
Death-Lok |

Does the idea of invading a fire giant base sound fun to you? If so, this is the recruitment for you if you like high level play. Looking for 1-2 players. The players currently selected are:
Dwarven Barbarian 13
Human Cleric of Shelyn 13
Elven Rogue 13 (maybe)
Character creation rules:
Core Races only
25 point buy
Alignment: No evil.
Wealth: 108,000 gp (no more than 40k can be spent on one item) (I am aware this is the 12th level wealth level)
Background skills in effect
No VMC
2 traits
Try not to dump stats - only one stat allowed lower than 10 and no lower than 8 after racial.
I know creating 13th level characters takes awhile so no need to create an alias - a summary character sheet with some personality quirks and physical description is sufficient. We want to start soon - so the sooner the better.

Death-Lok |

Dotting
Some Q's
Elephant in the Room?
Class limitations, if any (ie occult? hybrid? Witches? The party as constructed looks core...)
Any limitations on available sources (ie no splats for example)
Drawback for an extra trait?
Are you planning to do vol 6 as well?
Some R's
No to Elephant in the RoomClass limitations: No summoner and I am not fond of classes with pets - you are powerful as is, do not need 4 more attacks from something else. I am looking for an arcane build (not bard - the cleric has bard buffs) and maybe a rogue, as we might have lost the elf.
Sources: PF only.
No drawbacks.
Yes to Vol 6.

![]() |

Male Human Diviner 13
CG Medium humanoid (elf)
Init: +13; Senses: Perception +26
Speed: 30, Languages: Common, Elven, Infernal, Celestial, Goblin, Draconic, Abyssal, Aklo, Aquan, Auran, Dwarven, Giant, Gnome, Ignan, Necril, Orc, Sylvan, Terran, Undercommon.
Defense
AC 19 (Mage Armor +4, Dex +3, Deflection +2) Touch 15 FF 16
HP 67 (13d6+13)
Fort +8 Ref +10 Will +13
Offense
Melee: Staff of Journeys +7 (1d6)
Ranged: +1 longbow +10 (1d8+1 20/x3) Range 100 Ammo 20
BAB 6/1 CMB +6 CMD 19
Statistics
Abilities: Str 10 Dex 16 Con 12 Int 24 Wis 14 Cha 14
SQ: Forewarned (+6 init, always act in surprise round), Scrying Adept (permanent detect scrying, treat subjects as one step more familiar, very familiar subjects get -10 to saves), Favored Class (Wizard; Skills 1-13), Arcane Bond (item;Staff), Speak w/ Animals (At will, also includes vermin)
SA: Diviner’s Fortune (Std Action; +6 insight bous to atk, skills, ability, saves for 1 rd; 10/day)
Traits: Dangerously Curious, Valashmai Veteran (Perception)
Feats: Scribe ScrollB, Improved Initiative, Point Blank Shot, Precise Shot, Feral Speech, Craft Wand, Opposition Research (Evocation), Quicken Spell, Craft Staff, Staff-Like Wand
Skills: AppraiseB +24, Knowledge (Arcana) +24, Knowledge (Dungeoneering) +24, Knowledge (Engineering) +24, Knowledge (Local) +24, Knowledge (Planes) +24, Knowledge (Religion) +24, LinguisticsB +24, Perception +26, Spellcraft +24, Use Magic Device +19
Staff: Staff of Journeys (10 charges/day; 1 charge: detect snares & pits, endure elements, longstrider, pass without trace, 2 charges: freedom of movement)
Combat Gear: Wand of Scorching Ray, Wand of CLW, Wand of Shield, Wand of Magic Missile, Wand of Invisibility, Wand of Spider Climb
Equipment: spell component pouch, handy haversack, headband of intelligence +4 (kn(planes), kn(engineering)), cloak of resistance +3, eyes of the eagle, ring of deflection +2, staff of journeys (bonded item), +1 longbow, 20 arrows
Coin 26,775
Spells Prepared (Caster Level 13 // Concentration +20 // Ranged Touch +9), Save DC = 17 + Spell Level
Specialist School: Divination, Prohibited Schools: Necromancy
0th: Mage Hand, Message, Touch of Fatigue, 4
1st: 4 + 2 +d
2nd: 4 + 2 +d
3rd: 4 + 2 +d
4th: 4 + 1 d
5th: 3 + 1 +d
6th: 2 + 1 +d
7th: 1 + 1 + d
Spellbook
0th: all except Necromancy
1st: Mage Armor, Shield, Identify, True Strike, Floating Disk, Blend, Snowball, Silent Image, Enlarge Person
2nd: See Invisibility, Share Memory, Invisibility, Heroism
3rd: Clairaudience/Clairvoyance, Arcane Sight, Haste, Fly
4th: Arcane Eye, Scrying, Ball Lightning, Stone Shape
5th: Prying Eyes, Telepathic Bond, Teleport, Wall of Stone
6th: Telepathy, Analyze Dweomer, Disintegrate, Greater Dispel Magic
7th: Greater Scrying, Magnificent Mansion
Description: Edlin loves to play up on the “traditional appearance” of an elven wizard. He keeps his hair long and generally frizzy, tucked back behind his ears and underneath a wide-brimmed, pointed hat. He wears dark blue robes, trimmed with gold embroidery, with a leather bound grimoire attached to his belt alongside a spell component pouch. He does carry a longbow strapped to a well-made magical backpack with a quiver at his hip, and never goes anywhere without his staff, a dark-barked wooden weapon with subtle carvings on the upper whorls. His eyes are clear and light blue, and his skin appears fair and well-cared for against the weather.
Just need to finalize his spells prepared as well as drop some additional gold for known spells/scrolls.

pad300 |
This is, of course, extremely skeletal, but ...
Why take on 1 role when you could take on both?
Eldoran Amasdiel
Born in Trunau. His mother was passing through with a caravan but died in childbirth. An orphan, he lived in the gutter, becoming a rogue. When he lucked in to stealing a spellbook from another caravan, his talent for the arcane became apparent...
Having found a copy of The Book of Joy in his mother’s effects, he worships Calistria, as any true elf does; opportunist, vengeful and hedonistic…it fits him to a T.
He is curious to a fault
Dishonest whenever convenient
Why is he fighting the giants – they attacked his home (Trunau), and he will have (disproportionate) vengeance!
Elf Unchained Rogue (Rake) 1 Wizard 3 Arcane Trickster 9
Alignment: Chaotic Neutral
Diety: Calistria
Init +12 = +4 Dex +4 Familiar+ 4 feat
Speed 30 ft
Low light vision
Defense
AC : 22 =10+4 Armor +4 Dex +1 shield +3 shield enhancement
HP: 98 = 8+{12d6=48}+ 13*3 (con)+3 FCB
Fort + 12 = +0 Rogue +1 Wizard +3 AT+3 con +2 feat+3 Enhancement
Ref + 16= +2 Rogue +1 Wizard +5 AT+ 4 dex +3 Enhancement
Will + 12 = +0 Rogue +3 Wizard +5 AT + 0 wis+1 Trait+3 Enhancement
CMD : ? = 10 + 5 (bab)+? (dex)
Offense
Melee: ***
Ranged: ***
BAB : +5
CMB : + = +0 (BAB)
Spells Prepared
L0 (4+1):
L1 (4+1+2):
L2 (4+1+2):
L3 (4+1+2):
L4 (3+1+1):
L5 (3+1+1):
L6 (2+1+1):
Spell Book
L0: All except Acid Splash
L1 (9): Windy Escape, Color Spray, Vanish, Ear Piercing Scream, Expeditious Retreat, Shield, Mage Armor, {2 more}
L2 (4):
L3 (4):
L4 (4):
L5 (4):
L6 (4):
Race = Elf (favored class: Wizard)
Str: 10 =10 (0 pts)
Dex : 18 = 14 (5 pts)+2 Racial+2 enhancement
Con : 16 =16(10 pts) – 2 racial+2 enhancement
Int : 21 =16 (10 pts) +2 racial+3 levels +4 enhancement
Wis; =10 (0 pts)
Cha: = 10 (0 pts)
Skills : (8+2*3+9*4+13*5 int = 115) Not including ACP (0)
Stealth ( +? = 13 rank +3 trained +? dex),
Disable Device ( +? = 13 rank +3 trained +? dex),
Perception ( +? = 13 rank +3 trained +2 racial),
K Arcane ( +? = 13 rank +3 Trained +? int),
Spellcraft ( +? = 13 rank +3 Trained +? int),
K Planes ( +? = 13 rank +3 Trained +? int)
Escape Artist ( +? = 4 rank +3 trained +? dex),
Fly {From headband} ( +? = 13 rank +3 trained +? Dex+2 enhancement {air supremacy})
UMD{From headband} ( +? = 13 rank +3 trained),
And 33 ranks between:
Bluff ( +? = 1+? rank +3 trained),
Acrobatics ( +? = 1+? rank +3 trained +? dex),
Sense Motive ( +? = 1+? rank +3 trained),
Intimidate ( +? = 1+? rank +3 trained)
Climb (+? = 1+? rank + 3 trained)
K local (+? = ? ranks +3 trained + ? Int)
Background Skills (2/level*13 = 26)
Linguistics ( +? = 5 rank +3 trained +? int),
Sleight of hand ( +? = 13 rank +3 trained +? dex),
K Engineering( +? = 1 rank +3 trained +? int),
K Geography( +? = 1 rank +3 trained +? int),
K Nobility( +? = 1 rank +3 trained +? int),
K History( +? = 1 rank +3 trained +? int),
Craft (Alchemy) (? = 4 ranks +3 trained +?int)
Laguages : Elven, Draconic(int), Sylvan(int), Azlanti (int), Celestial (int) + ??? (int), Common (Linguistics), Goblin (Linguistics), Orc (linguistics), Giant (linguistics), ??? (linguistics)
Traits : Trunau Native (Campaign), Magical Knack (Magic Trait
Feats
Wasp Familiar (1st)
Weapon Finesse (Finesse Training)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker (3ed)
?Improve Initiative ?(5th)
?Great Fortitude ?(7th)
(9th) Skill Focus (Stealth)
(11th) Dampen Presence
(13th) Shadow’s Shroud
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Elven Arrogance: Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only Azlanti, Celestial, Draconic, and Sylvan.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Bravado’s Blade (Ex): When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
BONDED OBJECT: Ring
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
School: Air Elementalist (Smoke Subschool)
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source, the bonuses on damage stack.
Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
At 7th level, an arcane trickster can use this ability twice per day.
Tricky Spells (Su): Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.
Invisible Thief (Su): At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.
Magic Items (? gp)
Int headband +4 (16000 gp)
Belt of Dex & Con +2 (10000 gp)
Mithral Buckler +3 (9005 gp)
Cloak of Resistance +3 (9000 gp)
Eversmoking Bottle (5400 gp)
Ring of Telekinesis (Bonded Object) (37500 gp) {1/2 price from being self-enchanted}
Metamagic Rod of Extend (lesser) X2 (6000 gp)
Metamagic Rod of Reach (lesser) (3000 gp)
Weapons (? gp)
Armor (? gp)
Equipment ( ? gp)

![]() |

Also dotting! I have an idea for an Ifrit Foresight Diviner Wizard styled after a volcano Oracle I could stat out, doing stuff like cutting his flowing magma hair to sniff its ashes and read the future (foresight).
For the basic background, is there some liberty to be taken in that the Giants drove the Ifrit from mount ashpeak and that he wants to take revenge? I'm unfamiliar with what exactly is native to ashpeak other than the fire giants.

Aldizog |
Kronarg is an Eldritch Scrapper sorcerer with the Shapechanger bloodline. This allows for long-term use of Monstrous Physique. He carries a Butchering Axe, often walks around as a Saurian (Huge), and relies on Vital Strike (he can pick up Improved Vital Strike while under the effects of Transformation). He wears Celestial Plate armor, since a party of only 4 will not necessarily be able to keep all enemies off of him (and, I do not wish to count on the 15-minute adventuring day and always having buffs up). He can cast in this armor with no ASF.
His main role as a caster will be utility spells as needed - Haste, Fly, Dispel Magic, Arcane Eye, Shadow Conjuration, Teleport, Wall of Force, and the like - happy to take suggestions.
Personality-wise, he is a Kellid with a bit of a chip on his shoulder; there is something offensive to him about the very idea of a giant or orc being stronger than him, so he has developed his magic to boost his strength. It is never enough, of course, and he dreams of being able to cast Giant Form. He is a worshipper of Gorum, and is able to properly perform the obedience (although he doesn't have the feat, he still enjoys banging his axe against his armor and howling his prayer). He's CG, although not overly interested in debates about ethics or morality - he just enjoys a good scrap for a good cause.
Kronarg the Beast
M Human CG Sorcerer 13 (Eldritch Scrapper, Shapechanger Bloodline)
Str 21 (23), Dex 14 (16), Con 14 (16), Int 10, Wis 10, Cha 14 (18)
AC 33 (+12 Armor, +5 Shield, +3 Dex, +2 Deflection, +1 Dodge); +2 vs giants
HP 106 (13d6+52)
Fort +10, Ref +10, Will +11
1: Light Armor Proficiency, Medium Armor Proficiency
3: Dodge
5: Exotic Weapon Proficiency (Butchering Axe)
7: Arcane Armor Training
7B: Toughness
9: Combat Reflexes
11: Arcane Armor Mastery
13: Vital Strike
13B: Improved Initiative
Gear:
Belt of Physical Perfection +2 (16,000)
Headband of Cha +4 (16,000)
Celestial Plate (25,000)
Cloak +3 (9,000)
Butchering Axe +3 (18,365)
Ring +2 (8,000)
Mithral Buckler +3 (10,155)
Wand of Lead Blades (750)
Spells and Skills: TBD

Rurik Goldbeard |

Played this campaign twice. First one had the campaign die out, second one ended with TPK. Would like to finish it up.
Throwing in Rurik Goldbeard, a dwarf who is descended from
Nargrym's Steel Hand and who has dedicated his life to living up to his illustrious ancestor. Lawful Neutral through and through, with an eye for following tradition. Given how the party rediscovered his ancestor's tomb and cleared it out, he sees them as heroes that he is honor-bound to assist them in their quest, for the honor of his Clan and his ancestors call for that.
Ranger (9) Sky Seeker (4). Wields a pair of dwarven war-shields and wears solid fullplate armor. Surprisingly good at diplomacy with a +21 modifier. The plan is to go up to lvl10 ranger and then pure sky seeker.
I figured that a very traditional dwarf with fullplate armor and a pair of shields (two weapon fighting build) would be a nice compliment to a dwarven barbarian. He'd generally cast Longstrider on himself and the Barbarian, giving them both +10ft movement speed. Assuming that both of them have 30ft normally, it would allow both to move 40ft for 9 hours.
Also if the party needs any trapfinding, I can switch the Ranger Archetype to Urban Ranger. While it's not my favorite archetype, as it trades out Favored Terrain and Woodland Stride for something useless. But even with plate armor, by moving some things around, I think that I can ACP down to -1 or 2 without too much problem. Would further add stealth to trained skills at that point and would bump up dex abit, so he could handle the role better.

Arthorius Ravenholdt |

Hi Death-Lok! It's Archlich here!
As promised, here's my Dragon Disciple Dwarf :) Arthorius is very much a full arcane caster (spontaneous, as supposed - a sorcerer, crossblooded of Empyreal and Green Dragon). I created him as a blaster, but I hope he can also work to buff the party and do some crowd control when needed.
Thanks for running it, and best of luck to everybody!

![]() |

Aldizog |
Made a few revisions, including picking spells and skills. With Disguise as a bonus class skill, and shapeshifting spells plus decent Cha, I may as well take Disguise and Bluff to give the party an alternative option at times. And that required boosting Int to 13... which opens up more options for Martial Flexibility.
M Human CG Sor13 (Eldritch Scrapper, Shapechanger)
Str 20 (22), Dex 14 (16), Con 14 (16), Int 13, Wis 10, Cha 14 (18)
Fort +12, Ref +12, Will +13
AC 29 (+12 Armor, +3 Dex, +3 Deflection, +2 Shield, +1 Dodge); +2 trait vs giants; CMD 29
HP 109 (13d6+52+3)
Traits: Dwarf-Trained, Fate’s Favored
Skills: Perception +12, Spellcraft +4, UMD +20, Disguise +20, Bluff +20
Feats
1: Light Armor Proficiency, Dodge
3: Medium Armor Proficiency
5: Exotic Weapon Proficiency (Butchering Axe)
7: Arcane Armor Training
7B: Toughness
9: Arcane Armor Mastery
11: Combat Reflexes
13: Vital Strike
13B: Improved Initiative
Belt of Physical Perfection +2 (16,000)
Headband of Cha +4 (16,000)
Celestial Plate (25,000)
Cloak +3 (9,000)
Butchering Axe +2 (8,365)
Ring of Protection +3 (18,000)
Mithral Buckler +1 (2,155)
Lucky Horseshoe (6,800)
Blood Reservoir of Physical Prowess (2,000)
4,680 left
Spells Known
0 (9): Detect Magic, Detect Poison, Read Magic, Light, Open/Close, Prestidigitation, Mage Hand, Ray of Frost, Acid Splash
1 (5): True Strike, Shield, Magic Missile, Feather Fall, Liberating Command, +Disguise Self (Bloodline), Prot Evil (FCB4), Long Arm (FCB5)
2 (5): Mirror Image, Scorching Ray, Resist Energy, See Invisibility, Glitterdust, +Alter Self (Bloodline), False Life (FCB6), Gust of Wind (FCB7)
3 (4): Blink, Haste, Dispel Magic, Keen Edge, +Fly (Bloodline), Heroism (FCB8), Magic Circle Against Evil (FCB9)
4 (4): Arcane Eye, Greater Darkvision, Calcific Touch, Shadow Conjuration, +Beast Shape II (Bloodline), Dragon’s Breath (FCB10), Greater Invisibility (FCB11)
5 (3): Teleport, Wall of Force, Echolocation, +Polymorph (Bloodline), Communal Stoneskin (FCB12), Grand Destiny (FCB13)
6 (2): Contingency, Monstrous Physique IV, +Transformation (Bloodline)

Death-Lok |

Summary:
Anatoli - Half-Elf Unchained Rogue (Scout, Rake) 7
Edlin the Foreseer - Male Diviner 13 (elf or human?)
Eldoran - Elf Unchained Rogue (Rake) 1 Wizard 3 Arcane Trickster 9
Rurik - Dwarf Ranger (9) Sky Seeker (4)
Arthorius - Male dwarf dragon disciple 1/evangelist 7/unchained monk 1/sorcerer (crossblooded, wildblooded) 4
Zindar - Dwarf Rogue 13
Garen - Human Paladin (Oath of Vengeance) 13
Kronug - Human Sor13 (Eldritch Scrapper, Shapechanger)

The Hand of Destiny |

Here's a rough outline of Giant Halfling's submission. I tried several different ways to put together the magus I had in mind but just couldn't get him to click. So, I ended up switching gears. Theldrassil the Wanderer is a elven wizard with some druidic magic. He'd cover all the knowledges and be geared largely towards control (in terms of his spells) but with a fair bit of utility and some damage capability.
(If you're alright with the build idea, I'll flesh this out when I have more time and include a handful of hooks in case you want to use them at all).
Theldrassil, the Wanderer
NG, Elf
Wizard (diviner/foresight) 5/Druid [road keeper] 1/Mystic Theurge 7
Str 10
Dex 14 (12 +2 race)
Con 12 (14 -2 race)
Int 26 (16 +2 race +2 level +6 headband)
Wis 19 (16 +1 level +2 ioun stone)
Cha 08
Traits:
artifact hunter
pragmatic activator
Feats:
1- fey foundling
W1- spell focus [enchantment]
3- breadth of experience
5- extend spell
W5- faith magic [longstrider] (discovery)
7- bouncing spell
9- persistent spell
11- greater spell focus [enchantment]
13- quicken spell
Skills:
Knowledge [arcana] +27 (13 ranks +3 class +8 Int +1 trait +2 BoE)
Knowledge [dungeoneering]* +26 (13 ranks +3 class +8 Int +2 BoE)
Knowledge [local] +26 (13 ranks +3 class +8 Int +2 BoE)
Knowledge [nature] +28 (13 ranks +3 class +8 Int +2 nat sense +2 BoE)
Knowledge [planes]* +26 (13 ranks +3 class +8 Int +2 BoE)
Knowledge [religion] +26 (13 ranks +3 class +8 Int +2 BoE)
Perception +22 (13 ranks +3 class +4 Wis +2 race)
Spellcraft +24 (13 ranks +3 class +8 Int)
Survival +11 (2 ranks +3 class +4 Wis +2 nat sense)
Use Magic Device +25 (13 ranks +3 class +8 Int +1 trait)
Background Skills:
Knowledge [engineering] +19 (6 ranks +3 class +8 Int +2 BoE)
Knowledge [geography] +20 (7 ranks +3 class +8 Int +2 BoE)
Knowledge [history] +20 (7 ranks +3 class +8 Int +2 BoE)
Knowledge [nobility] +19 (6 ranks +3 class +8 Int +2 BoE)
Linguistics* +24 (13 ranks +3 class +8 Int)
Wizard spells (opposition=evocation and necromancy)
1st- 6+1
2nd- 6+1
3rd- 6+1
4th- 5+1
5th- 4+1
6th- 3+1
Druid spells
1st- 5+1
2nd- 4+1
3rd- 4+1
4th- 3+1
Gear:
+6 Int headband
+2 Wis ioun stone
64,000 gold

Herkymr the Silly |

Here's basic crunch still have some gold to spend and general gear to get. Ill get some fluff up hopefully later today.
Pilos -witch 1/2 orc
Male half-orc witch 13 (Pathfinder RPG Advanced Player's Guide 65)
N Medium humanoid (human, orc)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+2 deflection, +3 Dex, +2 natural)
hp 93 (13d6+39)
Fort +7, Ref +7, Will +8
Defensive Abilities orc ferocity
--------------------
--------------------
Speed 30 ft.
Melee +2 cold iron heavy mace +8/+3 (1d8+2)
Special Attacks hexes (cauldron[APG], flight[APG], healing[APG], hoarfrost[UM], major healing[APG], retribution[APG], scar[UM], slumber[APG])
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 13th; concentration +17)
. . 7th—greater bestow curse (DC 21)
. . 6th—greater dispel magic, spellcrash[ACG] (DC 20)
. . 5th—cure critical wounds, major curse[UM] (DC 19), shadow evocation (DC 19)
. . 4th—dimension door (3), lesser spellcrash[ACG] (2, DC 18)
. . 3rd—bestow curse (DC 17), deep slumber (DC 17), deeper darkness, dispel magic, hostile levitation[UC] (DC 17)
. . 2nd—cure moderate wounds, darkness, false life, inflict moderate wounds (DC 16), scare (DC 16)
. . 1st—adhesive spittle[ACG] (DC 15), bleeding strike, enlarge person (DC 15), inflict light wounds (DC 15), silent image (DC 15)
. . 0 (at will)—arcane mark, mending, stabilize, touch of fatigue (DC 14)
. . Patron Shadow
--------------------
--------------------
Str 10, Dex 16, Con 16, Int 18, Wis 10, Cha 13
Base Atk +6; CMB +6; CMD 21 (23 vs. awesome blow)
Feats Arcane Blast[APG], Arcane Strike, Brew Potion, Combat Casting, Craft Wand, Dispel Synergy[UC], Extra Hex[APG], Split Hex[UM]
Traits giant-blooded, precise treatment
SQ orc blood, orc witch, witch's familiar (skunk named Professor )
--------------------
+6 Witch's Familiar's Spells Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
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.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dispel Synergy Dispel magic target takes a - 2 penalty on saves
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Hoarfrost (DC 20) (Su) The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured.
Major Healing (3d8+13) (Su) Use cure serious wounds once per day/person.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Retribution (4 rounds, DC 20) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Scar (4 at a time, DC 20) (Su) This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (13 rounds, DC 20) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Split Hex A targeted hex can affect two creatures
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
Skunk (Pathfinder RPG Bestiary 3 247)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 19 (+2 Dex, +7 natural, +2 size)
hp 46 (1d8-1)
Fort +3, Ref +6, Will +9
Defensive Abilities improved evasion; SR 18
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +10 (1d3-4), 2 claws +10 (1d2-4)
Space 2½ ft.; Reach 2.5 ft.
Special Attacks deliver touch spells, musk
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 9, Int 12, Wis 12, Cha 6
Base Atk +6; CMB +6; CMD 12
Feats Weapon Finesse
Skills Acrobatics +6, Heal +14, Intimidate +11, Linguistics +14, Perception +5, Sleight of Hand +15, Spellcraft +14, Stealth +26, Use Magic Device +11
Languages speak with animal (same kind only), speak with master
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Musk (2/day, DC 17) (Ex) Touch att in 10 ft, nausea d4 rds & sick d4 min (Fort part), on save d4 rd sick.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (18) You have Spell Resistance.
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

![]() |

Right, kept working on the level 13 Ifrit Diviner wizard and I have him mostly done, but need to catch some sleep as it's been a very busy day, and fully statting him out is taking a bit longer than I'd hoped even with herolab. As it stands he's heavily crowd-control, utility buff (haste/foretell/dimension door) and transmutation focussed. I hope to finish his background and spell selection tomorrow night.

trawets71 |

I have a dwarf ranger Dolgrym Giantfoe that started this AP 3 times and the game never made it to book 2. I've brought him up to 13th level and added in disable device.
Thank you for your consideration.

Giant Halfling |

@Death-lok: I asked (in the "a note about his build") section of my partial submission (Theldrassil) if you were alright with his basic build, but haven't gotten an answer yet? I have appearance and personality stuff ready to go, as well as sort of a rough outline of a different build for him if the current one doesn't sit well with you (the rebuild would be a wizard with one of the elemental schools, switching over to the magaambyan arcanist prestige class), but the change in build would shift some of his fluff too... Do you want me to just post the fluff for the current build, or switch him over and post for the other?

Death-Lok |

@Death-lok: I asked (in the "a note about his build") section of my partial submission (Theldrassil) if you were alright with his basic build, but haven't gotten an answer yet? I have appearance and personality stuff ready to go, as well as sort of a rough outline of a different build for him if the current one doesn't sit well with you (the rebuild would be a wizard with one of the elemental schools, switching over to the magaambyan arcanist prestige class), but the change in build would shift some of his fluff too... Do you want me to just post the fluff for the current build, or switch him over and post for the other?
My contention with the build would be that mystic theurge pc states that you have to be able to cast 2nd-level divine spells. Plural. Not one divine spell which you can only prepare once using Faith magic. With so many arcane builds, I was interested in the Dex build you mentioned, but you can post what you wish. It will garner full consideration.

Giant Halfling |

Thanks for the feedback! I really like the Dex build guy, probably more than Theldrassil (the way he turned out), honestly, but I felt kind of locked in to an arcane caster because that’s what I said I was pitching. I have a decent chunk of free time coming up in a few hours, so I’ll get a submission posted for my (Dex based) Ulfen swordsman then.

Blaze Ashpyre |

All right, this is Trevor's finished submission! I think this qualifies for all desired needs for the arcane caster.
If you believe is stat array is currently too heavily into dumping stats to raise int and con (he has a resulting 8 str, 12 wis and 10 cha since I had no money left for better belts/headbands), I'd happily redo them later.
Oh, and a much better portrait is in the alias :) Unfortunately there do not seem to be many, if any, Ifrit portraits on the Paizo site.

Wulfric Stonehelm |

Alright, I (gianthalfling) present for your consideration, Wulfric Stonehelm, (Dex based) Ulfen swordsman. With decent diplomacy (and perform dance) he can help in social situations, and he has stealth and umd for some utility, but his real expertise is in melee combat. His agility makes him hard to hit and he does much more damage with his longsword than most people expect.
Wulfric was never a particularly smart boy, but he was a natural with a sword and picked up combat techniques far more easily than reading or math. He also possessed a natural charm and made friends quickly. As a young man he befriended some of Trunau’s dwarves who taught him how to drink, and how to fight giants. As he grew, he learned more about the ancient society of warrior-poets to which his father and brothers belonged and he swore the order’s oaths on the day he was recognized as a man. For a time he continued on in the family business but as his skill grew so did his desire to make a greater difference in the world. He began taking longer and longer periods of time off to travel around southern Belkzen joining the fights against orcs and giants. When word reached him of the recent troubles in Trunau he returned to the settlement to see how he could help.
NG, Human [Ulfen] (focused study; fey magic/thoughts)
Cavalier [daring champion] 13 (order: songbird)
Str 13
Dex 28 (+2 race +3 levels +6 belt)
Con 14
Int 09
Wis 10
Cha 16 (+2 headband)
Traits:
dwarf-trained [campaign]
weapon training [race]
Feats:
1- wf [longsword]
C1- weapon finesse
C1- choir of blades
H1- skill focus [perform]
3- slashing grace [longsword]
5- steadfast personality
C6- power attack
7- extra panache
H8- skill focus [use magic device]
9- swift iron style
C9- stone dodger
11- iron will
C12- imp. crit. [longsword]
13- chain challenge
Skills:
Diplomacy +19 (13 ranks +3 class +3 Cha)
Stealth +25 (13 ranks +3 class +9 Dex)
Use Magic Device +25 (13 ranks +3 class +3 Cha +6 feat)
Background Skills:
Handle Animal +19 (13 ranks +3 class +3 Cha)
Perform [dance] +25 (13 ranks +3 class +3 Cha +6 feat)
(versatile performance: acrobatics +25, fly +25)
Spell-like abilities (1/day, mountains/hills only)- create water, faerie fire, know direction, spark
Equipment:
+6 Dex belt (36k)
+2 Cha headband (4k)
Celestial armor (22.5k)
+3 adamantine longsword (21k)
+2 buckler (4k)
+3 cloak (9k)
+1 ring (2k)
+1 amulet (2k)
+1 composite longbow (2.5k)
+1 longsword (2k)
3k gold for sundries
This profile was used for an NPC in another game I'm running and I haven't switched it over yet if you look at it right away. I'm going to start switching it over right now but please ignore any discrepancies you might see.

Death-Lok |

Thanks to all the applicants. This was a difficult decision, I know it's a disappointment to come up with 13th level characters, stat them up, buy gear, etc. and then not get picked so I apologize in advance. I had fun reading your profiles. Well, with that out of the way, the 2 characters selected are:
Edlin the Foreseer
Wulfric Stonehelm
Please report to the Discussion Thread (click on Tab above). If I need replacements, I know where to look. Thank you again.