
DM Trawets |

I will be out of town with no internet til sunday night. If we have melee but are short on one of the other areas I can throw something together that way. I do have a skill monkey / rogue/bard built if it works.
That sounds good. I look forward to seeing it when you get back.

DM Trawets |

Completed Submissions:
"Fighter"
grumbaki: Torgald FrostBeard
Herkymer the Silly: oread melee wizard
Mage
Nazard: Felos Male Catfold Wizard (enchanter, manipulator) 1
Robert Henery: Leialoha of the Sugalo
These are the unfinished characters:
"Fighter"
Crisischild: orc wizard (a Scrollmaster tank)
Rorek55: transmutation/abjuration focused Wizard
Fighting Chicken: either a Spirit Whisperer or Arcane Warden
"Cleric"
SodiumTelluride: Spirit Whisperer
Edelsmirge: thassilonian/pact wizard(HH)
SchoredOne: Arcane Physician / Pact Wizard (FF)
"Thief"
Zakli Warbleflinger (PLP): gnome clocksmith wizard?
Herkymer the Silly if you want to submit your thief/bard/skilled instead I am fine with that as well.

ScorchedOne |

DM Trawets wrote:This is ScorchedOne's submission. Stopped the Cleric route, went Spellslinger, in the Thief role.Completed Submissions:
"Cleric"
SchoredOne: Arcane Physician / Pact Wizard (FF)
Originally put in the wrong character link.
Kobold wizard (spellslinger) 1 (Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Combat 74)
CN Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +4, Will +2
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Ranged pistol +4 (1d6/×4)
Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +3)
. . 1st—abundant ammunition[UC], magic missile
. . Opposition Schools Abjuration, Divination, Enchantment, Illusion
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 12, Int 14, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Gunsmithing[UC], Point-Blank Shot
Traits deft dodger, vagabond child (urban)
Skills Craft (alchemy) +6, Craft (weapons) +4, Disable Device +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Perception +1
Languages Common, Draconic, Dwarven
SQ arcane gun, gliding wings[ARG], mage bullets
Other Gear pistol[UC], wizard starting spellbook, 120 gp
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Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

DM Trawets |

Let me know if your going to extend things a bit. I'm a little bit late to the party, but wouldn't mind putting a wizard together and submitting it if the cut off date is extended.
I am giving everyone until monday night to get finished builds in. Go ahead and put something together if you like.

Nightfiend |

Nightfiend wrote:Let me know if your going to extend things a bit. I'm a little bit late to the party, but wouldn't mind putting a wizard together and submitting it if the cut off date is extended.I am giving everyone until monday night to get finished builds in. Go ahead and put something together if you like.
Ok, lets see if I can get it done before Monday. Any particular role stand out as needing to be filled?

Herkymr the Silly |

Male tengu wizard (spell sage) 1 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Bestiary 263)
CG Medium humanoid (tengu)
Init +1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 (1d6)
Fort -1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite -5 (1d3)
Ranged light crossbow +1 (1d8/19-20)
Wizard (Spell Sage) Spells Prepared (CL 1st; concentration +4)
. . 1st—chastise, magic missile
. . 0 (at will)—acid splash, ghost sound (DC 13), message
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 8, Int 16, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 11
Feats Scribe Scroll, Skill Focus (Diplomacy)
Traits influence, vagabond child (urban)
Skills Diplomacy +11, Disable Device +6, Knowledge (local) +7, Linguistics +11, Perception +3, Profession (gambler) +5, Spellcraft +7, Stealth +4; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Tengu
SQ focused spells, gifted linguist, swordtrained
Combat Gear scroll of enlarge person, scroll of forced quiet, scroll of reduce person; Other Gear crossbow bolts (20), light crossbow, belt pouch, candle (5), chalk, parchment (2), scroll case, spell component pouch, wizard starting spellbook, 5 sp, 4 cp
--------------------
Special Abilities
--------------------
Focused Spells (1/day) (Su) When casting a spell can increase CL by 4.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Nightfiend |

I am having a hard time with this lol. I think I best step out before my third attempt fails the source material yet again. Thanks alot.
No doubt putting together a healing wizard is a bit difficult. I believe that is by design. Simply put, the divine/arcane combo would present a powerful game imbalance if not heavily limited. From what I can tell, in order to make anything that resembles a healer you have to sacrifice a lot of punch power for the overall benefit of the group. Group healer is not going to be a glamorous, damage dealing, spotlight character. It is primarily support for those who take on those roles. To complicate things more, we have the current limitations of material. All that said, I still believe it is possible to be an effective healer. (Maybe- “Shrug”)
I have quickly considered the concept and I believe that “Fighting Chicken” has one of the more viable options. Because I haven’t seen a submission from him yet, I am going to put together a second Spirit Whisperer just in case he chooses not to take on the role. If he does, then I will submit an alternative wizard or consider a co-op healer duet. Say something like a brother sister combo of whispers. If the healer roll becomes filled, I’m working on an alternative Admixture / Elven archer wizard that will have some dexterity based skills along with a strong, hard hitting evocation option.
If you are using hero labs, consider going into the setting and removing all the material options that the Gm didn’t list. You will need to leave inner sea Gods available in order to have a list of gods to select from, but all the other non-listed material can be removed by simply deselecting it. That will reduce selecting non allowed material during your build. After that, review the source listed under feats, spells, ability’s, etc once the build is complete. If you do that you should have a viable build. If after reconsidering the healer role you decide that you would enjoy a different option, feel free to change it. I know that healer/wizard, after looking at the build, feels a little bla…

Torgald Frostbeard |

Best way to be a Wizard healer is via the heal skill.
This guide explains it really well.
——-
As the Wizard levels up his healing gets better and better, to the point where his heal skill is more effective than that of a cleric. Some of it isn’t on the list but might be allowed if central to the character. Arcane Warden would make for a solid archetype pick, but wouldn’t be needed. “Ready for anything” would help a lot in getting the healing feats.

DM Trawets |

I believe I mentioned it but I do allow things from outside the allowed resources IF they improve the role you are trying to fill. Those feats would be allowed for someone trying to fill the cleric role. I would also allow the skill unlock feat for the thief role for disable device. That is part of the reason I want to know what role you are trying to fill so I know what I am willing to allow.

Nightfiend |

(GM) I believe I have two optional submissions. Please take a look over these and let me know if anything is off or needs to be changed.
Note: if either of these are selected I will clean up the character sheets when I input them into my character profile. If for some reason one of these builds will fill a gap better then the other, I am ok with playing either. Good luck to everyone on selection and best wishes to (GM) on the up coming surgery.
First up is Tammy Morningstar and her spirit familiar Gretchen.
Role: Healer
Female human wizard (spirit whisperer) 1
NG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +0 (1d6) or
. . quarterstaff -4 (1d6), quarterstaff -8 (1d6+0)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Wizard (Spirit Whisperer) Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), color spray (DC 14)
. . 0 (at will)—detect magic, disrupt undead, light
. . S spirit magic spell; Spirit Life
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Extra Channel, Scribe Scroll
Traits dangerously curious, ease of faith
Skills Acrobatics -1 (-5 to jump), Appraise +7, Diplomacy +8, Knowledge (arcana) +7, Knowledge (local) +7, Linguistics +7, Spellcraft +7, Use Magic Device +8
Languages Celestial, Common, Dwarven, Elven, Halfling
Other Gear quarterstaff, bedroll, belt pouch, blanket, masterwork backpack, spell component pouch, trail rations (5), water skin (2), wizard starting spellbook, wooden holy symbol of Sarenrae, 32 gp, 9 sp
--------------------
Special Abilities
--------------------
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Shaman/Wizard Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Hedgehog
NG Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +1
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Defense
--------------------
AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 4 (1d8-2); fast healing 1
Fort +0, Ref +5, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +0; CMB -1; CMD 4 (8 vs. trip)
Feats Athletic
Tricks Attack, Come, Down, Fetch, Seek, Stay
Skills Acrobatics +3 (-1 to jump), Appraise -1, Climb +5, Diplomacy -1, Linguistics -1, Spellcraft -1, Stealth +19, Swim +5, Use Magic Device -1
SQ attack, come, down, empathic link, fetch, seek, spiny defense, stay
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Empathic Link (Su) You have an empathic link with your master.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fetch [Trick] The animal will get a specific object.
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.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While r
Stay [Trick] The animal will stay where it is.
Background: Tammy is a runaway orphan who managed to escape the confines of a poorly kept orphanage in Absalom. She managed to stow away in a shipping crate with the guidance of her newly found companion “Gretchen”. That crate was then added to a large commercial shipment headed to Almas. After arriving in Almas it was then redistributed, along with a sizable portion of the shipment, to Falcon’s Hollow. Young and unexperienced, Tammy is widely out of her element but curiosity has wrangled her out of her shipping crate and into the streets of Falcon’s Hollow.
Tammy is a young 16 year old girl who has lead a somewhat sheltered life. The orphanage, which she spent most of her life, provided a refuge from the toils of the real world. Now she is faced with making her way with little life experience.
Description: Tammy is small for her age at 5’2” tall and weighing only 110 lbs. She has blond shoulder length hair and green eyes. Her clothing is not much more than patched together rags. She does carry a fin looking backpack which was fashioned together from the contents of the other cargo containers she was shipped with. Fortunately for her, she also came across a satchel with a bit of coin in it.
Motivations: Tammy truly enjoys helping others, exploring, experiencing anything exciting, and has a genuine desire to make the world a better place. Ultimately, her biggest wish is to find out who her parents were and what happened to them.
Personality: Tammy is a true pacifist. She strongly believes killing is wrong in all circumstances. She will attempt to preserve life whenever possible. This includes all life, even the bad guys. She is caring to a fault and highly naive. She is an extreme optimist who sees the potential good in every person and situation. This has brought her to embrace the teachings of Sarenrae and the belief that there is redemption for every living thing on the planet.
_______________________________________________________________________
Next up is Alwin Okenheal
Role: Caster
Alwin Oakenheel
Elf evoker (admixture) 1
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20)
Ranged mwk composite longbow +5 (1d8/×3)
Special Attacks intense spells (+1 damage)
Evoker Spells Prepared (CL 1st; concentration +4)
. . 1st—gravity bow, magic missile, shield
. . 0 (at will)—detect magic, light, mage hand
. . Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot, Scribe Scroll
Traits eyes and ears of the city, vagabond child (urban)
Skills Acrobatics +1 (-3 to jump), Disable Device +6, Escape Artist +2, Knowledge (history) +7, Knowledge (nobility) +7, Perception +7, Spellcraft +7 (+9 to identify magic item properties), Stealth +2; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Elven, Gnome, Sylvan
SQ arcane bond (masterwork composite longbow), elven magic, versatile evocation
Combat Gear caltrops; Other Gear arrows (40), dagger, dagger, mwk composite longbow, bedroll, belt pouch, blanket, chalk, elven trail rations[UE] (5), flask, grappling arrow[UE], masterwork backpack, silk rope (50 ft.), spell component pouch, thieves' tools, water skin (2), wizard starting spellbook, 3 gp, 3 sp, 6 cp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Masterwork composite longbow) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities – Sleep You are immune to magic sleep effects.
Elven Magic +2 to Spellcraft checks to determine the properties of a magic item.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Background: Alwin spent most of his younger years attempting to assimilate to the way of life in Kyonin. He even completed his ancestral arcane training there, which lead him to becoming a member of the city’s watch. During the day Alwin marched to the heartbeat of the city. By night he would pursue a darker desire. Even though the elven nation highly despises anyone who would covenant elven history for their own personal desires Alwin found himself unable to control his personal need to acquire such things. This eventually drove him to interact the darker side of the city’s inhabitants. On one such occasion he found himself in the middle of a highly questionable transaction to acquire a historic elven longbow. When that transaction went south, he found himself on the run. Pursued by a very powerful equities guild he was forced to not only leave the city but also move fare beyond the Five Kings Mountains. After months of travel he eventually ended up in Falcon’s Hallow with a less then comfortable coin purse, Alwin ultimately decided to explore Falcon’s Hollow for adventuring opportunities or a quick way to earn some coin.
Description: Alwin is a dark haired light complexioned elf who is somewhat average in height at 5’4”. He is slender of build with a tone physique. He generally wears an explorer’s outfit and carries a unique looking elven bow. Aside from that he has a high quality backpack which has a large number of arrows tethered to it.
Motivations: Alwin is on the lamb with few prospects. He is motivated by any opportunity to gain wealth, power, or elven antiquities. He has a bit of wanderlust and enjoys exploring and long walks on the beach.
Personality: Alwin is an elf of elves. He will talk about his people with just about anyone and is quick to point out the advantages of elven longevity. Although he doesn’t truly believe that elves are superior to other races, he does find himself defending the notion from time to time. This has led to more than one deal going sour and has landed him in a fight or two. When faced with confrontation he generally clams up to avoid instigating things further.

Giant Halfling |

I have a soft spot for groups that are all 1 class, but all wizards sounds a bit rough, especially for the first couple levels! That said, if the deadline isn't until tonight I'd put my thinking cap on and consider maybe submitting something. It looks like your current submissions are
Grumbaki: fighter
Herkymer: fighter or rogue
Nazzard: mage
Robert Henry: mage
Scorched One: rogue
Nightfiend: cleric or mage
Edelsmirge: cleric (maybe)
Is that accurate?

DM Trawets |

I have a soft spot for groups that are all 1 class, but all wizards sounds a bit rough, especially for the first couple levels! That said, if the deadline isn't until tonight I'd put my thinking cap on and consider maybe submitting something. It looks like your current submissions are
Grumbaki: fighter
Herkymer: fighter or rogue
Nazzard: mage
Robert Henry: mage
Scorched One: rogue
Nightfiend: cleric or mage
Edelsmirge: cleric (maybe)Is that accurate?
I got a PM from Robert Henry and he has dropped out, otherwise you are correct. You do have until tonight. If that is late Eastern time that is fine.

Nightfiend |

I'm going to withdraw from this, I can't find any concepts I like. Have fun all!
I think I got the names mixed up when I suggested the healer duet earlier. I said Fighting Chicken when in fact I actually was referring to your submission. If you are inclined to play a spirit whisperer / healer, I would be open to a brother sister combo. Having (2) characters that can channel positive energy would be an interesting offset to a somewhat squishy party. I have already included a background for Tammy, which we could build off of. Or the background could be revamped to something different. I would be open to any suggestions....just a thought anyway.

Giant Halfling |

@Edelsmirge- I think you were the second healer?
I gave the set up some thought but pretty much every build I came up with would have been stepping on someone’s toes. I did figure out one different healer build (using pact wizard to get status removal spells and exploiter wizard for some minor healing), but it’s late enough now that I don’t really have time to develop a character around it. So, I won’t be submitting anything. Good luck to those who did.

Torgald Frostbeard |

I don’t really understand the fear of stepping on toes during recruitment. Play what you want. Make the build you are happy with. If someone does something similar mechanically yo me, it just means that you’re not alone in thinking that it would be fun. At the end of the day, it’s usually the character background and personality that really matters.
For example. Torgald bonks people on the head with a book, beating them to death with the recorded grudge. I could see a mechanically similar half-orc being submitted, where he is a bar room brawler, using mugs/stools/etc to fight. It wouldn’t bother me in the slightest to see that submitted. And if he was chosen? It just means that the GM found that character fits his campaign better. I’d rather that player get to use the character he wants, rather than submitting something he isn’t as excited about out of fear of offending.
#justme

Giant Halfling |

I got a PM from the GM letting me know that with his son still in the hospital he wasn’t ready to make a decision yet. He also let me know that since I posted a concept before the deadline I could finish the build and submit it during this delay. So, I’m going to work up the alternate healer tonight or tomorrow.

Herkymr the Silly |

His ability to sweet talk and charm his way into most things served him well in his next enterprise. He fell in with the daughter of a local wizard. As he became friends with her, her father saw that he had an interest in books and began to provide an education. As he continued to learn, he found that magic held more intrigue than people for him and so he began to seek help learning the arcane arts. Slowly at first, he began to learn the arts. Then it was like he gained momentum and soon he had a number of beginning spells and a few more advanced spells understood. At times he would have insight into how to cast them and the results were greater than expected for an acolyte.
Finally, at a plateau for his studies, he followed a rumor to Falcon’s hollow with the intent of finding some lost lore or spell in the dwarven ruins rumored to surround the little settlement.

John Billings Bryant |

Here is Giant Halfling's healer submission. I haven't done his shopping yet but, other than that, he should be finished. He gets a handful of status removal spells (1/spell level) that he can spontaneously cast (from his pact wizard archetype) and has a healing ability and a pseudo-healing ability that he can use several times each day (from his exploiter wizard archetype, and the extra exploit feat). Aside from those, he has UMD for cure wands and status removal scrolls, and the heal skill (which I plan to take those feats mentioned upthread for as we level, assuming that's still allowed).

DM Trawets |

I would like to invite those below to join discussion. I am still in the hospital with my son so I don't know exactly when I will be starting this.
Thanks to everyone who applied.
Fighter:
grumbaki: Torgald FrostBeard
Herkymer the Silly: oread melee wizard
Mage:
Nazard: Felos
Nightfiend: Alwin Oakenheel
Thief:
Edelsmirge: Alphonso Wolf
Cleric:
Giant Halfling: John Billings Bryant