (history) +12, Knowledge (nobility) +8, Perception +15, Sense Motive +15, Swim +5
Languages Common, Orc
SQ condescending, finesse weapon attack attribute, fuse style
Other Gear +1 dueling aldori dueling sword[ISWG], amulet of natural armor +1, belt of incredible dexterity +2, bracers of armor +3, cape of free will +2/+3[MA], gloves of dueling[APG], mark of the grinning skull, ring of eloquence[ACG], ring of protection +2, stagger-proof boots, 2,180 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Agile Maneuvers Use DEX instead of STR for CMB
Aldori Dueling Mastery Gain initiative and defensive bonuses when wielding an Aldori dueling sword.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Parry +2 (Ex) Gain dodge bonus to AC against melee attacks after making a full attack with Aldori dueling sword.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Deft Strike (Ex) Can apply Dex bonus instead of Str with Aldori dueling sword.
Disarming Strike (Ex) Deal damage to foe when you disarm them with dueling sword.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Steel Net (Ex) When fighting defensively as full-round action penalties on attacks and increases dodge AC by 2.
Stunning Fist (3/day, DC 17) You can stun an opponent with an unarmed attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Violent Display Use Dazzling Display as immediate action after critical hit or sneak attack.
Warrior Spirit +3 (Weapon Training [Blades, Heavy] +3 [Ex], 4/day) (Su) Standard action, add enhance bon or item powers for 1 min.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
Goals I know you said avoid "more powerful", but his primary goal is to prove that he is the greatest swordsman in all of Faerun! His other goal is to found a dueling academy that he can impart his style to and gather a following to create (or usurp) his own land.
Secrets 1) He is deathly afraid of spiders (how appropriate) I was thinking that I would gain the shaken condition when fighting against larger than normal spiders or spider swarms.
I guess 2 & 3 are going to be determined by you?
Important NPCs
Raegau Thorndon - The Hobgoblin swordmaster that taught Thomas his unique style. Raegau took Thomas in when his village was destroyed by Orcs. Raegau was from the old Sword Saints legacy of the bygone Hobgoblin empire.
Serfine - A girl in Daggerdale that Thomas is enamored with. However, he is ill suited to gaining her favor as he is not the most polite or humble person there is. He is very bad at being nice and charming (much more of an intimidating and condescending man).
Ulgan the Bloody - The orc champion that destroyed Thomas's village and slew his family. He encountered him later, while still training with Raegau, and was almost killed before Raegau intervened and saved him. Ulgan later tracked down Raegau and, in an ambush, gravely wounded Raegau, who is now permanently crippled.