In the shadow of the Tower (Inactive)

Game Master Giant Halfling

Seeker's Map


251 to 274 of 274 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

It's alright. I just need to make a decision. I might still do it, though.

Just out of curiosity, what feats would those be?


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

For an animal companion it’s: nature soul, animal ally, boon companion.

For an improved familiar you can go: skill focus (any knowledge), eldritch heritage (arcane), improved familiar; or, you can do: familiar bond, improved familiar bond, improved familiar, but that route requires either iron will or the house of green mothers pupil trait to qualify for.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

I think that settles which route I'll take. Shamall will have to wait a little while.


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

Lol- I should have mentioned that animal ally does have an abridged list of animals to choose from, although wolf is one of the options iirc. Also, if you’re serious about spending feats on either type of companion, I will allow you to switch some of the feats you’ve already chosen (since you technically haven’t really specifically used them yet).


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

Thanks. I might swap out Skill Focus (Stealth) I don't think there's going to be much that can spot me even with a +24 instead of a +28.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

So! Fun fact, this actually exceeds the character limit for the Profile pages.

I've updated her stats and will have to just make separate aliases for Shamall and Elamina. I'm not sure if you'll allow the fey template on Shamall yet, but if you do, I have a couple of scenes in mind for when they show up.

Oh, and Elamina is definitely going to be fun, I think. :D

Basic Stats:

CG Female Aasimar(Musetouched) Oracle(Seer) 8/Ranger 2/Sorcerer 1
HP: 123 (8d8+2d10+1d6+22+11 | 64 Oracle, 20 Ranger, 6 Sorcerer, 22 CON, 11 Toughness)
Senses: Perception +20
Init: +4

Speed: 30 Feet
Size: Medium (5 feet, 2 inches | 100 lbs.)
Reach: 5 feet
Languages: Common, Tengwae, Auran, Celestial, Sylvan


============================
Attributes:

STR: 15 +2 (7 points)
DEX: 18 +4 (5 points, +2 Racial Bonus, +2 ABP Attunement)
CON: 14 +2 (3 points, +1 Level 4 Attribute Increase)
INT: 12 +1 (2 points)
WIS: 14 +2 (3 points, +1 Level 8 Attribute Increase)
CHA: 20 +5 (5 points, +2 Racial Bonus, +4 ABP Attunement)

============================
Offense:

BAB: +8.5 (Oracle +6, Ranger +2, Sorcerer +0.5)
CMB: +10 (+2 STR, +8 BAB)
Melee: +12
Ranged: +12

Favored Enemies:
Humans: +2

Melee
Unarmed Strike
|-- Attack: +12/+7 | Damage: 1d3+2 B Non-Lethal | Crit: x2

Laughing Touch (8/day) Mind-Affecting Effect
|-- Attack: +12 | Damage: Special | Crit: N/A
|-- Effects: On a successful hit, target bursts out laughing for 1 round. Target can only move. No effects to AC. Immune for 24 hours after.

Range
Endless Ammunition Darkwood Composite Longbow Attuned Weapon +2, Weapon Training
|-- Attack: +15/+10 | Damage: 1d8+4 P | Crit: x3

Lightning Arc (Sp) (8/day) Touch Attack
|-- Attack: +12 | Damage: 1d6+5 Electricty | Crit: x2


============================
Defense:

AC: 26/17/21 (+4 DEX, +8 Armor, +1 Dodge Feat, +2 Deflection ABP, +1 Natural ABP)
CMD: 27/22 (+4 DEX, +2 Strength, +8 BAB, +2 Deflection, +1 Dodge)

Damage Reduction: 2/Cold Iron

Resist: Acid 5, Cold 5, Electricity 10

Fort: +11 (+2 CON, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
Reflex: +13 (+4 DEX, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
Will: +12.17 (+2 WIS, +4 Oracle, +0.67 Ranger, +0.5 Sorcerer, +2 Good Save, +3 Resistance) (+13 vs Illusions [Hardly a Fool])


============================
Skills:

Skill Points: 98
Oracle: 32
Ranger: 12
Sorcerer: 2
Intelligence Mod: 11
Favored Class Bonus: 8
Cunning: 11
Background Skills: 22

Armor Check Penalty: -1

Acrobatics (DEX)^ +8 Ranks: 0 (0 Rank, +4 DEX, +5 Competence (Boots of Elvenkind), -1)
Appraise (INT)*° +1 Ranks: 0
Artistry (INT)*° +1 Ranks: 0
Bluff (CHA)* +5 Ranks: 0
Climb (STR)*^ +14 Ranks: 4 (+4 Rank, +3 Class, +2 STR, +5 Competence (Gloves of Climbing and Swimming), ACP N/A due to Agile Breastplate)
Craft(Painting) (INT)*° +9 Ranks: 3 (+3 Rank, +3 Class Skill, +1 INT, +2 Masterwork Artisan's Tools[Painting])
Craft (INT)*° +3 Ranks: 0
Diplomacy (CHA)* +7 Ranks: 0 (+5 CHA, +2 Racial Bonus)
Disable Device (DEX)^† -- Ranks: 0
Disguise (CHA)* +15 Ranks: 0 (+5 CHA, +10 Hat of Disguise)
Escape Artist (DEX)^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Fly (DEX)*^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Handle Animal (CHA)†° -- Ranks: 0
Heal (WIS)* +8 Ranks: 3 (+3 Rank, +3 Class, +2 WIS)
Intimidate (CHA)* +5 Ranks: 0
Knowledge (arcana) (INT)*‡ +8 Ranks: 4 (+4 Rank, +3 Class, +1 INT)
Knowledge (dungeoneering) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Knowledge (engineering) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (geography) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (history) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (local) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Knowledge (nature) (INT)*‡ +9 Ranks: 3 (+3 Rank, +3 Class, +1 INT, +2 Nature Soul)
Knowledge (nobility) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (planes) (INT)*‡ +8 Ranks: 4 (+4 Rank, +3 Class, +1 INT)
Knowledge (religion) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Linguistics (INT)*†° -- Ranks: 0
Lore (INT)*†° -- Ranks: 0
Perception (WIS)* +20 Ranks: 11 (+11 Rank, +3 Class, +2 WIS, +4 Alertness)
Perform (Dancing)(CHA)*° +14 Ranks: 3 (+3 Rank, +3 Class, +5 CHA, +2 Racial Bonus, +1 Intense Artist)
Perform (Singing)(CHA)*° +14 Ranks: 3 (+3 Rank, +3 Class, +5 CHA, +2 Racial Bonus, +1 Intense Artist)
Perform (String Instruments)(CHA)*° +12 Ranks: 2 (+2 Rank, +3 Class, +5 CHA, +2 Racial Bonus)
Perform (Wind Instruments)(CHA)*° +12 Ranks: 2 (+2 Rank, +3 Class, +5 CHA, +2 Racial Bonus)
Perform (CHA)*° +7 Ranks: 0 (+5 CHA, +2 Racial Bonus)
Profession(Baker) (WIS)*†° +2 Ranks: 2 (+2 Rank, +3 Class, +2 WIS)
Profession(Butcher) (WIS)*†° +2 Ranks: 2 (+2 Rank, +3 Class, +2 WIS)
Profession(Cook) (WIS)*†° +8 Ranks: 3 (+3 Rank, +3 Class, +2 WIS)
Ride (DEX)*^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Sense Motive (WIS)* +13 Ranks: 5 (+5 Rank, +3 Class, +2 WIS, +2 Alertness, +1 Hardly a Fool)
Sleight of Hand (DEX)^†° -- Ranks: 0
Spellcraft (INT)*† +11 Ranks: 7 (+7 Rank, +3 Class, +1 INT)
Stealth (DEX)*^ +22 Ranks: 11 (+11 Rank, +3 Class, +4 DEX, +5 Cloak of Elvenkind, -1 ACP)
Survival (WIS)* +12 Ranks: 5 (+5 Rank, +3 Class, +2 WIS, +2 Nature Soul)
Swim (STR)*^ 13 Ranks: 4 (+4 Rank, +3 Class, +2 STR, +5 Competence (Gloves of Climbing and Swimming), -1 ACP)
Use Magic Device (CHA)*† -- Ranks: 0

* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill


============================
Magic:

Oracle Spells
Known Spells
Orisons DC: 15
Create Water (V, S)
Detect Magic (V, S)
Guidance (V, S)
Light (V, D)
Mending (V, S)
Purify Food and Drink (V, S)
Read Magic (V, S, F [a clear crystal or mineral prism])
Spark (V or S)

1st-Level Spells 8/day, DC: 16
Bless (V, S, D)
Cure Light Wounds (V, S)
Endure Elements (V, S)
Identify (V, S)
Magic Weapon (V, S)
Obscuring Mist (V, S)
Protection from Evil (V, S, D)

2nd-Level Spells 7/day, DC: 17
Bull's Strength (V, S, D)
Cure Moderate Wounds (V, S)
Detect Thoughts (V, S, D/F[a copper piece])
Hold Person (V, S, D/F[a small straight piece of iron]) DC: 19
Shield Other (V, S, F[a pair of platinum rings worth 50 gp each worn by both you and the target])

3rd-Level Spells 6/day, DC: 18
Beacon of Luck (V, S, D)
Clairaudience/Clairvoyance (V, S, D/F[a small horn or a glass eye])
Cure Serious Wounds (V, S)
Sacred Bond (V, S, F[a pair of golden bracelets worth 100 gp each worn by both you and the target])

4th-Level Spells 4/day, DC: 19
Air Walk (V, S, D)
Cure Critical Wounds (V, S)
Scrying (V, S, D, F[a silver mirror worth 1,000 gp])

----------------------------

Sorcerer Spells
Known Spells
Cantrips DC: 15
Dancing Lights (V, S)
Ghost Sound (V, S)
Mage Hand (V, S)
Prestidigitation (V, S)

1st-Level Spells 5/day, DC: 16
Feather Fall (V)
Gravity Bow (V, S)

----------------------------

Spell-like Abilities
Racial Spell-like Ability (1/day)
Glitterdust, DC: 17

Sorcerer Bloodline Power (8/day)
Laughing Touch

Affinity Soul Attunement
Domain Power: (8/day)
Lightning Arc

Domain Spells: (1/day)
Obscuring Mist, DC: 16
Wind Wall, DC: 17
Gaseous Form, DC: 18
Air Walk, DC: 19
Control Winds, DC: 20
Chain Lightning, DC: 21

----------------------------
V - Vocal Component
S - Somatic Component
F - Spell Focus Component
M - Material Component
D - Divine Focus Component


============================
Special Abilities and Attunements:

Oracle Curse, Mystery, and Revelations:
Tongues (Ex):
In times of stress or unease, you speak in tongues.

Effect:
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.


  • At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
  • At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
  • At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Languages Chosen: Celestial (Oracle 1), Auran (Oracle 5)

Mystery (Lore):
Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.

Bonus Spells: identify (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).

Natural Divination (Su): (3/day)
You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Gift of Prophecy (Su): (1/day)
Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.

Automatic Writing (Su): (Commune, 1/day)
Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Fey Bloodline
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Class Skill: Knowledge (nature).

Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Soul Attunement:
Affinity- Completing the first attunement has awakened in you a deep spiritual connection with one of the primal forces. Choose one domain from the following list: Air, Earth, Erosion, Fire, Healing, Plant, Water, or Weather.You gain its granted powers as a cleric of your character level. In addition, you gain the ability to use each of its domain spells as a spell-like ability 1/day, beginning when your character level equals twice its spell level. All of the save DCs, number of daily uses, and other attribute-related variables use your Cha instead of Wis.
Domain Choosen: Air

Air Domain
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (Sp) (+12, 1d6+5 Electricity) (8/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spell-Like Abilities (1/day):
1st - obscuring mist, DC: 16
2nd - wind wall, DC: 17
3rd - gaseous form, DC: 18
4th - air walk, DC: 19
5th - control winds, DC: 20
6th - chain lightning, DC: 21
7th - elemental body IV (air only), DC: 22
8th - whirlwind, DC: 23
9th - elemental swarm (air spell only), DC: 24

Flesh Attunement:
Skill- Completing the second trial has solidified your training with certain weapons to the point that they truly feel like an extension of your body. You gain the Weapon Training ability as a fighter of your character level. In addition, you count as a fighter of your character level for the purpose of qualifying for feats that apply to a weapon or weapon group for which you have Weapon Training.

Weapon Training (Ex):
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon Group Chosen: Bows(5th), Light Blades(9th)


============================
Feats and Traits:

Feats:
Alertness:
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Ally:
Your respect for nature is so great that you can form a deep and lasting friendship with an animal.
Prerequisites: Nature Soul, character level 4th, must not have an animal companion or mount that advances as an animal companion.
Benefit: You gain an animal companion as if you were a druid of your character level -3 from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf. If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter's bond, mount, or nature bond class features), the effective druid level granted by this feat stacks with that granted by other sources.

Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Dodge:
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Eschew Materials: Sorcerer Bonus Feat
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Precise Shot: Ranger Combat Style Feat
You are innately in tune with nature and venerate the power and mystery of the natural world.
Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Precise Shot: Ranger Combat Style Feat
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

----------------------------

Traits:
Seeker's Seal (Campaign): You bear the Seeker's Seal upon your body. After signing the Bookkeeper's ledger the seal appeared on your skin (at a location of your choosing) in a wave of magical energy. The seal looks like a dull gray tattoo of three concentric pentagrams inscribed by a circle, about 4 inches across. At will, you can focus on the seal as a full-round action in order to use know direction as a spell-like ability with a caster level equal to your character level, however, doing so does not reveal which direction is north. Instead, using this ability will reveal the direction to either the Tower of Ages or the nearest Anchor. You must choose before using this ability which of the two you are orienting yourself towards.
Location: Upper back, between the shoulderblades

Intense Artist (Religion): Your devotion has caused you to delve more deeply into your art.
Benefits: Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Skills Chosen: Dance, Sing

Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message.
Benefit: You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.


============================
Aasimar(Azata-Blooded, Scion of Humanity) Racial Traits:

Ability Score Racial Traits: Azata-blooded aasimars are agile, confident, and personable. They gain +2 Dexterity and +2 Charisma.

Type: Scions of Humanity are Outsider(Native) and Humanoid (Human).

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Languages: Scions of Humanity begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks.

Spell-Like Ability (Sp): Azata-blooded aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
(Changes already reflected above)


============================
Oracle Class Features:

Weapon and Armor Proficiency:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spellcasting:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier (see FAQ).

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with "cure" in the name, inflict spells include all spells with "inflict" in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Mystery Chosen: Lore

Oracle's Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Curse Chosen: Tongues

Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.
Revelations Chosen: Natural Divination, Gift of Prophecy, Automatic Writing

Seer Archetype
While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.

Bonus Spells:
These bonus spells replace the oracle's mystery bonus spells at these levels: detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).

Revelations:
A seer must take the following revelations at the listed levels.

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

You must take this revelation at 1st level.

Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.

You must take this revelation at 3rd level.


============================
Ranger Class Features:

Weapon and Armor Proficiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from- those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Chosen: Humanoid(Humans)

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style Feat (Ex):
At 2nd level, a ranger must select one combat style to pursue.

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Comabt Style Chosen: Archery
Feat Chosen: Precise Shot


============================
Sorcerer Class Features:

Weapon and Armor Proficiency:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline:
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing- or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities.

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Bloodline Chosen: Fey


============================
Gear:

Money: 1003 gp, 3 sp, 0 cp
Encumbrance: 32.5 lbs. (27.5 lbs. without Handy Haversack)
Light - 66 lbs.
Medium - 67 - 133 lbs.
Heavy - 134 - 200 lbs.

Weapons:
Endless Ammunition Darkwood Composite Longbow (STR: +2) - D: 1d8+2 P | Special: - | Crit: x3 | W: 1.5 lbs. | Cost: 8630 gp

Armor and Shields:
Mithral Agile Breastplate - Armor Bonus: +6 | W: 12.5 lbs. | Cost: 4,400 gp

Clothing:
Explorer's Outfit x3 - W: 24 lbs. | Cost: 30 gp (One is the free outfit all characters get. Does not cost anything and does not count towards Encumbrance. Totals here for sake of consistency.)

Artisan's Outfit x3 - W: 12 lbs. | Cost: 3 gp

Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp

Hot Weather Outfit - W: 4 lbs. | Cost: 8 gp

Noble's Outfit - W: 10 lbs. | Cost: 75 gp

Accessories and Jewelry:
Hat of Disguise - W: - | Cost: 1800 gp

Diadem of the Fey Queen - W: - | Cost: -

Boots of Elvenkind - W: 1 lb. | Cost: 2500 gp

Cloak of Elvenkind - W: 1 lb. | Cost: 2500 gp

Gloves of Swimming and Climbing - W: - | Cost: 6250 gp

Silver and Emerald Necklace and Earrings - W: 1 lb. | Cost: 200 gp

Signet Ring for House Temuir - W: - | Cost: 5 gp

Ring of Feather Falling - W: - | Cost: 2200 gp

Gold Holy Symbol of Shelyn - W: 1 lb. | Cost: 100 gp

Consumables:
-2x Soap (each: 50 uses, 0.5 lbs., 1 cp | total: 100 uses, 1 lb. 2 cp)

Tools and Kits:
- Artisan's Tools, Masterwork (Craft[Painting]) (5 lbs., 55 gp)
- Cooking Kit (16 lbs., 3 gp)
|-- Iron Pot
|-- Iron Skillet
|-- Ladle
|-- Skewer
|-- Wooden Cutting Board
|-- Cutting Knife
|-- Iron Tripod (for the pot)
|-- Tinder Packet
|-- Local Herbs and Spices
- Scrivener's Kit (1 lb., 2 gp)
|-- Soft Leather Case
|-- Vial (for holding ink)
|-- Ink Pen
|-- Pen Nibs
|-- Pigment (black, for making ink)
|-- Pen Knife (for cutting pen nibs)
|-- Blotter
|-- Small Ruler

Other Gear:
- Bedroll (5 lbs., 1 sp)
- Belt Pouch (0.5 lbs., 1 gp)
- Blanket, Winter (3 lbs., 5 sp)
- Chalk x8 (each: -, 1 cp | total: -, 8 cp)
- Chalkboard (2 lbs., 1 gp)
- Flint and Steel (-, 1 gp)
- Journal x2 (each: 1 lb., 10 gp | total: 2 lbs., 20 gp)
- Tent, Small (20 lbs., 10 gp)
- Waterskin x4 (each: 4 lbs., 1 gp | total: 16 lbs., 4 gp)

Magic Items:
Head:
- Hat of Disguise (-, 1800 gp)
|-- Cast Disguise Self at will

Headband:
- Diadem of the Fae Queen (-, -)
|-- +2 to saves versus fey spells and SLAs
|-- +2 to Diplomacy Checks on Good-aligned fey (Must see and recognize Diadem)
|-- +2 to Intimidate Checks on Evil-aligned fey (Must see and recognize Diadem)
|-- DR 2/Cold Iron

Eyes:
-

Shoulders:
- Cloak of Elvenkind (1 lb., 2500 gp)
|-- +5 to Stealth checks

Neck:
-

Chest:
-

Body:
-

Armor:
- Mithral Agile Breastplate (12.5 lbs., 4400 gp)

Belt:
-

Wrists:
-

Hands:
- Gloves of Swimming and Climbing (-, 6250 gp)
|-- +5 to Climb and Swim checks

Ring, Left Hand:
-

Ring, Right Hand:
- Ring of Feather Falling (-, 2200 gp)
|-- Cast Feather Fall automatically on wearer if wearer falls more than 5 feet.

Feet:
- Boots of Elvenkind (1 lb., 2500 gp)
|-- +5 to Acrobatics checks

Slotless:
- Handy Haversack (5 lbs., 2000 gp)
|-- Move action to retrive any item in any compartment.
|-- Central compartment holds 8 cubic feet/80 lbs. of material.
|-- Side Compartments each hold 2 cubic feet/20 lbs. of material

----------------------------

Gear Locations
Handy Haversack: Total: 21 lbs.
- Cooking Kit (16 lbs.)
Central Compartment: 77/80 lbs.
- Artisan's Outfit x3 (12 lbs.)
- Explorer's Outfit x2 (16 lbs.)
- Cold Weather Outfit (7 lbs.)
- Hot Weather Outfit (4 lbs.)
- Noble's Outfit (10 lbs.)
- Small Tent (20 lbs.)
- Bedroll (5 lbs.)
- Winter Blanket (3 lbs.)

Left Compartment: 10/20 lbs.
- Masterwork Artisan's Tools(Craft[Painting]) (5 lbs.)
- Journal x2 (2 lbs.)
- Scrivener's Kit (1 lb.)
- Chalk x8 (-)
- Chalkboard (2 lbs.)

Right Compartment: 17/20 lbs.
- Waterskin x4 (16 lbs.)
- Soap x2 (1 lb.)

Belt: Total: 1.5 lbs.
- Belt Pouch (0.5 lbs.)

Belt Pouch: Total: 1 lb.
- Flint and Steel (-)
- 50 gp (1 lb.)


============================
Magic Items:

Diadem of the Fae Queen
Fine strands of silver are twisted together like vines and adorned with tiny golden blossoms to form this delicate circlet, said to be a vestige of a long forgotten faerie court.

The diadem grants its wearer +2 to saving throws against the spells and spell-like abilities of fey and damage reduction 2/cold iron. The wearer can also call on a creature of the feywild to serve as their bonded companion; this bond functions as either an animal companion with the feytouched companion archetype (treating the wearer's character level as their druid level), or as an improved familiar selected from the fey creatures with compatible alignments or a fey-touched animal (treating the wearer's character level as their wizard level). The animal chosen for this bond remains bonded with the wearer even if the diadem is removed or rendered inactive, though it can be dismissed and replaced following the normal rules for a familiar. If the diadem is removed or rendered inactive, the bonded companion fades into the feywild in 1d4 rounds; when it is worn or rendered active again, the creature fades back into existence near the wearer in another 1d4 rounds.

In addition, the wearer gains a (non-magical) +2 circumstance bonus to diplomacy checks against good fey who can see the diadem and recognize it, and to intimidate checks against evil fey who see and recognize it.

Hat of Disguise
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.

Cloak of Elvenkind
These cloaks of famed elven design are enhanced to reflect the wearer's surroundings, aiding him in blending in with any terrain.

When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.

Boots of Elvenkind
These soft boots are partially made out of living leaves and other natural materials.

They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.

Gloves of Swimming and Climbing
These apparently normal lightweight gloves grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to be effective.

Ring of Feather Falling
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Handy Haversack
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.


============================
Levels:

Level 1: +6 HP
Class: Sorcerer
Feat: Cunning

Level 2: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point

Level 3: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Feat: Alertness
Automatic Bonus Progression: Resistance +1

Level 4: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Armor Attunement +1, Weapon Attunement +1
Attribute Increase: Constitution +1

Level 5: +10 HP
Class: Ranger
Feat: Nature's Ally
Automatic Bonus Progression: Deflection +1

Level 6: +10 HP
Class: Ranger
Combat Style Feat: Precise Shot
Automatic Bonus Progression: Mental Prowess(+2 Charisma)

Level 7: +8 HP
Class: Oracle
Feat: Toughness
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Physical Prowess(+2 Dexterity)

Level 8: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Armor Attunement +1/+1, Weapon Attunement +1/+1, Toughening +1, Resistance +2

Level 9: +8 HP
Class: Oracle
Feat: Dodge
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Armor Attunement +2, Weapon Attunement +2

Level 10: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Deflection +2, Resistance +3

Level 11: +8 HP
Class: Oracle
Feat: Animal Ally
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Mental Prowess Upgrade (+4 Charisma)


============================
============================
Elamina Zephyr:

Elamina Zephyr CR –
Female liminal sprite (Pathfinder RPG Bestiary 5 158)
CG Tiny fey
Init +7; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 61 (3d6+6)
Fort +6, Ref +7, Will +9
Defensive Abilities improved evasion; DR 5/cold iron; Immune sleep; SR 16
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, repartee
Spell-Like Abilities (CL 6th; concentration +8)
. . At will—daze (DC 12), prestidigitation
. . 3/day—fumbletongue[UM] (DC 13), invisibility (self only), memory lapse[APG] (DC 13)
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 14, Int 16, Wis 12, Cha 15
Base Atk +5.5; CMB +6; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +3 (-1 to jump), Diplomacy +8, Escape Artist +9, Fly +17, Knowledge (local) +9, Linguistics +4, Perception +7, Perform (comedy) +8, Sense Motive +7, Sleight of Hand +8, Stealth +17
Languages Common, Draconic, Elven, Sylvan, Tengwae; speak with animal (same kind only), speak with master
SQ empathic link, versatile performance
--------------------
Special Abilities
--------------------
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Good) You can fly!
Immunity to Sleep You are immune to sleep effects.
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.
Repartee (3/day) (Su) When aid a Cha skill check, aid another bonus is +2d4.
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 (16) You have Spell Resistance.
Versatile Performance (Ex) Use Perform (comedy) modifier in place of Bluff and Intimidate.

============================
Shamall:

Shamall CR –
Fey wolf (Pathfinder RPG Bestiary 3 116)
CG Large fey (animal)
Init +4; Senses low-light vision, scent; Perception +12
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 19 (+1 deflection, +4 Dex, +1 dodge, +1 enhancement, +8 natural, -1 size)
hp 91 (7d8+35)
Fort +10, Ref +10, Will +5 (+4 vs. Mind Affecting effects, +4 morale bonus vs. enchantment effects)
Defensive Abilities evasion; DR 5/cold iron; Resist cold 10, electricity 10
--------------------
Offense
--------------------
Speed 50 ft., fly 75 ft. (good)
Melee bite +12 (2d6+11 plus trip)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 24, Dex 19, Con 19, Int 4, Wis 14, Cha 8
Base Atk +5.25; CMB +13; CMD 29 (33 vs. trip)
Feats Dodge, Improved Natural Armor, Improved Natural Attack (bite), Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt, Track
Skills Acrobatics +9 (+17 to jump), Climb +11, Fly +6, Perception +12, Stealth +10, Survival +5 (+9 when tracking by scent), Swim +11; Racial Modifiers +4 Survival when tracking by scent
Languages Sylvan
SQ attack any target, change shape, combat riding, devotion, hunt, track, trackless step
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Change Shape (Wolf) (Su) You can change into a specific individual of another form.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Fly (75 feet, Good) You can fly!
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.
Trackless Step (Ex) Do not leave a trail in natural settings & can't be tracked unless willing.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

============================
============================
Appearance:

Features:
Age: 24
Height: 5 feet, 2 inches
Weight: 100 lbs.
Skin: Pale
Eyes: Sapphire Blue
Hair: Long, straight, raven-black
Identifying Marks: Freckles on the bridge of her nose, cheeks, and shoulders; The Seeker's Seal on her back, between her shoulder blades

Description:
Aislin is a small woman with soft features that hide a surpisingly strong and resilient frame. her stature, the freckles dusting the bridge of her nose and her cheeks, and her large, bright eyes often lead others to underestimate how old she is. Her hair is often done up in a practical style, typically braids or a coiling bun, and tied with the enchanted ribbon (a re-flavored hat of disguise) that allows her to change her appearance at will. When it's down, it reaches past her knees, making it a bit of a nightmare to care for while on the run. She prefers simple, well-made clothing to flashier and more fashionable options. Her one consecion to courtly fashion is the noble's outfit and matching jewelry that Una packed for her when she first ran from the castle.

Currently Wearing:
- Explorer's Outfit #1
- Gold Holy Symbol of Shelyn (Hidden under tunic and armor padding)
- Boots of Elvenkind
- Cloak of Elvenkind
- Gloves of Swimming and Climbing
- Diadem of the Fey Queen
- Ribbon of Disguise
- Ring of Feather Falling

Clothing and Accessories:
Accessories and Jewelry:
Ribbon of Disguise (Reflavored Hat of Disguise)
- A two-foot long, blue silk ribbon with silver knotwork along the edges and decorating the ends. The knotwork hides the runes that give the the ribbon its enchantment.

Diadem of the Fey Queen
- Fine strands of silver are twisted together like vines and adorned with tiny golden blossoms to form this delicate circlet

Boots of Elvenkind
- Supple leather boots with straps to adjust the fit.

Cloak of Elvenkind
- A gray cloak that subtly shifts color to better match the surrounding environment. Faint knotwork adorns the hem, hood, and back.

Gloves of Swimming and Climbing
- A pair of rugged leather gloves that leave the last two joints of teh fingers and the final joint of the thumb exposed. Straps with blackened buckles cinch the wrists to keep the gloves on.

Silver and Emerald Necklace and Earrings
- A pendant of an emerald cut in a teardrop shape held by fine lacework of silver hangs from a fine silver chain.
- A pair of silver earrings each with an emerald cut to match the shape of the pendant and held in a similar lacework of silver, but in miniature.

Signet Ring for House Temuir
- A silver band that has the rampant heraldic animals of House Temuir engraved on the sides. It is set with gems in the house colors, and has the Temuir coat of arms engraved in its top.

Ring of Feather Falling
- A silver band with intertwined feathers engraved on the outside. The feathers form the setting for an spherical azure topaz.

Gold Holy Symbol of Shelyn
- A pendant shaped like a roosting thrush fashioned from several types of gold. The tail feathers are made of gems in the seven colors of the rainbow.

Clothing
Explorer's Outfit #1
- A linen shirt, cream.
- A woolen tunic, dark green.
- A pair of woolen pants, brown.
- A pair of woolen socks, dark brown.

Explorer's Outfit #2
- A woolen shirt, black.
- A woolen tunic, green with golden trim.
- A pair of woolen pants, black.
- A pair of woolen socks, black.

Explorer's Outfit #3
- A linen shirt, black.
- A woolen tunic, dark gray.
- A pair of woolen pants, black.
- A pair of woolen socks, black.
- A long woolen scarf, black.

Artisan's Outfit #1
- A light linen shirt, white.
- A woolen skirt, blue.
- A pair of woolen stockings, black.
- A canvas apron, white.

Artisan's Outfit #2
- A linen shirt, green.
- A pair of woolen pants, brown.
- A pair of woolen socks, green.
- A canvas apron, brown.

Artisan's Outfit #3
- A woolen shirt, red.
- A woolen skirt, black.
- A pair of woolen stockings, black.

Cold Weather Outfit
- A heavy woolen tunic, navy.
- A thick woolen overcoat, black with cream fur lining.
- A thick woolen shirt, tan.
- A pair of thick woolen leggings, black.
- A heavy woolen skirt, navy.

Hot Weather Outfit
- A light cotton headscarf, pale blue.
- A light cotton keffiyah, white fading to pale blue at the bottom hem with golden trim.
- A pair of light linen pants, white.
- A light linen shirt, pale blue.
- A woolen sash, golden.

Noble's Outfit
- A high-necked silk gown, white with silver brocade. It's fitted through the waist and flares to just above the floor.
- A pair of silk, fingerless, opera-length gloves, white with silver brocade.
- A pair of silk stockings, white.
- A pair of low-heeled slippers, white.
- A velet capelet, navy with white silk lining.


============================
Personality:

Aislin is a kind and caring person that would prefer to avoid a fight. She is slow to trust anyone after spending eight years on the run. While she can certainly be charming, her social skills have atrophied since leaving the royal court of Bridunn behind, though she's still a charming young lady when she does talk.

The years of running are wearing on her, as are the lives of those that were disrupted or even ended thanks to their association with her. She's starting to think she's bad luck and wonders if she'll have to live in obscurity somewher remote if she fails to enter the Tower of Ages. A not so small part of her blames herself for the deaths of those that had helped her only to be harmed or killed by the people after her.

Still, there are glimmers of the person she used to be. She still loves music and will humm and sing when she's in a good mood or dance along whenever someone is playing some music or singing a song. She tries to befriend any dogs, cats, or other fluffy critter that she happens across.


============================
10 Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1. Aislin is a cursed Tengwar princess that was chased from her kingdom by powerful nobles and clergy whose toes her prophecies had stepped on. Her sorcerous and oracular powers were a threat to both the nobility and the ecclesiarchy since neither had control over them.

2. Aislin is an empathetic person. Even when she was a princess, she was sensitive to other's moodes. After running from her pursuers for 8 years, she knows what it's like to endure hardship and having to fight for your next meal, or even just to survive the next few minutes. She tries to see things from other people's point of view.

3. After so many years on her own, Aislin is a bit affection starved. Most of the time she wears a melancholic expression, but she lights up whenever someone gives her a hug or a pat on the back, or the head.

4. While most of the time Aislin can exude the effortless grace and regal bearing of her upbringing, when it comes to trying to establish a friendly bond, she turns into a flustered mess.

5. She's a smallish young woman with dark hair and bright blue eyes. She wears her hair up most of the time, but when she let's it down it goes to her knees.

6. She loves all manner of fluffy critters.

7. She loves music and especially singing in all of it's forms..

8. She loves to paint, but rarely has the chance to on the road. The painter's tools she carries are a gift from her second eldest brother when she turned twelve.

9. She doesn't like conflict, chosing to run away rather than confront something or someone.

10. She still carries the fancy dress, jewelry, and signet ring her head maid had packed for her, despite never having a chance nor need to wear them.

11. She loves to learn new things and started to learn how to bake and cook before she was chased from her home. Those skills came in handy when she needed to support herself after running away. Despite being a bit squeamish at first, she actually enjoys butchering her kills and learned more about the profession from the husband of a baker she worked for for a little while. It was while doing this she learned she could read the animal's entrails to gain insights into the future.

12. She absolutely terrified of spiders.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Character Goals:
1. Find a place to call home. She's been running for eight years, and she's tired of it.

2. Find people she can trust and not endanger. The people hunting her are far from descrete in their methods most of the time, nor were they above trying to take advantage of her naivety early on. She had several close calls, and unfortunately, she also ran from a few places after the people that had taken her in had been slaughtered.

Player Goals:
1. I think I'd like to see some of the less used skills I picked up get a chance to shine. I mean, how many times does a profession skill come into play in an adventure?

2. This one's silly, but I'd like for her to be involved in some incident that involves fluffy critters. A cult of bunny worshipers, demonic kittens, infernal puppies, getting her hands on a bag of infinite tribbles, something that has a touch of whimsy and ends with her having a horde of fluffy critters to come back to and relax with. (I'm not looking for combat pets, this is just supposed to be funny. I know that the tone of the game's supposed to be more serious, so I also know that this one's probably a long shot.)

3. A less silly goal is that I'd like for Aislin to realize that she's allowed to be happy and joyful.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Character-known Secret:
The high clergy and nobility of the kingdom had become corrupt and many had lost their divine gifts, if they had them to begin with.

Player-known Secret:
Her eldest brother, the crown prince was the one that was hunting her.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Dohmnall Temuir, Second Prince of Brídunn (Friendly) - Dohmnall was always there to protect Aislin from the machinations of the court. However, just before the Crown Prince, Eachann, chased her out and tried to have her killed, he sent Dohmnall out to tour the border forts and give a report on their condition. Dohmnall was the one that gave Aislin the painting tools she cherishes.

2. Eachann Temuir, Crown Prince of Brídunn (Hostile) - Eachann was the eldest of the royal scions. When it was discovered that Aislin could see things that she shouldn't know, He knew that she would be a threat to him. He was a conniving young man that was using the corrupt clergy and nobility of the kingdom to undermine his father's influence and build his own powerbase. He chased Aislin out, only to learn after she was gone that she could be a vaulable asset, so began hunting her down for his own purposes.

3. Thames of the Golden Rod, High Priest of Brídunn (Hostile) - Thames is one of the rare self-made men in the high clergy of Brídunn. He clawed his way to the top spot within the church and left behind scores of ruined lives in his wake. While he lacks the divinely granted abilities of a true cleric, he does have some skill in spell casting that he's able to use in fooling his enemies. He's the one that avised the Crown Prince that he should use Aislin to further their goals.

4. Skye of the Ash Hills (Friendly) - Skye was a middle-aged ranger that lived and roamed the forests of Westfall. She taught Aislin how to defend herself and hunt after she found the poor girl half-starved and exhausted in the woods the ranger called her home. After Aislin could look after herself, Skye helped her leave the kingdom's borders. The Ash Hills she comes from are known for their large groves of ash trees.

5. Una Ni'Aodh (Friendly) - Una was Aislin's handmaid and closest friend. She was the one that learned of the plot against the young princess and got everything prepared and helped Aislin escape. Aislin never learned what became of her, though she suspects it was nothing good. Ever since that day, Aislin has missed her friend and sometimes prays that she'll see her again.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Not long after running from home, Aislin was chased by a mercenary that used giant spiders to harry their bounties. She escaped, barely, but that night of horrors left a mark. She's terrified of spiders.

2. Aislin's fondest memory is when her brother, Dohmnall, gave her a set of painting tools for her twelfth birthday. She cherishes his gift and takes extremely good care of them. If they were to be misplaced she'd be distraught for no telling how long.

3. Aislin will sway or dance to any music that she hears.

4. When Aislin is really happy or really enjoying something, she'll start humming or singing and moving along to the song with her eyes closed.


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

Nature Soul is a prerequisite for Animal Ally, so I think you still need to do a little more feat rearranging if you want to have both a companion and a familiar. Also, I don't believe there is currently any mechanic that will let you add the fey creature or fey-touched simple template to an animal companion. You can certainly take the feytouched companion archetype if you want, although then you're right back to the issue of not being able to pick a wolf (or any other medium/large animal). We could potentially maybe look at creating a feat to add the template later on, but currently I don't think anything like that exists. And, I do want to reiterate that in a high powered game (like this) animal companions will be noticeably less effective in combat than in lower powered games, so please consider how much resources you want to devote to this.

In cheery news, here is the link for the third attunement for you to look over and choose from. It would have been nice to have actually played out that trial because your decisions do have some bearing on the options available to you, but I couldn't think of an easy way to do that without slowing us down considerably, so I just wrote the whole trial narratively and made sure you qualified to pick any of the 5 that you want. Please note that they do use different stats and interact with armor differently.

Let me know if you have any questions. Oh, and if you started working on a gameplay post right after your discussion post you might want to double check and make sure you didn't get ninja'd by my 3rd trial post, lol.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

I got the feats messed up. I thought it was Nature's Ally before figuring out it was Nature Soul when I was updating the actual feats section. I did replace Skill Focus and Weapon Focus to get Nature Soul and Animal Ally, so yeah, she can have the animal companion now. As for adding the Fey template, I think we could say that it's a function of the Diadem. I don't think it'd make it too powerful. It's not a big deal if you don't want me to add it. I can take it off.

Since we're already talking about it, is a Luminal Sprite alright for the Diadem familiar?

I'll take a look at the attunement stuff. I haven't started on a gameplay post, so you're good there. :)

Anyway, here's the fixed version of her stat sheet:

Basic Stats:

CG Female Aasimar(Musetouched) Oracle(Seer) 8/Ranger 2/Sorcerer 1
HP: 123 (8d8+2d10+1d6+22+11 | 64 Oracle, 20 Ranger, 6 Sorcerer, 22 CON, 11 Toughness)
Senses: Perception +20
Init: +4

Speed: 30 Feet
Size: Medium (5 feet, 2 inches | 100 lbs.)
Reach: 5 feet
Languages: Common, Tengwae, Auran, Celestial, Sylvan


============================
Attributes:

STR: 15 +2 (7 points)
DEX: 18 +4 (5 points, +2 Racial Bonus, +2 ABP Attunement)
CON: 14 +2 (3 points, +1 Level 4 Attribute Increase)
INT: 12 +1 (2 points)
WIS: 14 +2 (3 points, +1 Level 8 Attribute Increase)
CHA: 20 +5 (5 points, +2 Racial Bonus, +4 ABP Attunement)

============================
Offense:

BAB: +8.5 (Oracle +6, Ranger +2, Sorcerer +0.5)
CMB: +10 (+2 STR, +8 BAB)
Melee: +12
Ranged: +12

Favored Enemies:
Humans: +2

Melee
Unarmed Strike
|-- Attack: +12/+7 | Damage: 1d3+2 B Non-Lethal | Crit: x2

Laughing Touch (8/day) Mind-Affecting Effect
|-- Attack: +12 | Damage: Special | Crit: N/A
|-- Effects: On a successful hit, target bursts out laughing for 1 round. Target can only move. No effects to AC. Immune for 24 hours after.

Range
Endless Ammunition Darkwood Composite Longbow Attuned Weapon +2, Weapon Training
|-- Attack: +15/+10 | Damage: 1d8+4 P | Crit: x3

Lightning Arc (Sp) (8/day) Touch Attack
|-- Attack: +12 | Damage: 1d6+5 Electricty | Crit: x2


============================
Defense:

AC: 26/17/21 (+4 DEX, +8 Armor, +1 Dodge Feat, +2 Deflection ABP, +1 Natural ABP)
CMD: 27/22 (+4 DEX, +2 Strength, +8 BAB, +2 Deflection, +1 Dodge)

Damage Reduction: 2/Cold Iron

Resist: Acid 5, Cold 5, Electricity 10

Fort: +11 (+2 CON, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
Reflex: +13 (+4 DEX, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
Will: +12.17 (+2 WIS, +4 Oracle, +0.67 Ranger, +0.5 Sorcerer, +2 Good Save, +3 Resistance) (+13 vs Illusions [Hardly a Fool])


============================
Skills:

Skill Points: 98
Oracle: 32
Ranger: 12
Sorcerer: 2
Intelligence Mod: 11
Favored Class Bonus: 8
Cunning: 11
Background Skills: 22

Armor Check Penalty: -1

Acrobatics (DEX)^ +8 Ranks: 0 (0 Rank, +4 DEX, +5 Competence (Boots of Elvenkind), -1)
Appraise (INT)*° +1 Ranks: 0
Artistry (INT)*° +1 Ranks: 0
Bluff (CHA)* +5 Ranks: 0
Climb (STR)*^ +14 Ranks: 4 (+4 Rank, +3 Class, +2 STR, +5 Competence (Gloves of Climbing and Swimming), ACP N/A due to Agile Breastplate)
Craft(Painting) (INT)*° +9 Ranks: 3 (+3 Rank, +3 Class Skill, +1 INT, +2 Masterwork Artisan's Tools[Painting])
Craft (INT)*° +3 Ranks: 0
Diplomacy (CHA)* +7 Ranks: 0 (+5 CHA, +2 Racial Bonus)
Disable Device (DEX)^† -- Ranks: 0
Disguise (CHA)* +15 Ranks: 0 (+5 CHA, +10 Hat of Disguise)
Escape Artist (DEX)^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Fly (DEX)*^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Handle Animal (CHA)†° -- Ranks: 0
Heal (WIS)* +8 Ranks: 3 (+3 Rank, +3 Class, +2 WIS)
Intimidate (CHA)* +5 Ranks: 0
Knowledge (arcana) (INT)*‡ +8 Ranks: 4 (+4 Rank, +3 Class, +1 INT)
Knowledge (dungeoneering) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Knowledge (engineering) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (geography) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (history) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (local) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Knowledge (nature) (INT)*‡ +9 Ranks: 3 (+3 Rank, +3 Class, +1 INT, +2 Nature Soul)
Knowledge (nobility) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (planes) (INT)*‡ +8 Ranks: 4 (+4 Rank, +3 Class, +1 INT)
Knowledge (religion) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Linguistics (INT)*†° -- Ranks: 0
Lore (INT)*†° -- Ranks: 0
Perception (WIS)* +20 Ranks: 11 (+11 Rank, +3 Class, +2 WIS, +4 Alertness)
Perform (Dancing)(CHA)*° +14 Ranks: 3 (+3 Rank, +3 Class, +5 CHA, +2 Racial Bonus, +1 Intense Artist)
Perform (Singing)(CHA)*° +14 Ranks: 3 (+3 Rank, +3 Class, +5 CHA, +2 Racial Bonus, +1 Intense Artist)
Perform (String Instruments)(CHA)*° +12 Ranks: 2 (+2 Rank, +3 Class, +5 CHA, +2 Racial Bonus)
Perform (Wind Instruments)(CHA)*° +12 Ranks: 2 (+2 Rank, +3 Class, +5 CHA, +2 Racial Bonus)
Perform (CHA)*° +7 Ranks: 0 (+5 CHA, +2 Racial Bonus)
Profession(Baker) (WIS)*†° +2 Ranks: 2 (+2 Rank, +3 Class, +2 WIS)
Profession(Butcher) (WIS)*†° +2 Ranks: 2 (+2 Rank, +3 Class, +2 WIS)
Profession(Cook) (WIS)*†° +8 Ranks: 3 (+3 Rank, +3 Class, +2 WIS)
Ride (DEX)*^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Sense Motive (WIS)* +13 Ranks: 5 (+5 Rank, +3 Class, +2 WIS, +2 Alertness, +1 Hardly a Fool)
Sleight of Hand (DEX)^†° -- Ranks: 0
Spellcraft (INT)*† +11 Ranks: 7 (+7 Rank, +3 Class, +1 INT)
Stealth (DEX)*^ +22 Ranks: 11 (+11 Rank, +3 Class, +4 DEX, +5 Cloak of Elvenkind, -1 ACP)
Survival (WIS)* +12 Ranks: 5 (+5 Rank, +3 Class, +2 WIS, +2 Nature Soul)
Swim (STR)*^ 13 Ranks: 4 (+4 Rank, +3 Class, +2 STR, +5 Competence (Gloves of Climbing and Swimming), -1 ACP)
Use Magic Device (CHA)*† -- Ranks: 0

* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill


============================
Magic:

Oracle Spells
Known Spells
Orisons DC: 15
Create Water (V, S)
Detect Magic (V, S)
Guidance (V, S)
Light (V, D)
Mending (V, S)
Purify Food and Drink (V, S)
Read Magic (V, S, F [a clear crystal or mineral prism])
Spark (V or S)

1st-Level Spells 8/day, DC: 16
Bless (V, S, D)
Cure Light Wounds (V, S)
Endure Elements (V, S)
Identify (V, S)
Magic Weapon (V, S)
Obscuring Mist (V, S)
Protection from Evil (V, S, D)

2nd-Level Spells 7/day, DC: 17
Bull's Strength (V, S, D)
Cure Moderate Wounds (V, S)
Detect Thoughts (V, S, D/F[a copper piece])
Hold Person (V, S, D/F[a small straight piece of iron]) DC: 19
Shield Other (V, S, F[a pair of platinum rings worth 50 gp each worn by both you and the target])

3rd-Level Spells 6/day, DC: 18
Beacon of Luck (V, S, D)
Clairaudience/Clairvoyance (V, S, D/F[a small horn or a glass eye])
Cure Serious Wounds (V, S)
Sacred Bond (V, S, F[a pair of golden bracelets worth 100 gp each worn by both you and the target])

4th-Level Spells 4/day, DC: 19
Air Walk (V, S, D)
Cure Critical Wounds (V, S)
Scrying (V, S, D, F[a silver mirror worth 1,000 gp])

----------------------------

Sorcerer Spells
Known Spells
Cantrips DC: 15
Dancing Lights (V, S)
Ghost Sound (V, S)
Mage Hand (V, S)
Prestidigitation (V, S)

1st-Level Spells 5/day, DC: 16
Feather Fall (V)
Gravity Bow (V, S)

----------------------------

Spell-like Abilities
Racial Spell-like Ability (1/day)
Glitterdust, DC: 17

Sorcerer Bloodline Power (8/day)
Laughing Touch

Affinity Soul Attunement
Domain Power: (8/day)
Lightning Arc

Domain Spells: (1/day)
Obscuring Mist, DC: 16
Wind Wall, DC: 17
Gaseous Form, DC: 18
Air Walk, DC: 19
Control Winds, DC: 20
Chain Lightning, DC: 21

----------------------------
V - Vocal Component
S - Somatic Component
F - Spell Focus Component
M - Material Component
D - Divine Focus Component


============================
Special Abilities and Attunements:

Oracle Curse, Mystery, and Revelations:
Tongues (Ex):
In times of stress or unease, you speak in tongues.

Effect:
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.


  • At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
  • At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
  • At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Languages Chosen: Celestial (Oracle 1), Auran (Oracle 5)

Mystery (Lore):
Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.

Bonus Spells: identify (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).

Natural Divination (Su): (3/day)
You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Gift of Prophecy (Su): (1/day)
Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.

Automatic Writing (Su): (Commune, 1/day)
Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Fey Bloodline
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Class Skill: Knowledge (nature).

Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Soul Attunement:
Affinity- Completing the first attunement has awakened in you a deep spiritual connection with one of the primal forces. Choose one domain from the following list: Air, Earth, Erosion, Fire, Healing, Plant, Water, or Weather.You gain its granted powers as a cleric of your character level. In addition, you gain the ability to use each of its domain spells as a spell-like ability 1/day, beginning when your character level equals twice its spell level. All of the save DCs, number of daily uses, and other attribute-related variables use your Cha instead of Wis.
Domain Choosen: Air

Air Domain
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (Sp) (+12, 1d6+5 Electricity) (8/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spell-Like Abilities (1/day):
1st - obscuring mist, DC: 16
2nd - wind wall, DC: 17
3rd - gaseous form, DC: 18
4th - air walk, DC: 19
5th - control winds, DC: 20
6th - chain lightning, DC: 21
7th - elemental body IV (air only), DC: 22
8th - whirlwind, DC: 23
9th - elemental swarm (air spell only), DC: 24

Flesh Attunement:
Skill- Completing the second trial has solidified your training with certain weapons to the point that they truly feel like an extension of your body. You gain the Weapon Training ability as a fighter of your character level. In addition, you count as a fighter of your character level for the purpose of qualifying for feats that apply to a weapon or weapon group for which you have Weapon Training.

Weapon Training (Ex):
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon Group Chosen: Bows(5th), Light Blades(9th)


============================
Feats and Traits:

Feats:
Alertness:
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Ally:
Your respect for nature is so great that you can form a deep and lasting friendship with an animal.
Prerequisites: Nature Soul, character level 4th, must not have an animal companion or mount that advances as an animal companion.
Benefit: You gain an animal companion as if you were a druid of your character level -3 from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf. If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter's bond, mount, or nature bond class features), the effective druid level granted by this feat stacks with that granted by other sources.

Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Dodge:
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Eschew Materials: Sorcerer Bonus Feat
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Precise Shot: Ranger Combat Style Feat
You are innately in tune with nature and venerate the power and mystery of the natural world.
Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Precise Shot: Ranger Combat Style Feat
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

----------------------------

Traits:
Seeker's Seal (Campaign): You bear the Seeker's Seal upon your body. After signing the Bookkeeper's ledger the seal appeared on your skin (at a location of your choosing) in a wave of magical energy. The seal looks like a dull gray tattoo of three concentric pentagrams inscribed by a circle, about 4 inches across. At will, you can focus on the seal as a full-round action in order to use know direction as a spell-like ability with a caster level equal to your character level, however, doing so does not reveal which direction is north. Instead, using this ability will reveal the direction to either the Tower of Ages or the nearest Anchor. You must choose before using this ability which of the two you are orienting yourself towards.
Location: Upper back, between the shoulderblades

Intense Artist (Religion): Your devotion has caused you to delve more deeply into your art.
Benefits: Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Skills Chosen: Dance, Sing

Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message.
Benefit: You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.


============================
Aasimar(Azata-Blooded, Scion of Humanity) Racial Traits:

Ability Score Racial Traits: Azata-blooded aasimars are agile, confident, and personable. They gain +2 Dexterity and +2 Charisma.

Type: Scions of Humanity are Outsider(Native) and Humanoid (Human).

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Languages: Scions of Humanity begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks.

Spell-Like Ability (Sp): Azata-blooded aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
(Changes already reflected above)


============================
Oracle Class Features:

Weapon and Armor Proficiency:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spellcasting:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier (see FAQ).

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with "cure" in the name, inflict spells include all spells with "inflict" in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Mystery Chosen: Lore

Oracle's Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Curse Chosen: Tongues

Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.
Revelations Chosen: Natural Divination, Gift of Prophecy, Automatic Writing

Seer Archetype
While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.

Bonus Spells:
These bonus spells replace the oracle's mystery bonus spells at these levels: detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).

Revelations:
A seer must take the following revelations at the listed levels.

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

You must take this revelation at 1st level.

Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.

You must take this revelation at 3rd level.


============================
Ranger Class Features:

Weapon and Armor Proficiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from- those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Chosen: Humanoid(Humans)

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style Feat (Ex):
At 2nd level, a ranger must select one combat style to pursue.

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Comabt Style Chosen: Archery
Feat Chosen: Precise Shot


============================
Sorcerer Class Features:

Weapon and Armor Proficiency:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline:
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing- or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities.

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Bloodline Chosen: Fey


============================
Gear:

Money: 1003 gp, 3 sp, 0 cp
Encumbrance: 32.5 lbs. (27.5 lbs. without Handy Haversack)
Light - 66 lbs.
Medium - 67 - 133 lbs.
Heavy - 134 - 200 lbs.

Weapons:
Endless Ammunition Darkwood Composite Longbow (STR: +2) - D: 1d8+2 P | Special: - | Crit: x3 | W: 1.5 lbs. | Cost: 8630 gp

Armor and Shields:
Mithral Agile Breastplate - Armor Bonus: +6 | W: 12.5 lbs. | Cost: 4,400 gp

Clothing:
Explorer's Outfit x3 - W: 24 lbs. | Cost: 30 gp (One is the free outfit all characters get. Does not cost anything and does not count towards Encumbrance. Totals here for sake of consistency.)

Artisan's Outfit x3 - W: 12 lbs. | Cost: 3 gp

Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp

Hot Weather Outfit - W: 4 lbs. | Cost: 8 gp

Noble's Outfit - W: 10 lbs. | Cost: 75 gp

Accessories and Jewelry:
Hat of Disguise - W: - | Cost: 1800 gp

Diadem of the Fey Queen - W: - | Cost: -

Boots of Elvenkind - W: 1 lb. | Cost: 2500 gp

Cloak of Elvenkind - W: 1 lb. | Cost: 2500 gp

Gloves of Swimming and Climbing - W: - | Cost: 6250 gp

Silver and Emerald Necklace and Earrings - W: 1 lb. | Cost: 200 gp

Signet Ring for House Temuir - W: - | Cost: 5 gp

Ring of Feather Falling - W: - | Cost: 2200 gp

Gold Holy Symbol of Shelyn - W: 1 lb. | Cost: 100 gp

Consumables:
-2x Soap (each: 50 uses, 0.5 lbs., 1 cp | total: 100 uses, 1 lb. 2 cp)

Tools and Kits:
- Artisan's Tools, Masterwork (Craft[Painting]) (5 lbs., 55 gp)
- Cooking Kit (16 lbs., 3 gp)
|-- Iron Pot
|-- Iron Skillet
|-- Ladle
|-- Skewer
|-- Wooden Cutting Board
|-- Cutting Knife
|-- Iron Tripod (for the pot)
|-- Tinder Packet
|-- Local Herbs and Spices
- Scrivener's Kit (1 lb., 2 gp)
|-- Soft Leather Case
|-- Vial (for holding ink)
|-- Ink Pen
|-- Pen Nibs
|-- Pigment (black, for making ink)
|-- Pen Knife (for cutting pen nibs)
|-- Blotter
|-- Small Ruler

Other Gear:
- Bedroll (5 lbs., 1 sp)
- Belt Pouch (0.5 lbs., 1 gp)
- Blanket, Winter (3 lbs., 5 sp)
- Chalk x8 (each: -, 1 cp | total: -, 8 cp)
- Chalkboard (2 lbs., 1 gp)
- Flint and Steel (-, 1 gp)
- Journal x2 (each: 1 lb., 10 gp | total: 2 lbs., 20 gp)
- Tent, Small (20 lbs., 10 gp)
- Waterskin x4 (each: 4 lbs., 1 gp | total: 16 lbs., 4 gp)

Magic Items:
Head:
- Hat of Disguise (-, 1800 gp)
|-- Cast Disguise Self at will

Headband:
- Diadem of the Fae Queen (-, -)
|-- +2 to saves versus fey spells and SLAs
|-- +2 to Diplomacy Checks on Good-aligned fey (Must see and recognize Diadem)
|-- +2 to Intimidate Checks on Evil-aligned fey (Must see and recognize Diadem)
|-- DR 2/Cold Iron

Eyes:
-

Shoulders:
- Cloak of Elvenkind (1 lb., 2500 gp)
|-- +5 to Stealth checks

Neck:
-

Chest:
-

Body:
-

Armor:
- Mithral Agile Breastplate (12.5 lbs., 4400 gp)

Belt:
-

Wrists:
-

Hands:
- Gloves of Swimming and Climbing (-, 6250 gp)
|-- +5 to Climb and Swim checks

Ring, Left Hand:
-

Ring, Right Hand:
- Ring of Feather Falling (-, 2200 gp)
|-- Cast Feather Fall automatically on wearer if wearer falls more than 5 feet.

Feet:
- Boots of Elvenkind (1 lb., 2500 gp)
|-- +5 to Acrobatics checks

Slotless:
- Handy Haversack (5 lbs., 2000 gp)
|-- Move action to retrive any item in any compartment.
|-- Central compartment holds 8 cubic feet/80 lbs. of material.
|-- Side Compartments each hold 2 cubic feet/20 lbs. of material

----------------------------

Gear Locations
Handy Haversack: Total: 21 lbs.
- Cooking Kit (16 lbs.)
Central Compartment: 77/80 lbs.
- Artisan's Outfit x3 (12 lbs.)
- Explorer's Outfit x2 (16 lbs.)
- Cold Weather Outfit (7 lbs.)
- Hot Weather Outfit (4 lbs.)
- Noble's Outfit (10 lbs.)
- Small Tent (20 lbs.)
- Bedroll (5 lbs.)
- Winter Blanket (3 lbs.)

Left Compartment: 10/20 lbs.
- Masterwork Artisan's Tools(Craft[Painting]) (5 lbs.)
- Journal x2 (2 lbs.)
- Scrivener's Kit (1 lb.)
- Chalk x8 (-)
- Chalkboard (2 lbs.)

Right Compartment: 17/20 lbs.
- Waterskin x4 (16 lbs.)
- Soap x2 (1 lb.)

Belt: Total: 1.5 lbs.
- Belt Pouch (0.5 lbs.)

Belt Pouch: Total: 1 lb.
- Flint and Steel (-)
- 50 gp (1 lb.)


============================
Magic Items:

Diadem of the Fae Queen
Fine strands of silver are twisted together like vines and adorned with tiny golden blossoms to form this delicate circlet, said to be a vestige of a long forgotten faerie court.

The diadem grants its wearer +2 to saving throws against the spells and spell-like abilities of fey and damage reduction 2/cold iron. The wearer can also call on a creature of the feywild to serve as their bonded companion; this bond functions as either an animal companion with the feytouched companion archetype (treating the wearer's character level as their druid level), or as an improved familiar selected from the fey creatures with compatible alignments or a fey-touched animal (treating the wearer's character level as their wizard level). The animal chosen for this bond remains bonded with the wearer even if the diadem is removed or rendered inactive, though it can be dismissed and replaced following the normal rules for a familiar. If the diadem is removed or rendered inactive, the bonded companion fades into the feywild in 1d4 rounds; when it is worn or rendered active again, the creature fades back into existence near the wearer in another 1d4 rounds.

In addition, the wearer gains a (non-magical) +2 circumstance bonus to diplomacy checks against good fey who can see the diadem and recognize it, and to intimidate checks against evil fey who see and recognize it.

Hat of Disguise
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.

Cloak of Elvenkind
These cloaks of famed elven design are enhanced to reflect the wearer's surroundings, aiding him in blending in with any terrain.

When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.

Boots of Elvenkind
These soft boots are partially made out of living leaves and other natural materials.

They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.

Gloves of Swimming and Climbing
These apparently normal lightweight gloves grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to be effective.

Ring of Feather Falling
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Handy Haversack
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.


============================
Levels:

Level 1: +6 HP
Class: Sorcerer
Feat: Cunning

Level 2: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point

Level 3: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Feat: Alertness
Automatic Bonus Progression: Resistance +1

Level 4: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Armor Attunement +1, Weapon Attunement +1
Attribute Increase: Constitution +1

Level 5: +10 HP
Class: Ranger
Feat: Nature Soul
Automatic Bonus Progression: Deflection +1

Level 6: +10 HP
Class: Ranger
Combat Style Feat: Precise Shot
Automatic Bonus Progression: Mental Prowess(+2 Charisma)

Level 7: +8 HP
Class: Oracle
Feat: Toughness
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Physical Prowess(+2 Dexterity)

Level 8: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Armor Attunement +1/+1, Weapon Attunement +1/+1, Toughening +1, Resistance +2

Level 9: +8 HP
Class: Oracle
Feat: Dodge
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Armor Attunement +2, Weapon Attunement +2

Level 10: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Deflection +2, Resistance +3

Level 11: +8 HP
Class: Oracle
Feat: Animal Ally
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Mental Prowess Upgrade (+4 Charisma)


============================
============================
Elamina Zephyr:

Elamina Zephyr CR –
Female liminal sprite (Pathfinder RPG Bestiary 5 158)
CG Tiny fey
Init +7; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 61 (3d6+6)
Fort +6, Ref +7, Will +9
Defensive Abilities improved evasion; DR 5/cold iron; Immune sleep; SR 16
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, repartee
Spell-Like Abilities (CL 6th; concentration +8)
. . At will—daze (DC 12), prestidigitation
. . 3/day—fumbletongue[UM] (DC 13), invisibility (self only), memory lapse[APG] (DC 13)
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 14, Int 16, Wis 12, Cha 15
Base Atk +5.5; CMB +6; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +3 (-1 to jump), Diplomacy +8, Escape Artist +9, Fly +17, Knowledge (local) +9, Linguistics +4, Perception +7, Perform (comedy) +8, Sense Motive +7, Sleight of Hand +8, Stealth +17
Languages Common, Draconic, Elven, Sylvan, Tengwae; speak with animal (same kind only), speak with master
SQ empathic link, versatile performance
--------------------
Special Abilities
--------------------
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Good) You can fly!
Immunity to Sleep You are immune to sleep effects.
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.
Repartee (3/day) (Su) When aid a Cha skill check, aid another bonus is +2d4.
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 (16) You have Spell Resistance.
Versatile Performance (Ex) Use Perform (comedy) modifier in place of Bluff and Intimidate.

============================
Shamall:

Shamall CR –
Fey wolf (Pathfinder RPG Bestiary 3 116)
CG Large fey (animal)
Init +4; Senses low-light vision, scent; Perception +12
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 19 (+1 deflection, +4 Dex, +1 dodge, +1 enhancement, +8 natural, -1 size)
hp 91 (7d8+35)
Fort +10, Ref +10, Will +5 (+4 vs. Mind Affecting effects, +4 morale bonus vs. enchantment effects)
Defensive Abilities evasion; DR 5/cold iron; Resist cold 10, electricity 10
--------------------
Offense
--------------------
Speed 50 ft., fly 75 ft. (good)
Melee bite +12 (2d6+11 plus trip)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 24, Dex 19, Con 19, Int 4, Wis 14, Cha 8
Base Atk +5.25; CMB +13; CMD 29 (33 vs. trip)
Feats Dodge, Improved Natural Armor, Improved Natural Attack (bite), Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt, Track
Skills Acrobatics +9 (+17 to jump), Climb +11, Fly +6, Perception +12, Stealth +10, Survival +5 (+9 when tracking by scent), Swim +11; Racial Modifiers +4 Survival when tracking by scent
Languages Sylvan
SQ attack any target, change shape, combat riding, devotion, hunt, track, trackless step
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Change Shape (Wolf) (Su) You can change into a specific individual of another form.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Fly (75 feet, Good) You can fly!
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.
Trackless Step (Ex) Do not leave a trail in natural settings & can't be tracked unless willing.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

============================
============================
Appearance:

Features:
Age: 24
Height: 5 feet, 2 inches
Weight: 100 lbs.
Skin: Pale
Eyes: Sapphire Blue
Hair: Long, straight, raven-black
Identifying Marks: Freckles on the bridge of her nose, cheeks, and shoulders; The Seeker's Seal on her back, between her shoulder blades

Description:
Aislin is a small woman with soft features that hide a surpisingly strong and resilient frame. her stature, the freckles dusting the bridge of her nose and her cheeks, and her large, bright eyes often lead others to underestimate how old she is. Her hair is often done up in a practical style, typically braids or a coiling bun, and tied with the enchanted ribbon (a re-flavored hat of disguise) that allows her to change her appearance at will. When it's down, it reaches past her knees, making it a bit of a nightmare to care for while on the run. She prefers simple, well-made clothing to flashier and more fashionable options. Her one consecion to courtly fashion is the noble's outfit and matching jewelry that Una packed for her when she first ran from the castle.

Currently Wearing:
- Explorer's Outfit #1
- Gold Holy Symbol of Shelyn (Hidden under tunic and armor padding)
- Boots of Elvenkind
- Cloak of Elvenkind
- Gloves of Swimming and Climbing
- Diadem of the Fey Queen
- Ribbon of Disguise
- Ring of Feather Falling

Clothing and Accessories:
Accessories and Jewelry:
Ribbon of Disguise (Reflavored Hat of Disguise)
- A two-foot long, blue silk ribbon with silver knotwork along the edges and decorating the ends. The knotwork hides the runes that give the the ribbon its enchantment.

Diadem of the Fey Queen
- Fine strands of silver are twisted together like vines and adorned with tiny golden blossoms to form this delicate circlet

Boots of Elvenkind
- Supple leather boots with straps to adjust the fit.

Cloak of Elvenkind
- A gray cloak that subtly shifts color to better match the surrounding environment. Faint knotwork adorns the hem, hood, and back.

Gloves of Swimming and Climbing
- A pair of rugged leather gloves that leave the last two joints of teh fingers and the final joint of the thumb exposed. Straps with blackened buckles cinch the wrists to keep the gloves on.

Silver and Emerald Necklace and Earrings
- A pendant of an emerald cut in a teardrop shape held by fine lacework of silver hangs from a fine silver chain.
- A pair of silver earrings each with an emerald cut to match the shape of the pendant and held in a similar lacework of silver, but in miniature.

Signet Ring for House Temuir
- A silver band that has the rampant heraldic animals of House Temuir engraved on the sides. It is set with gems in the house colors, and has the Temuir coat of arms engraved in its top.

Ring of Feather Falling
- A silver band with intertwined feathers engraved on the outside. The feathers form the setting for an spherical azure topaz.

Gold Holy Symbol of Shelyn
- A pendant shaped like a roosting thrush fashioned from several types of gold. The tail feathers are made of gems in the seven colors of the rainbow.

Clothing
Explorer's Outfit #1
- A linen shirt, cream.
- A woolen tunic, dark green.
- A pair of woolen pants, brown.
- A pair of woolen socks, dark brown.

Explorer's Outfit #2
- A woolen shirt, black.
- A woolen tunic, green with golden trim.
- A pair of woolen pants, black.
- A pair of woolen socks, black.

Explorer's Outfit #3
- A linen shirt, black.
- A woolen tunic, dark gray.
- A pair of woolen pants, black.
- A pair of woolen socks, black.
- A long woolen scarf, black.

Artisan's Outfit #1
- A light linen shirt, white.
- A woolen skirt, blue.
- A pair of woolen stockings, black.
- A canvas apron, white.

Artisan's Outfit #2
- A linen shirt, green.
- A pair of woolen pants, brown.
- A pair of woolen socks, green.
- A canvas apron, brown.

Artisan's Outfit #3
- A woolen shirt, red.
- A woolen skirt, black.
- A pair of woolen stockings, black.

Cold Weather Outfit
- A heavy woolen tunic, navy.
- A thick woolen overcoat, black with cream fur lining.
- A thick woolen shirt, tan.
- A pair of thick woolen leggings, black.
- A heavy woolen skirt, navy.

Hot Weather Outfit
- A light cotton headscarf, pale blue.
- A light cotton keffiyah, white fading to pale blue at the bottom hem with golden trim.
- A pair of light linen pants, white.
- A light linen shirt, pale blue.
- A woolen sash, golden.

Noble's Outfit
- A high-necked silk gown, white with silver brocade. It's fitted through the waist and flares to just above the floor.
- A pair of silk, fingerless, opera-length gloves, white with silver brocade.
- A pair of silk stockings, white.
- A pair of low-heeled slippers, white.
- A velet capelet, navy with white silk lining.


============================
Personality:

Aislin is a kind and caring person that would prefer to avoid a fight. She is slow to trust anyone after spending eight years on the run. While she can certainly be charming, her social skills have atrophied since leaving the royal court of Bridunn behind, though she's still a charming young lady when she does talk.

The years of running are wearing on her, as are the lives of those that were disrupted or even ended thanks to their association with her. She's starting to think she's bad luck and wonders if she'll have to live in obscurity somewher remote if she fails to enter the Tower of Ages. A not so small part of her blames herself for the deaths of those that had helped her only to be harmed or killed by the people after her.

Still, there are glimmers of the person she used to be. She still loves music and will humm and sing when she's in a good mood or dance along whenever someone is playing some music or singing a song. She tries to befriend any dogs, cats, or other fluffy critter that she happens across.


============================
10 Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1. Aislin is a cursed Tengwar princess that was chased from her kingdom by powerful nobles and clergy whose toes her prophecies had stepped on. Her sorcerous and oracular powers were a threat to both the nobility and the ecclesiarchy since neither had control over them.

2. Aislin is an empathetic person. Even when she was a princess, she was sensitive to other's moodes. After running from her pursuers for 8 years, she knows what it's like to endure hardship and having to fight for your next meal, or even just to survive the next few minutes. She tries to see things from other people's point of view.

3. After so many years on her own, Aislin is a bit affection starved. Most of the time she wears a melancholic expression, but she lights up whenever someone gives her a hug or a pat on the back, or the head.

4. While most of the time Aislin can exude the effortless grace and regal bearing of her upbringing, when it comes to trying to establish a friendly bond, she turns into a flustered mess.

5. She's a smallish young woman with dark hair and bright blue eyes. She wears her hair up most of the time, but when she let's it down it goes to her knees.

6. She loves all manner of fluffy critters.

7. She loves music and especially singing in all of it's forms..

8. She loves to paint, but rarely has the chance to on the road. The painter's tools she carries are a gift from her second eldest brother when she turned twelve.

9. She doesn't like conflict, chosing to run away rather than confront something or someone.

10. She still carries the fancy dress, jewelry, and signet ring her head maid had packed for her, despite never having a chance nor need to wear them.

11. She loves to learn new things and started to learn how to bake and cook before she was chased from her home. Those skills came in handy when she needed to support herself after running away. Despite being a bit squeamish at first, she actually enjoys butchering her kills and learned more about the profession from the husband of a baker she worked for for a little while. It was while doing this she learned she could read the animal's entrails to gain insights into the future.

12. She absolutely terrified of spiders.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Character Goals:
1. Find a place to call home. She's been running for eight years, and she's tired of it.

2. Find people she can trust and not endanger. The people hunting her are far from descrete in their methods most of the time, nor were they above trying to take advantage of her naivety early on. She had several close calls, and unfortunately, she also ran from a few places after the people that had taken her in had been slaughtered.

Player Goals:
1. I think I'd like to see some of the less used skills I picked up get a chance to shine. I mean, how many times does a profession skill come into play in an adventure?

2. This one's silly, but I'd like for her to be involved in some incident that involves fluffy critters. A cult of bunny worshipers, demonic kittens, infernal puppies, getting her hands on a bag of infinite tribbles, something that has a touch of whimsy and ends with her having a horde of fluffy critters to come back to and relax with. (I'm not looking for combat pets, this is just supposed to be funny. I know that the tone of the game's supposed to be more serious, so I also know that this one's probably a long shot.)

3. A less silly goal is that I'd like for Aislin to realize that she's allowed to be happy and joyful.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Character-known Secret:
The high clergy and nobility of the kingdom had become corrupt and many had lost their divine gifts, if they had them to begin with.

Player-known Secret:
Her eldest brother, the crown prince was the one that was hunting her.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Dohmnall Temuir, Second Prince of Brídunn (Friendly) - Dohmnall was always there to protect Aislin from the machinations of the court. However, just before the Crown Prince, Eachann, chased her out and tried to have her killed, he sent Dohmnall out to tour the border forts and give a report on their condition. Dohmnall was the one that gave Aislin the painting tools she cherishes.

2. Eachann Temuir, Crown Prince of Brídunn (Hostile) - Eachann was the eldest of the royal scions. When it was discovered that Aislin could see things that she shouldn't know, He knew that she would be a threat to him. He was a conniving young man that was using the corrupt clergy and nobility of the kingdom to undermine his father's influence and build his own powerbase. He chased Aislin out, only to learn after she was gone that she could be a vaulable asset, so began hunting her down for his own purposes.

3. Thames of the Golden Rod, High Priest of Brídunn (Hostile) - Thames is one of the rare self-made men in the high clergy of Brídunn. He clawed his way to the top spot within the church and left behind scores of ruined lives in his wake. While he lacks the divinely granted abilities of a true cleric, he does have some skill in spell casting that he's able to use in fooling his enemies. He's the one that avised the Crown Prince that he should use Aislin to further their goals.

4. Skye of the Ash Hills (Friendly) - Skye was a middle-aged ranger that lived and roamed the forests of Westfall. She taught Aislin how to defend herself and hunt after she found the poor girl half-starved and exhausted in the woods the ranger called her home. After Aislin could look after herself, Skye helped her leave the kingdom's borders. The Ash Hills she comes from are known for their large groves of ash trees.

5. Una Ni'Aodh (Friendly) - Una was Aislin's handmaid and closest friend. She was the one that learned of the plot against the young princess and got everything prepared and helped Aislin escape. Aislin never learned what became of her, though she suspects it was nothing good. Ever since that day, Aislin has missed her friend and sometimes prays that she'll see her again.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Not long after running from home, Aislin was chased by a mercenary that used giant spiders to harry their bounties. She escaped, barely, but that night of horrors left a mark. She's terrified of spiders.

2. Aislin's fondest memory is when her brother, Dohmnall, gave her a set of painting tools for her twelfth birthday. She cherishes his gift and takes extremely good care of them. If they were to be misplaced she'd be distraught for no telling how long.

3. Aislin will sway or dance to any music that she hears.

4. When Aislin is really happy or really enjoying something, she'll start humming or singing and moving along to the song with her eyes closed.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

After reading the attunement stuff, I'm going with the Song.

Still need to add the 600 gp, the mithral shortsword, and the statue to Aislin's gear as well as buying that sword and dagger from Tokelau.


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

I see what happened- you have nature soul in your level by level breakdown but didn’t add it to your feats spoiler so I missed it.

And, lol! I suspected when I looked at your profile previously and your level section ended early that you might have hit the character limit. I don’t know how much reworking you want to do on your sheet, but replacing a lot of the cut and paste text with links to appropriate page on the archive of Nethys site would save a ton of space? Or, when I do my profiles I write stripped down and abbreviated descriptions of a lot of my abilities, but that probably takes even longer than doing the links. Whatever works for you, as long as I can find things when I need to.

The diadem will only affect the attendant that you get from it, not any other fuzzy friends you attract by other means. There is a feat that adds the celestial template to an animal companion, so I’m sure we could figure one out for feytouched, if you’re interested in spending a 4th feat. Liminal sprite should be fine for the familiar though.

And, I suspected you might go with the Song.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

After sleeping on it, I'm okay with forgoing the Fey template. I thought it made thematic sense since the way I wanted to flavor it was that Shamall also came because of the diadem. In any case, thanks for indulging me and helping me out with this.

And I think I'll be adding the links. Are you alright with them being to the d20pfsrd site? I like it more than Archives of Nethys.


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

Yeah, that’s fine. I actually like d20pfsrd better too except for all the pop ups and adds (and the liberties they sometimes have to take with certain things because they can’t use the lore they’re based on). My computer is kind of slow so the random video adds that sometimes play in the margins can be extra annoying, lol.

I’m going to wait until you’ve had time to pick your new spells known (and post responses to everything I’ve already posted) before I do the next big post.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

Thanks. It'll probably be tomorrow. Hope that's okay.


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

That’s fine. I know it’s a lot. Everyone else got it spread it over months. I know it probably would have been easier for you if I had just given you all the details of the final build and let you go, but I think this approach really leads to a more organic build, it’s supposed to give you the same limitations as everyone else (although, it didn’t really in this last trial), and it helps familiarize you at least a little bit with Cardriss.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

Actually, it might have scared me off if I'm being honest. And I like getting to see a little bit of Cardriss.


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

I'm hoping you meant that this way is less intimidating, but if you were expressing some misgivings please feel free to share them openly. I know this kind of game isn't always for everyone and if you're not going to enjoy it enough to want to stick with it I'd definitely rather figure that out before you're introduced to the party.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

I did mean it that way, though I am nervous about if this game is really for me. It just seems that there's going to be a lot to keep track of, and I'm already at the point where I'm wondering if I'm going to be the one holding things up when we level.

I enjoy stories, not bookkeeping, and this feels like it's going to be a lot of the latter, not to mention I'm also trying to run two games. I was going to try sticking it out and seeing where things go, but at this point, I'm not sure I will.


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

The focus of the game is the story, but playing at this power level does necessitate some bookkeeping. And, if I'm being honest, even the story that we're telling kind of calls for some bookkeeping, in a different sense. There's not like resources that need to be tracked or anything, but there are seeds that get planted in one part of the story that should provide clues for things down the road, or 'coincidences' that should start to form a pattern and things like that, but because of the pace of a PbP game you almost have to keep notes somewhere if you want to remember things well enough to get those payoffs.

I don't know, its up to you. Leveling is waaaay slower once you get to actual gameplay speed (and you're basically done with strange new powers once you complete the 4th and final trial), so if all this adding stuff is the hang up there's a good chance you'll be alright once you join the group. If your issue is that you have too many options and it feels like remembering all your spells is going to be a nightmare, well, that's probably not going to get better and maybe this might not be a good fit for you.

I won't be offended if you decide this game doesn't fit with your schedule/preferences/whatever.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

I think a big part of it is remembering the spells. I get that high level play does have a good amount of bookkeeping in Pathfinder/D&D, but at the same time, I guess I just feel like things are, I dunno. Maybe I'm just tired and need to take a bit to reset.

Is it okay if I think it over during the weekend? I should have a better idea after that.


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

Of course. Just let me know what you decide.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

Will do.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

After thinking about it, I've come to the conclusion that this game is probably not for me, and that I really have over extended myself by trying to join. You're right, there's a lot that goes into GMing a game, and I'd forgotten how much. The past few days have reminded me that there's a lot to keep track of, and I don't think I have time to play a high-powered campaign with lots of custom abilities and run two games at the same time.

I am deeply sorry that it ended this way, and I hope that you'll forgive me for what I feel is a waste of your time. That said, I also hope you enjoy playing Ehtulfel. I'm looking forward to his meeting the party.


Maps: Cardriss, Market, Residential; Language Guide; Geography; NPC list, Tower Day: 44

Absolutely not a problem. Figuring that out now is 1000 times better than joining the party and then realizing you don't have the bandwidth. I don't feel like this was wasted time at all. And, I'm also looking forward to meeting the rest of the party in the other game.


CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

Thanks for understanding. Could you mark me as inactive in both this thread and the Tower of Ages thread? Thanks!

251 to 274 of 274 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / In the shadow of the Tower Discussion All Messageboards

Want to post a reply? Sign in.