
EltonJ |

Well, a lot more people asked for adventuring in Ptolus with PF1e.
SYNOPSIS
A swords and sorcery adventure set in Monte Cook's Ptolus: City by the Spire. Some of the adventure takes place in the city, some in the infamous Dungeon of Ptolus. Players will find that they can open their Ptolus book and see that they will have an interesting city of adventure awaits.
CHARACTER DETAILS
Setting. Ptolus, the City by the Spire.
Races. Races from the PF Core Rulebook will be considered, as well as races from the Ptolus book will also be considered. Some races will need to be rebuilt using the Advanced Race Guide. Remember, some races (e.g. Aasimars, Tieflings, Minotaurs, Ratfolk) are considered to be NPC races. So if you want to consider being an NPC race, make sure you have a good and interesting background for being that race.
Classes. Okay, potentially, there is room for any class in Ptolus if you argue the point well enough. Monte Cook describes how the Core Classes (Barbarian, bard, cleric, fighter, paladin, ranger, et.al.) work in Ptolus. So I'm expecting characters made from the PF Core Rulebook. However, I won't discourage people submitting characters made from the other classes. Gunslingers, for instance, can work in Ptolus because Ptolus has guns. Also, adventuring alchemists could also work. Classes from the Occult Adventures book are banned. Classes from Ultimate Psionics are tentatively allowed.
Professions. Use the profession skill to give your character one profession. I don't care what it is -- professional wine taster, astronomer, delver, whatever you like. This skill is often overlooked but can give flavor to a character.
Character Inspiration. Read Ptolus and see what sparks. Are you a visitor to the city, hoping to strike it rich in Ptolus? Are you a native that got bit by the adventuring bug? Are you a noble? Are you a commoner?
General Build Stuff. 25 ability points. 2 traits. 1st level. Full hit points at 1st level. Max wealth at first level.
HOUSE RULES
”Flanked” is a condition. That is, if a character is flanked by at least two other characters, he is considered to be flanked by any characters who threaten him.
Block Initiative. I use block initiative. That is, if two or more PC’s are next up in the initiative order, any of them can go regardless of the actual order. That’s to keep delays to a minimum. However, if someone uses a group buff later in the block (but before any NPCs go), I’ll consider the buff to have occurred before the actions of the other characters in the block.
Adamantine works differently. Adamantine weapons only ignore hardness 5 (+1 per magical bonus of the weapon).
POSTING
Player’s are expected to post every weekday and at least once over the weekend. The GM understands that real life will happen, so this is aspirational, not strictly enforced.
Even if your character has no particular action to perform or you’re waiting for another player, you should post your character’s thoughts or actions, just to keep the story moving and let everyone know you’re alive!
All posts, even in combat (and there is a lot of combat in a dungeon delve) should include descriptive color and preferably speech.
Characters should talk to and about each other, not just voice their own character’s observations on the immediate situation.
APPLICATIONS
The party will be exactly five players.
A complete application to the game will include stats, backstory and description. Backstory does not need to be long - a paragraph will be fine. Please include a reason you’d want to risk your life in a dangerous huge Dungeon.
Recruitment will be open until April 23rd.
HINTS
The GM doesn’t like dark or gloomy builds. He wants to play all the bad guys. :-)
The GM pays attention to your avatar. If I have to look at it for a very long time, I don’t want it to weird me out.
The game’s region is predominated by hellknights. Chaotic characters will work, but will probably feel mighty oppressed.
Even though it’s a dungeon delve, social skills will be important.
The GM likes role-players.
The GM likes generalists, not one-trick ponies.

The Archlich |

Dotting! I don't know Ptolus... Would it be an issue? I always love trying things that are setting specific (races, classes, etc.) but I have no idea what would be specific here. Also - would a brawler work? I have some ideas in my mind, but wanted to double check (I could make them work with fighters, monks or rangers too). Are all Paizo-published archetypes available?

EltonJ |

Dotting! I don't know Ptolus... Would it be an issue? I always love trying things that are setting specific (races, classes, etc.) but I have no idea what would be specific here. Also - would a brawler work? I have some ideas in my mind, but wanted to double check (I could make them work with fighters, monks or rangers too). Are all Paizo-published archetypes available?
You can get a free player's guide here. That can give you a general overview. And yes, a brawler could work. And all Paizo-published archetypes are available.

GM SuperTumbler |

How do you feel about variant multiclassing? My submission would be a blind halfling orphan who grew up on the streets. He has a massive dog friend who guards him, sleeps with him, and shares fleas. He is an accomplished beggar.
Runt is a halfling druid VMC oracle for the battle mystery and clouded vision. He carries a walking stick/staff and uses the dog as a guide. In play, he is a blind halfling beggar with a cute drooley mastiff named Tiny.

EltonJ |

How do you feel about variant multiclassing? My submission would be a blind halfling orphan who grew up on the streets. He has a massive dog friend who guards him, sleeps with him, and shares fleas. He is an accomplished beggar.
Runt is a halfling druid VMC oracle for the battle mystery and clouded vision. He carries a walking stick/staff and uses the dog as a guide. In play, he is a blind halfling beggar with a cute drooley mastiff named Tiny.
Well, this isn't a gestalt campaign. But you may find inspiration with the ancient Cynics. Can you give me a link to the battle mystery?

TheWaskally |

EltonJ, I forget, in the previous recruitment thread, were you allowing background skills?
Regardless, I think Ptolus will be a great campaign to explore prestige classes. As of right now, I plan on submitting a human Dallimothan nobleman Sorcerer/Paladin multiclass character that will shift into Noble Scion.

GM SuperTumbler |

Here is a draft of the halfling with dog companion. I didn't choose traits yet. I found the Streets Mystery from the Heroes of the Streets book, but that doesn't seem to have been written up for Variant Multiclassing. It would make more sense for the character, but for now I took the Lore Mystery.
I'm doing the whole Variant Multiclass with Oracle because it is the only way I could find to be blind, so it might be better to just drop that.
Runt
Halfling druid 1/oracle*
CN Small humanoid (halfling)
Init +2; Senses darkvision 30 ft.; Perception +10
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +1, Will +6; +2 vs. fear
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Offense
--------------------
Speed 20 ft.
Druid Spells Prepared (CL 1st; concentration +5)
1st—cheetah's sprint, magic fang
0 (at will)—detect magic, purify food and drink (DC 14), spark[APG] (DC 14)
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Statistics
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Str 8, Dex 12, Con 11, Int 14, Wis 18, Cha 14
Base Atk +0; CMB -2; CMD 9
Feats Spell Focus (conjuration) or Childlike
Traits
Skills Acrobatics +1 (-3 to jump), Bluff +3, Diplomacy +3, Handle Animal +6, Knowledge (local) +7, Perception +10, Profession (Beggar) +8, Sense Motive +6, Stealth +6, Survival +10; Racial Modifiers +2 Perception, +2 Sense Motive
Languages Common, Druidic, Halfling
SQ mystery (lore), nature bond (dog named Animal Companion), nature sense, oracle's curse (clouded vision), wild empathy +3
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white only).
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Animal Companion CR –
Dog
N Small animal
Init +3; Senses low-light vision, scent; Perception +1
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Defense
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AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 19 (2d8+6)
Fort +6, Ref +6, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Blind-fight
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +7 (+15 to jump), Stealth +11, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, combat riding
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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.

EltonJ |

Here is a draft of the halfling with dog companion. I didn't choose traits yet. I found the Streets Mystery from the Heroes of the Streets book, but that doesn't seem to have been written up for Variant Multiclassing. It would make more sense for the character, but for now I took the Lore Mystery.
I'm doing the whole Variant Multiclass with Oracle because it is the only way I could find to be blind, so it might be better to just drop that.
** spoiler omitted **...
Okay. I can't wait to see the finished product.

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Dot. Sounds very interesting.
@GM SuperTumbler THIS Drawback makes your character blind and grants them blind-fight as a bonus feat. I don't know if it suits your build or if drawbacks are allowed, but there it is.

ElbowtotheFace |

Male Human Unchainded Monk
LG Medium Humanoid
Init +2; Senses-, Perception +7
_____________________
Defense
_____________________
AC 15, touch 15, flat-footed 13, CMD 20
HP 13 (1d10+3)
Fort +5, Ref +4, Will +5
_____________________
Offense
_____________________
Speed 30ft
Unarmed Strike +5 (1d6+4)
____________________
Statistics
_____________________
Str 18, Dex 14, Con 14, Int 12, Wis 16, Cha 8
Base Attack +1, CMB +5, CMD 20
Feats: Combat Reflexes, Stunning Fist, Improved Unarmed Strike, Power Attack
Traits: Axe to grind, Life of Toil
(A) Skills:
1 Acrobatics (Dex), +6
1 Climb (Str), +8
1 Escape Artist (Dex), +6
1 Perception (Wis), +7
1 Sense Motive (Wis), +7
1 Swim (Str). +8
(B) Skills:
1 Knowledge History (Int), +5
1 Profession Librarian (Wis), +7
____________________
Racial Abilities
____________________
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Favored Class (Monk): +1 HP
______________________
Class Abilities
_______________________
Bonus feat, Flurry of Blows (bonus attack), Stunning Fist, Unarmed Strike (1d6)
________________________
Equipment
________________________
TBA
Zokash grew up in Ptolus, his mother was a maid in the Nobles’ quarter and his father was a fisherman. He was a bit of a scrapper in his youth but has mellowed with age. After joining the Order of the Fist, he became much more goal oriented and dedicating himself to the study of unarmed combat and history, spending a great deal of time around the libraries of the area. It was his connections inside the libraries that lead him to work with House Kath. As lovers of the arts and very conscious of aesthetics, House Kath often hires monk or other lightly armored warrior as guards as it is easy for them to blend in with other servants. Zokash also acts a tutor for the children of the household and a low level and secret advisor to members of the house, at least those that can look past his humble birth and lack of formal training.

TheWaskally |

EltonJ, I'd like to introduce Young Master Argenon Dallimothan, noble scion of House Dallimothan and gentleman sorcerer, for consideration to your PFe1 Ptolus campaign.

EltonJ |
1 person marked this as a favorite. |

EltonJ, I'd like to introduce Young Master Argenon Dallimothan, noble scion of House Dallimothan and gentleman sorcerer, for consideration to your PFe1 Ptolus campaign.
I like him. A lawful good sorcerer aspiring to be a Paladin. There's more to him than meets the eye too.

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Do you have any interest in using the Elephant in the Room feat rules?
I've been reading over the Elephant in the Room guidelines and I have to say, theres a lot of things I don't like about it. The reason a lot of things are built the way they are is based on the fact that these are level 1 characters, meaning they have little to no experience in whatever actions they are doing. By creating feats that are prereqs to greater feats, you're showing your progression through training in these fields. Take Precise Shot. Having Point Blank Shot as a pre-req shows how you've trained in carefully aiming your shot to hit a specific target. From a role-playing standpoint, this is you spending countless hours shooting an arrow or bolt into a dummy and focusing your aim. Precise Shot allows you to ignore the penalty for shooting into melee combat. While a PC can come up with elaborate systems of pullies and ropes to mimic such things, its extremely limited in how targets actually react in combat situations. So what ends up happening is you don't get good at it until you've been out adventuring for a while, using that point-black shot to pin-point your target, and eventually becoming better at avoiding your friends, who are constantly jumping in the way of your arrows.
Also, I'd like to introduce Fergor. Undead Hunter and Sell-Sword. He wields a bastard sword like a butter knife, and slams his foes with a devastating sword/shield combat strike to daze and confuse his opponents. Though what Fergor forgot, is some silversheen for those truely nasty deadites!

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Here be my submission. I wanted to take advantage of the 25 point buy as well as the house rules on flanking, and I believe I have come up with a build that does that. Lizbit Freewind is a human Sacred Huntsmaster Inquisitor of Shelyn. At level 3 I will be taking Combat Expertise (because Pazio is silly sometimes) and with the free teamwork feat inquisitors get I’ll take Pack Flanking, which Lizbit’s animal companion will receive for free. Pack Flanking allows for flanking as long as Lizbit and her kitty are adjacent to each other and threaten the same opponent which will be often since Shelyn’s favored weapon is a reach weapon. The house rule on flanking should make this powerful, especially if other melee PC’s can work the Outflank teamwork feat into their build at some point. She will offer battlefield control between her reach weapon, Combat Reflexes, and her cat while doing appreciable damage. Buff and healing spells as well. I took the Conversion Inquisition domain which uses wisdom mod for Bluff, Diplomacy, and Intimidate so she has good diplomacy and intimidate as well as Perception and Sense motive. She’ll have a decent selection of knowledge skills but doesn’t have enough skill points to put in every knowledge every level.
Character super-TLDR: Lizbit is a tattoo artist by trade and is venturing into the mysterious dungeon to find lost works of art for her goddess.
I did not find a deity of art, love, romance, beauty etc in the Ptolus player’s guide so I’m using Shelyn as a stand-in in herolab. Are you OK with just… pretending Shelyn is a Ptolus deity? I couldn’t find one that really worked with the theme I’m going for.
Height: 5'3" | Weight: 145 lbs. | Hair: Light Brown | Eyes: Light Brown
Description: Lizbit is on the short side for a human, with an athletic build. Her eyes are dark brown and her light brown hair hangs nearly to her ankles, her face heart-shaped with an angular jaw and small, pointed nose. Her complexion is tanned and heavily freckled.
She usually dresses in loose-fitting brown or black cotton trousers and brightly colored, loose-fitting, sleeveless silk blouses. The sleeveless tops not only display her impressive musculature but also the tattoos – mostly abstract shapes and lines in a rainbow palette – that almost entirely cover her arms. She carries herself with confidence and moves in a way that suggests both grace and power - not unlike her feline companion.
Personality: Lizbit is confident, patient, and kind. Outgoing and extroverted, she has a huge circle of friends and acquaintances. She quickly flits from one group of friends to the next, not favoring any groups or individuals over any others. She takes the tenets of her faith seriously, promoting ideals of peace, forgiveness, love, and acceptance to those she meets. She can often be found counseling quarreling couples or business partners. While she often comes off as naïve due to her insistence that all conflicts can be solved peacefully, she was raised by sailors and is more than capable of sussing out those with ulterior motives.
Lizbit adores all forms of artistic expression. Very often she is late to appointments because she stops to enjoy any street performance she comes across. She spends a probably foolish amount of coin attending theater and the opera.
Story: Lizbit Freewind was born at sea and, for the first six years of her life, raised on the merchant ship Freewind. Her mother, Sophia O’Shannon, not only captained the Freewind but owned the vessel. The clipper could haul any cargo it could fit in its hold, but the Freewind specialized in transporting large or fragile works of art; ancient statues and obelisks; sarcophagi and burial artifacts; fragile tapestries and paintings that had to be transported in special, airtight containers to protect them from the harsh sea air. If they had no art to move, the swift clipper hauled fresh produce and herbs to make ends meet.
One of the sailors picked up a newborn kitten in one of the northern ports one day and presented it to the captain’s daughter as a gift. Lizbit was in love at first sight and declared him “the Handsomest boy in the world” or “Handsome” for short. Cats were seen as good luck and, naturally, they were pest control. The kitten was an unknown breed, but a cat is a cat. Or so they thought. The kitten grew swiftly, as all kittens do, but within two months it was the size of medium sized dog, and its growth did not slow. In two years, the beast rivaled the largest draft horse in size and mass. Handsome’s fur had turned pitch black with a purple sheen in the light. Paws half the size of a man’s torso were tipped with white claws that put the largest knives to shame. Even though Lizbit’s beloved kitten was clearly some kind of mutant giant lion, the animal was perfectly well behaved and followed his master everywhere he could fit.
Initially Lizbit was raised on the ship but as she grew, her mother grew unsatisfied with her the quality of the education Lizbit was receiving while bound to the ship. Reluctantly, Sophia took her daughter and departed her beloved ship in Ptolus when Lizbit was around six so her daughter could receive a proper education and socialize with people her own age. It is possible the enormous size of the girls “kitten” played a role in her decision to leave the ship. They moved into a small cottage on Firestone street on the eastern side of midtown. As a successful businesswoman, Sophia could have afforded a place in Old Town, but she wanted her daughter to grow up around the normal people of the world.
Sophia did not only transport art as a business venture. She was a devout follower of Shelyn and believed art was something that could potentially being worth sacrificing one’s life to protect. She instilled this value of art and the other tenets of Shelyn – love, compassion, temperance, forgiveness, and charity to name a few – in her daughter along with the divine fighting style of her deity. Martial arts are just as valid a form of art as sculpting or painting. Of all the arts, tattooing was the one Lizbit proved to be the most effective with and in her teens, she started a tattoo business. Most of her clients are sailors from the docks but she will take her tools wherever she needs to in order to ply her trade.
When she turned fourteen, Lizbit’s mother, tormented by cabin fever, returned to captaining her ship, leaving Lizbit in the cottage she had grown up in and paying a friend in the neighborhood to watch over Lizbit till she reached adulthood.
Now and adult, Lizbit spends most of her time working, volunteering in the Warrens, and attending artistic exhibitions.
Lately Lizbit has been having a haunting, recurring dream. She is standing outside the gates of the necropolis on a moonless night. The gates open silently, and something draws her into the cemetery. After walking past countless headstones until she comes to one that is open with a set of stairs descending into the black abyss under the grave. She takes the stairs and after what feels like hours, she comes to a vast cavern lit by a strange light. Thousands of portraits sit on easels as far as she can see, but all are turned away from her. She approaches one of the nearest portraits and just as she reaches out to turn it to face her, she wakes…
Lizbit Freewind
NG Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee glaive +3 (1d10+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Inquisitor (Sacred Huntsmaster) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—bless, cure light wounds
. . 0 (at will)—detect magic, guidance, light, read magic
. . Domain Conversion inquisition
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Statistics
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Str 17, Dex 14, Con 14, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Combat Reflexes
Traits friend in every town, friend to animals
Skills Acrobatics -3 (-7 to jump), Bluff +4, Craft (tattoo) +5, Diplomacy +9, Handle Animal +5, Intimidate +7, Knowledge (local) +6, Knowledge (religion) +5, Perception +6, Profession (Tattoo Artist) +6, Ride -2, Sense Motive +9, Survival +6; Racial Modifiers +2 Sense Motive
Languages Common, Elven, Varisian
SQ animal companion, monster lore +2, silver tongued, stern gaze +1
Other Gear chainmail, glaive, average cost of living (10 gp/ month) , backpack, bedroll, belt pouch, candle (10), courtesan's kit, entertainer's outfit, flint and steel, hemp rope (50 ft.), holy text (Shelyn), manacles, mess kit, pot, soap, spell component pouch, tattooing tools, trail rations (5), waterskin, wooden holy symbol of Shelyn, 4 gp, 1 sp
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Special Abilities
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Animal Companion (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Inquisitor (Sacred Huntsmaster) Domain (Conversion Inquisition) Deities: Shelyn
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
========================================
The Handsomest Boy in the World
Warcat
N Medium animal
Init +2; Senses low-light vision, scent; Perception +4
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Defense
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AC 18, touch 12, flat-footed 16 (+2 armor, +2 Dex, +4 natural)
hp 16 (2d8+4)
Fort +5, Ref +5, Will +0
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Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d6+3), 2 claws +4 (1d4+3)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Atk +1; CMB +4; CMD 16
Feats Light Armor Proficiency
Tricks Attack, Down, Flank, Heel, Perform, Stay, Vengeance Strike
Skills Acrobatics +2 (+6 to jump), Perception +4, Stealth +6
SQ animal focus, attack, down, flank, heel, other trick, perform, stay
Other Gear leather armor
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Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Down [Trick] The animal will break off combat on command.
Flank [Trick] Attempts to attack and flank indicated enemy.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Vengeance Strike [Trick] The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
Perform [Trick] The animal will perform tricks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.

EltonJ |

I did not find a deity of art, love, romance, beauty etc in the Ptolus player’s guide so I’m using Shelyn as a stand-in in herolab. Are you OK with just… pretending Shelyn is a Ptolus deity? I couldn’t find one that really worked with the theme I’m going for.
** spoiler omitted **...
You can make up your own deity in Ptolus (there are many represented). If you like, Shelyn can be in Ptolus.

EltonJ |

Do you have any interest in using the Elephant in the Room feat rules?
No, not really.
Though I have a list of Feats I’ll be taking, I’m sure I can fit the teamwork feat in at level 3 without losing much in the way of my build. I’m your standard sword and board who focuses on 2WF. I’ve always wanted to test this build, but a slight modification is ok to me.
I want you to feel good about your character. If there is something you feel is not right, change your character until you feel good about it. If you need to plan your character out, do so.

GM SuperTumbler |

Eltonj, any thoughts about Variant Mulitclassing or Drawbacks for blinding a halfling druid?
And I know that druids are very rare in the setting. He is very much an urban druid (though not actually the archetype because the archetype loses animal companion).
Backstory: As a toddler, Lirin Waggoner was happy and clever. When his clan arrived in Ptolus for a market day, he found the market full of color and excitement. In the midst of a busy trading day, none of his clan noticed when he followed a white rat into an ally and fell into a sewer. Somehow he lived for a few weeks before being found. By that time, his family had moved on, distraught, sure that he was gone. He was handed over to Mother Barrow at the Tenpin Children's Home. There, he was small, even for a halfling, and earned the name Runt. Despite his blindness, he struck out on his own in his teens, gradually learning the magical undercurrents of the city. Only about a year ago, he befriended a mastiff puppy who is growing to prodigious size.
Runt and Tiny are a familiar sight begging for coins. Runt is able to use his magical abilities to do things and know things a blind beggar should not, and he weaves these into his beggar's patter. Runt knows many impressive tricks as well.
Throughout his life, Runt has heard the voice of the city. If he thought it was telling him to delve into dungeons, he would listen.

GM SuperTumbler |

Halfling druid 1/oracle* (Pathfinder RPG Ultimate Magic 38)
CN Small humanoid (halfling)
Init +0; Senses darkvision 30 ft.; Perception +10 (+12 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
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AC 11, touch 11, flat-footed 11 (+1 size)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +7; +2 vs. fear
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Offense
--------------------
Speed 20 ft.
Druid Spells Prepared (CL 1st; concentration +5)
1st—cheetah's sprint, magic fang
0 (at will)—detect magic, purify food and drink (DC 14), spark[APG] (DC 14)
--------------------
Statistics
--------------------
Str 6, Dex 10, Con 12, Int 14, Wis 18, Cha 16
Base Atk +0; CMB -3; CMD 7
Feats Evolved Companion[ACG]
Traits affable, wild shadow
Skills Acrobatics +0 (-4 to jump), Bluff +4, Diplomacy +7 (+9 to gather information.), Handle Animal +9, Intimidate +3 (+5 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (local) +6, Knowledge (nature) +8, Perception +10 (+12 while benefit from concealment or full concealment due to darkness or dim light), Profession (Beggar) +8, Ride +2, Stealth +4 (+6 while benefit from concealment or full concealment due to darkness or dim light), Survival +10; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Gnome, Halfling
SQ dimdweller, improved empathic link, mystery (lore), nature sense, oracle's curse (clouded vision), pack bond, wild empathy +4
Other Gear bedroll, 119 gp, 9 sp
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Special Abilities
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Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Tiny CR –
Dog
N Small animal
Init +3; Senses low-light vision, scent; Perception +1
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Defense
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AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 17 (2d8+4)
Fort +5, Ref +6, Will +1
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Offense
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Speed 40 ft., Climb 40 ft (from Evolved Companion)
Melee bite +5 (1d4+1)
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Statistics
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Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Weapon Finesse
Tricks Attack, Combat Riding, Come, Defend, Down, Fetch, Guard, Heel
Skills Acrobatics +7 (+15 to jump), Stealth +11, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ combat riding, fetch
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Fetch [Trick] The animal will get a specific object.
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.
Runt and Tiny are a familiar sight begging for coins. Runt is able to use his magical abilities to do things and know things a blind beggar should not, and he weaves these into his beggar's patter. Runt knows many impressive tricks as well.
Description: Runt is an especially small male halfling, only 2 feet 10 inches tall. He has brown hair and tanned skin, and is generally pretty filthy. He wears whatever tattered clothes he can find or purchase for coppers, carries a staff/walking stick, and his eyes are covered with a cloth tie.
Tiny is a juvenile mastiff with short hair that is light and dark grey mottled like a moldy board. He is a strong, sturdy dog, short snouted, a little drooly.

EltonJ |

Description: Runt is an especially small male halfling, only 2 feet 10 inches tall. He has brown hair and tanned skin, and is generally pretty filthy. He wears whatever tattered clothes he can find or purchase for coppers, carries a staff/walking stick, and his eyes are covered with a cloth tie.
Tiny is a juvenile mastiff with short hair that is light and dark grey mottled like a moldy board. He is a strong, sturdy dog, short snouted, a little drooly.
Nice work on this, SuperTumbler.