Shifting Sands

Game Master Stiehle

Mummy's Mask Pathfinder (1e) Adventure Path



Greetings! I am currently recruiting one player for an ongoing Pathfinder game using the Mummy's Mask adventure path. We just started Book 3, The Shifting Sands - so characters are currently 7th level. The party currently has a human Cleric, an elven Wizard, a human Duskblade (I know, from 3.5 - but modified for Pathfinder) and a human paladin. A skill set character such as a rogue-type would be a great addition, maybe even a non-human - but whoever catches my eye in the end will get the nod.

Players can spend 25 points on their ability scores, using Table 1-1 in the core rulebook (pg 16) for point costs. Once your character is created, you can spend up to 21k gp on magic items as you’d like, though only worry about giving me the accounting for magical items and costly mundane items. You can stock up on all the low-cost gear you'd like without tallying up every copper piece. Just... uh... keep it within reason!

Traits are just fine, and you can also have Background Skills. As far as hit points go, you get the max at 1st level, and then you can roll the dice for each level thereafter. If you roll less than half, go ahead and take the half. So if you've got a Rogue, go ahead and roll 6d8 for all the levels after first. If any of them are 3 or less, turn those into 4 and add (or subtract) your CON modifiers from that.

As far as character classes, feats and all the fluff stuff goes, I've got a lot of the splat books, but not all of them. I'm more comfortable with the basic classes/feats/etc from the more popular ones (core rulebook of course, PHB II, and the Complete Warrior/Arcane/Divine/Adventurer). If you go outside of those, I'm probably less likely to select your character, as my familiarity spirals downward from those tomes. Still, if you want to take a chance I won't hold you back! But you absolutely MUST have complete descriptions of abilities, feats, etc so I can at least have some idea of what's going on without resorting to scanning the internet for sourcebook material. That's just too much work...

A character history would also be nice, especially if you have the time and inclination to read either the entire adventure that has taken place over the past nine years (Yes, NINE years! But again, don't feel compelled - unless you have a LOT of time on your hands!), or maybe even just skim over Empty Graves Part III to get an idea of what's happened in the last adventure module. I definitely will give extra consideration to players who tie their background story into the adventure history thus far. Three of the links below will lead you to the d20 World of Greyhawk board (where I first started this game so long ago...) where the host change from Yuku to Tapatalk pretty much caused a mass exodus. It was around then that I found the Paizo board and never went back.

City of the Dead (Book 1)

City of the Dead (Book 2 - Part I)

Empty Graves (Book 2 - Part II)

Empty Graves (Book 2 - Part III)

Anyway, that's about all I can think of. Let me know if you have any questions and I hope to see some great submissions! I'll keep this open for a couple of weeks or so and choose among ONLY those that are totally complete when I post that I'm about ready to select.

One last thing, folks. Please consider whether you're in this for the long haul. I try to keep a good posting rate of every few days or so (this can vary of course, but I try to shoot for every three or four days on average) but that means we're looking at a good several years to get through all six books of the adventure path. I'd love to have the same group I've got now cross the finish line with me!


You mention PHB II and the Complete Warrior/Arcane/Divine/Adventurer books and the Duskblade from 3.5 - is this 3.5 or Pathfinder…or a hybrid?


Throwing my hat into the ring with Elendyr, an elf architect who happens to be very good with locks and sneaking...mechanically he's a rogue (unchained, if possible) with some appropriate professional and Knowledge skills. I still have to update the profile from the previous campaign I used it for.

Background:
Most of the elves on Golarion are found in places like Kyonin or the Mwangi Expanse, places of great natural beauty, where they integrate their cities seamlessly into the surrounding forests or jungles. There are smaller communities of elves, though, scattered across the world...even in the city that lies at its very center.

Elendyr was born in Absalom, part of an extended family of artisans that make a very good living as architects and stoneworkers. Others in the community became mighty wizards or scholars, travelers and wanderers across the world, but Elendyr's family was content to stay in Absalom and do their part to build it up. If you ask Elendyr, he'll tell you that yes, he's an architect. He knows buildings and he's designed buildings. Yes, sometimes he has to get into places whose owners may object to his presence, but when you're putting up a building that's going to last past your death, you want it to look perfect from every angle--including from the roofs of the adjacent buildings. And you know, some of the people who own those buildings are so rude and inconsiderate as to lock or even trap the access routes, so he had to learn to deal with that. Sometimes they'd set guards, so he had to learn how to move quietly. All part of his job as an architect.

For the past ten or twenty years, though, his particular passion has been Ancient Osiriani architecture. It started harmlessly enough, with a request from the Pathfinder Society to build a fine manor for the Ruby Prince. While others in the family did most of the design work, Elendyr led the research effort into the proper artistic elements to incorporate into the design, and prepared a report that the lead designers worked from. His older relatives were quite impressed with the quality of the report, so the decision was made that he would become the family's subject matter expert in that field--to go along with their experts on architecture as practiced in Thassilon, Azlant, Tian Xia, Vudra, and other distant lands. He continued to study artistic and construction techniques as best he could from descriptions of buildings, and learned the language to be able to access primary sources. He was unwilling to travel to Osirion himself, though.

Then his research hit a dead end. Too many sources--too much information--hadn't yet made its way to Absalom, even in the archives of the Arcanamirum or the Blakros Museum. And the Pathfinder Society was no help at all. So the family elders decided that their expert needed to travel to Tephu, find what he needed to find, copy it, and return. They have given him five years to complete his research. Although initially reluctant to leave the city he loved, Elendyr has set out for Osirion--out of family loyalty at first, but that motivation was soon supplemented by a recognition of a truth uttered by a distant cousin: "It is true that, in time, all the world comes to Kortos. I simply wish to see it when it is not dressed for travel."

Appearance:
Like most elves, Elendyr is tall, slender, and graceful, with pale eyes, and long brown hair pulled back in multiple braids. When adventuring he generally dresses in dull green clothing over light armor armor, his equipment carefully blackened to avoid casting any telltale reflections. He wears a small amulet with a design of a hand with its index finger pointing upward, a yellow star at the fingertip. When not adventuring he wears brighter green, with gold trim and gold cord woven into his braids.


Oops!! Sorry, I'm running a 3.5 game in addition to this one and got my wires crossed. This is definitely Pathfinder! The player with the Duskblade I've known since my 3.5 days and I worked with him on getting a Pathfinder hybrid into the game, as he wasn't keen on the Magus. Let's just say I'm familiar with a good number of classes and feats but not others. I won't bother listing out the pdf splatbooks I have for Pathfinder, but figure the more exotic the character class and/or feat, the less likely I'll be familiar with it. Go ahead and create what you'd like, but keep that in mind. And again, full descriptions on the character sheet will go a long way to keeping my more open-minded about allowing those more exotic classes, feats, etc.

Elyndyr, the Unchained Rogue is just fine - I'm familiar with that one!


Dot

@GM West, do you have Occult Adventures and are you familiar with kineticists?


@GM West, I’m not applying for this game, just got confused reading the post and thought I’d pop in and get some clarification!


Ah! No worries Wolf, I got it. Thanks for pointing it out. It's too bad I can't go back and fix my earlier post!

Pad, I do apologize, I'm not familiar with Kineticists at all.


Looking at possible concepts:

1: Slayer, worships Pharasma. True Neutral, assassinates undead for a living. Archeologist as a side job. Think Indiana Jones but a fair bit more aggressive.
Are we using any feat taxes? This would determine if its 2 weapon fighting or two weapon throwing.

pros: exactly what is required, can get magical disable device from a campaign trait, good tie in with the plot, can easily be introduced as "Hej, I know of that specialist for killing undead and dealing with traps" by a friendly NPC. Its also a pretty simply class mechanically to arbitrate as a GM.

2: Spiritualist or fractured mind Chaotic good. Originally an archeologist, made a deal with a reasonably friendly phantom, to get out of a trap. She got him out, and is now bound to him but gets to experience the outside (and much changed) world. It is a dedication Phantom, as she used to be one of the bodyguards and an ancient Pharao queen.

In a subversion of the usual trope, the phantom is far more level headed, pragmatic and a source of pretty good live advice, compared to the kind of air headed spiritualist. This being mummies mask, anyone can get disable device including magical traps via the campaign trait. Can probably grab stealth via another trait, and then take a drawback if thats possible.
If it is also possible, I would like for the Phantom to be Lawfull good or Lawful neutral, and be perpetually annoyed (in a relatively good natured way) at the spiritualists antics.

May dip into fighter or oracle of battle to get some combat capabilities.

Pros: A bit more magical support, spiritualist spell list is relatively good, and a well build phantom is pretty useful in a fight, especially with the untyped +2 to saves aura it has.

Cons: Spiritualists as a class is not written in a very clear way. Can be a pain for the GM to arbitrate if not familiar himself.

3: Spell warrios Skald with a Stealth focus.
Deserter from Sarkoris, thinks pretty much anywhere is preferable to the worldwound, and that "peacelanders" are much weaker in general. Starts morally dubious but can be redeemed, which may be of narrative interest to the Paladin and maybe the cleric.

Pros: Mechanically its pretty strong, handing out anti undead rage powers and flaming/shock weapons on command, or good weapons.
Not as much utility (no spell kenning) as a normal skald has, but the weapon song does not stop any allies from doing their thing.

Cons: Spell warrior is really strong mechanically if utilized correctly with several martial characters. Although, nobody seems to be a natural attacker, which is when spell warriors can massively increase the parties damage to a level that may not be very level appropriate, but it should be fine in this setup.


Hi Mightypion! I'm familiar with the Slayer class and the Skald (not so much the archetype you mention, but at a glance it looks fine to me.) You're right about Spiritualist, I've never heard of that one and seems pretty complicated.

The third choice might bring some interesting RP between the characters with the whole 'morally dubious' thing, though keep in mind I won't allow an Evil-aligned character into the game. Chaotic Neutral is about the best I can go! :)

The Slayer seems pretty spot on as far as party needs, but I DO want the character to be fun for you to play throughout the campaign, so definitely consider that in making your choice.


Mechanically:
Spell warrior is kind of easier tracking and mechanics wise, then regular skald. Spell warrior does not disable any allied abilities (for example, its really easy to forget that you cant feint in combat if effected by a raging song normally) nor spell casting, the skald sets the weapon boni he grants when the song starts and thats it. All you have to do is track performance rounds, which is fairly easy.
You also dont have the awkwardness when someone genuinely forgets that rage reduces AC by 1, in my view, its well suited for PbP.

It is easier for a GM to anticipate, because no spell kenning, but it can push some parties way past expected damage per round (any party with animal companions or other natural attackers), likely not this party though so that should be fine.

Conceptually:

He/She is not evil, has some PTSD (I will write up what he/she ran away from from exactly), and you could plausibly have a Demon themed assassin show up to finish him off/spy on him/hinder him/corrupt him/her, which could add some variety to the enemy menu.

I will flavor his disable device skills as having been aquired while getting out of a trap filled Demonic dungeon.

I will check perusing the gameplay threads to get a better feel of the characters in play, their motivations etc. .

I think I am settling on the Skald, he is a lore skill monkey, disable device can be gained via trait, stealth can be gained via different trait, and some drawback would be highly appropriate.


@Mightypion looking forward to read this one...lol.


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The Fall of Raliscrad:

Raliscrad was inhabitaed by a coalion of relatively mercantile or even philosophically minded Kellid tribes. Ironically, due to this it fought more succesfull then Kellid hardliners, making use of mercenaries, bardic and Skaldic, in particular weapon song, performances to efficiently boost its fighters, and meeting the demons in a layer of well prepared "defenses" allbeit this is a bit of a misnomer, as the goal of these defenses was strictly to kill demons, not to actually hold ground. They cooperated well with a mostly good aligned Chelish contigent, used their own access to teleportation to alleviate supply problem while under siege and were particularly glad about the "great Derakni turkey shoot" when a particularly clever ploy resulted in the creation of "potions of near invisibility", which only made things invisible from a distance of 90 feet or less. They sold these potions to the demons, (who, on account of having true sight or see invisibility as always on, have a suprising hard time veryfing if they actually are invisible), and then lured them into a prepared "Anti Air zones" where they got absolutely clobbered. There is myth that a way to cook Derakni, so that they taste like turkey, exists, but it is not advised as minor mistakes in food handling can result in deadly self poisoning.

As a crowning piece of their defiance, they planned to hold an Opera while being sieged, said Operas titles being "Deskaris quest for his missing dick", the libretto being a curious mixture of Chellish high opera, Sarkorian Skaldic Sagas, and the Flyting traditions of Raliscrad itself.
All was well, Raliscrads improvised magical artillery spoke during the opening stanza to "make it so that the bug-buggering Chucklef+##s get to appreciate our high culure as well!" but then...

The heretofore unknown Lilitu Minagho, had, using strictly her own resources as she was clearly surrounded by total idiots, managed to take the place of Ralliscrads female led singer, and succesfully replaced the "what is she actually singing" handouts with Sepia Snake sigils, while also hiding a number of scrolls of wail of the Banshee in her own "text", while disguising greater empower rods as stage props.
Her plan went off without a hitch, much of Raliscrads leadership, having the prime seats afterall, was paralyzed or at least somewhat restrained by the snake sigils, and then got hit with multiple Banshee wails. 2 of the Chellish arch mages died first, which knocked down the anti teleportation field preventing unauthorized entry into Raliscrad via this way, the demons host bypassed the defenses, and Minagho made her name and fame, being appointed to led the city.

Rorek thricedamned, my to be made character, blames himself for it. He noted while dancing with the "lead singer" in a social functioning that she seemed to have 360 degree vision, but wasnt certain and didnt report it. He was captured, put into a Demonic "game show" (think Saw but much worse). He survived on account of triggering a Stasis trap and being forgotten about but emerged a broken man who simply started running, and essentially didnt stop before Ossirion.

The tie in to the Mummys mask plot has been send to the GM :)


@ GM West, OK, before I push forward with this, I want your decision on the following rules interaction:

mechanical fiddle faddle:

Gnome

Unchained Rogue (Underground Chemist) lvl 1-4
takes the Bomber talent (which is theoretically only for chained rogues, having come from Ranged Tactics Toolbox, before Unchained was published).

Alchemist (Vivisectionist) lvl 5+
Vivisectionist sacrifices the Bombs class feature.
Gnome Alchemist FCB: Add +1/2 to the number of bombs per day the alchemist can create.

Will you allow a U-Rogue to take the Bomber talent? Will said FCB add to the # of Bombs that can be created per day?


Oddly enough, I've become an expert on bombs during this campaign as the character being replaced was an Alchemist (Crypt Breaker!) I would actually have no problem with you taking the Bomber talent as an Unchained Rogue. I find it weird it's not available, as it doesn't seem particularly game-breaking or anything.

That said, I find the Alchemist (Vivisectionist) archetype a bit too 'evil' for my taste. And since the bombs class feature is dropped, I wouldn't allow those Sneak Attack increases to apply to bombs in any case - even though the talent was learned while taking levels in the Rogue. Same would apply to the FCB for gnomes. The bomb damage and FCB bonuses would cap at Level 4.


here is my WIP mightypions, character, traits, feats and stats mostly selected.
Equipment and spells tbd. Will reformat it into easily readable by GM when selection is done.

Is an ok Trap monkey, an ok fighter, and oh boy do I run out of skill points, are background skills on by any chance? :).

Also need to look up other characters to not double skills. I have 6 (4 base +1 int +1 Skald) skill points per level, but adding Stealth and disable device (in addition to perception and my main perform skill) leaves me with 2 skill points I can distribute to other skills hmmm, maybe ill take cunning as a feat.


Having unexpectedly gotten into another game, I won't be able to give this campaign the consideration it deserves and will bow out. Good luck, all!


Ok, several characters have background skills so I am going to joink that as well! :).

My level 2 and 3 spell slots should also be uncontroversial, the good old bardic/skaldic one-two combo of good hope and haste. Sadly, I doubt that I have the money for a rod of lesser quicken (which would allow him to good hope, haste, and perform in one turn).
This incidentally allows me to cast things other then heroism for level 2. A number of undead dont actually have true seeing etc. so mirror image should work, bladed dash is rarely wrong. Heighten reflex is the other pretty nice spell, iirc, unique to bards/skalds at that level.

Rorek hands out "all of your melee attacks count as good" as well as "swift action add d6 fire damage for a turn to all of your attacks", which will become much better when he grabs level 9.

Level 1, well, grease, tears to wine, moment of greatness are sure picks, I am a human so I have plenty of extra options via favored class bonus.


Dot


@GM what is your time frame for finishing the character?


I'd like to bring someone in by the end of the month, so let's say in the next week or so, if possible? If you need a little longer, just let me know!


That should definitly be doable! Level 7 is not like, levl 18 mythic 6.


I put a submission together. I started reading through the most recent section of gameplay. Looks like fun, haven’t really gotten enough to figure out how to integrate my backstory, maybe you can make a suggestion. I will continue to read through a little bit each day.

About me:

I’ve been gaming on the boards since the pandemic started. I started out GMing a homebrew game because I couldn’t find what I was looking for. That game finished after a couple of years, and most of the players moved on with me to another game which has been going for about a year. I’ve joined three other games. One wasn’t what I was hoping it would be and I dropped out pretty quick, the GM left the second after a few months. The third is still running and I enjoy it quite a bit. I am now very selective in applying for games. You seem like you’ll stick with this game reliably and consistently, given it’s history. Also, I like dungeons a lot, and I have a character idea that I want to play.

I’ve been gaming for most of my life. I played tabletop for some time before playing on the boards. I like playing other games and am generally extremely competitive. I have enjoyed creative writing, and have a relatively strong background in academic writing. I am in my twenties, and live in the US on the East Coast.

Background Sketch:

Calathes is old by human standards, maybe 70 or 80.

Fine relationship with family. Elven mother died in childbirth. Human father died of sickness fifteen years later, when Calathes was still in early adolescence. He had to figure out how to survive pretty early, even though he had some relatives to take him in, they couldn’t support him that much.

Received some basic magical/martial training periodically from his elven relatives, up until the point his father died.

Was a professional casino gambler for a bit as a way to make money. Played bluffing games like poker (or whatever in world equivalent).

Ran some scams/cheats for a bit, but didn’t feel the same kind of rush, or like he was proving himself to be smarter than his opponents by outplaying them.

As an adult, ended up traveling between wealthy/noble homes. Provided a few different kinds of entertainment, including archery and gambling competitions, musical performance. Tried to add a general air of sophistication to parties, esp with elven heritage and magical abilities. Amassed some wealth and experience. Took to a life of wandering.

Calathes was forced to leave his homeland. He ran into an issue where a drunk noble forced him to play games of cards with increasingly high stakes. His pride wouldn’t let him lose, so he kept winning until the noble bet his entire estate, at which point Calathes got up and left. There were plenty of people who saw what happened, but in the morning Calathes found himself arrested unjustly. He barely managed to escape, at which point he became a fugitive and fled.

After this, he mostly abandoned trying to take money from rich people and switched to a life of adventuring. It’s a different kind of rush, but not that different. He also felt a close kinship with other adventurers that he liked a lot. Learned how to disarm traps, contribute to a group of adventurers. Eventually made his way to Osirion because that’s where professional adventurers go.

Personality/character notes:

Feels a strong need to prove himself as valuable, smarter than other people. Lots of pride. Extremely competitive. He is a professional at the things that he does.

Brings a deck of cards with him that he shuffles compulsively when resting. His shuffle doesn’t sound like a bridge of cards being flicked together, it’s a single snapping sound.

Loves gambling, will sometimes propose bets with people. Calathes just can’t help himself.

Moves easily between high and low class people. Capable of switching dialect, mannerisms, ect.

Used to trying to stay relaxed and think clearly in high tension situations. Also used to feeling like he’s at work when everyone around him is at a party. Tends to be more relaxed in a dungeon than at an inn. Does not drink.

Build overview:

General notes: Half Elf Archer Bard focusing on roguelike skills

Ability scores
12 19 14 14 8 16

AC 21 (+5 Armor, +1 Natural, +4 Dex, +1 Deflection)
Fort +7 Ref +11 Will +6

Favored attack (with Inspire Courage factored in)
+1 Composite Shortbow +11/+11 (1d6+6)

Feats:
Skill Focus (Racial Bonus)
Point Blank Shot
Precise Shot
Arcane Strike
Weapon Focus (Versatile Performance Bonus)
Rapid Shot

Traits
Trap Finder (Campaign)
+1 to Fort
Elven Reflexes (+2 to Initiative)

Skills (56 total, rough sketch)
7 Perception
7 Disable Device
7 Stealth
7 Perform
7 Spellcraft
2 UMD
2 Escape Artist?
3 Acrobatics
14 Knowledge

Background Skills (14 total)
5 Profession (Gambler)
1 Sleight of Hand
8 Perform

Equipment 17k (4k spare, will fill in if selected)
+1 Composite Longbow (2.5k)
Belt of Dex (4k)
+1 Mithral Chain Shirt (2.4k)
+2 Cloak of Resistance (4k)
Ring of Protection +1 (2k)
Amulet of Natural Armor (2k)


I am interested! I have yet to try this AP. I will throw something together for this one.


Cool! I can hold my decision until Sunday, if that's long enough for all of you to settle on a submission?

As mentioned, a skill-set character (especially a trapfinder, disarmer) would be a great addition, but anything you'd enjoy playing is fine. The simpler the better for me, as really complicated character builds tend to throw me off and I wind up spending all sorts of time trying to figure out how to rule on something that might come up as part of an unfamiliar build. Not to say it's got to be core rules or anything, not at all. But if an ability (or a feat, or whatever) has a twelve page dissertation on the Paizo board about how to interpret it, my eyes will glaze over and I'll wind up throwing an imaginary dart at an answer.

As for bringing your character into the fold, the group is about to enter the Inner Spiral - which is basically a restricted section of the Great Library of Tephu. They are looking for information about the Forgotten Pharaoh, that apparently isn't in the public area. They had to make an endrun around the local governor, who didn't want to grant access, by befriending a personal friend of the Ruby Prince who seems to have taken an interest in the party. Or maybe specifically one of them at any rate...

Best way to do this is have the new party member in the Inner Spiral already. Maybe you're there for your own private business, or maybe something related. How did you get there? Maybe you snuck in? Depending on your class and skillset, we'll figure something out.

After some consideration, I could maybe take TWO characters into the group, which would give me some leeway if anyone else drops. Again though, I'd like to have submissions by Sunday night if at all possible. If not, just let me know and I'm fine with extending a few more days to give you more time.


Finally some time to work on my character!

HP: 6d8 ⇒ (7, 2, 3, 6, 1, 1) = 20
Becoming:
7,4,4,6,4,4=29


HP: 6d8 ⇒ (4, 5, 7, 3, 7, 8) = 34

Edit: Which becomes:
4+5+7+4+7+8 = 35


Devin Horekson

Background:

Born the fourth child of Horek and Cannan, Devin is 23 years old. He has 2 brothers (Dregar & Kheron )and 2 sisters(Kelmarane & Clarine). The family is quite poor and scavenges much of what they have. He spent his early youth running with the gangs. He was a lucky child indeed (fates favored), and he ended up acting as a street guide for a visiting pathfinder, Ilmaresh Trevain. At first he was simply a hired urchin (8 years old) to provide directions, but she was very impressed with a charming combination of chutzpah, intelligence and naivety. She kept him on as a runner and dogsbody as she established herself in Katapesh, and saw too it that he got more and more schooling, trying to slowly lure him off the streets (and make a pathfinder of him).
This may not have been the wisest decision, as Devin, charming though he is, is an incorrigible liar... and he’s very, very good at it. It is not clear when he was touched by the fey in his upbringing, but the Lantern King’s influence is quite clear. Rather than take the boy off the streets, she showed him where the good loot is... He has become a con artist and a thief, who, of course, hunts where the money is – the rich: the merchants and the nobility..
With pathfinder tutelage, the Lantern King’s blessing and his own native talents, he has developed a range of skills. He is a skilled archaeologist (in Golarion, that means tomb robber), able to find and disable traps. As mentioned, he is a liar and con artist par excellence. But he can handle any style of social interaction (diplomacy, bluff, intimidate, sense motive). He is a sharp-eyed silent shadow, and has a variety of idiosyncratic magical skills. Finally, it is also acknowledged he could fall into an outhouse and come up with a gold ring hooked on one of his tusks…

Appearance:

A young-ish (23 years old) ½ orc male. Skin and bones. There’s a gleam in his eye that speaks to a wicked sense of humour. Black hair and glossy green skin. Prominent tusks and heavy eyebrows.

Demeanour:

Happy go lucky and energetic. Not much of one for sitting, but can do skull sweat if he has to. Tries to be funny. From his orc heritage, he is more comfortable in the shadows than in sunlight (Dimdweller).

What’s he doing in the Inner Spiral?:

Using Pageant of the Peacock (Masterpiece), disguise (skill), Power of Suggestion (Trait), he has lied his way in there. He is/was doing research for his next con job – getting a noble to fund an expedition to a long lost tomb (this may be where the PC’s are going next). His current plan is to disappear with the funds, but if he needs to go there to save the world (or at least Osirion), well, he can change plans...

Literary Inspiration:

The Lies of Locke Lamora

Mechanical:

Devin Horekson
CG Male ½ Orc
Bard (Fey Prankster) 7
Init +7 = +3 dex +4 Improved Init
Speed 30 ft
Darkvision (120 ft)
Defense
AC: 20 = 10 + 4 armor +1 Armor Enhancement + 2 shield + 3 Dex
HP 59 = 8 +(6d8>>4+5+7+4+7+8 = 35)+8*2 Con
Fort + 7 =+2 Bard +2 Con +2 Luck+1 resistance
Ref + 11 =+5 Bard+3 Dex +2 Luck +1 resistance
Will + 8 =+5 Bard +2 Luck +1 resistance
CMD : 18 = 10 +5 bab+3 dex
Offense
Melee: Whip, Spiked Gauntlet, rapier
Ranged: Shortbow or Dagger
BAB: +5 = +5 bard
Bard Spells & Masterpiece Performances
L0 (6,*) DC 13: Sift, Ghost Sound, Message, Prestigidation, Detect Magic, Read Magic
L1 (5+3, 4+1/day) DC 14: Grease, Tears to Wine, Vanish, Saving Finale, Silent Image, Liberating Command, Blistering Invective, True Skill
L2 (4+1, 2+1/day) DC 15 : Heroism, Glitterdust, Mirror Image, Full Pouch, Pageant of the Peacock, [s]Gallant Inspiration, Silence, Invisibility[/s[
L3 (2, 1+1/day) DC 16 : Good Hope, Glibness

CMB : +8 = +5 +3 dex
Stats
Str = 10 (0 pts)
Dex 16 =16 (10 pts) ,
Con 14 =14 (5 pts)
Int 14 = 14 (5 pts)
Wis = 10 (0 pts)
Cha 17 = 14 (5 pts) +2 Racial +1 Lvl 4
Feats: Deceitful (1st), Improved Dirty Trick (Brd 2), Lingering Performance (3ed), Feign Curse (5th), Improved Init (7th), Surprising Combatant (9th),
Traits: Unlearned (drawback), Fates Favored (Faith), Power of Suggestion (Equipment), Trap Finder (Campaign)

Skills (7*6+7*2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+15 = 7 ranks+3 trained +5 eyes of the eagle) and (+2 dimdweller),
Disable Device (+16 = 7ranks+3 trained +3 Dex+1 trait+2 MW tools),
Stealth (+16 = 7 ranks+3 trained +3 Dex+3 Mischievous Talent) and (+2 dimdweller)
Spellcraft (+12 = 7 ranks +3 trained +2 int)
Perform (Dance) (+13 = 7 ranks +3 Trained +3 Cha)
Use Magic Device (+13 = 7 ranks +3 Trained +3 Cha)
Sleight of Hand (+11 = 2 ranks +3 trained +3 dex +3 Mischievous Talent)
Acrobatics(+9 = 3 ranks +3 trained +3 dex )
Climb(+6 = 3 ranks +3 trained )
Disguise (+11 = 2 ranks +3 trained +3 cha +3 Mischievous Talent)
Linguistics (+7=2 ranks +3 trained +2 int)
Profession (Gambler) (+5 = 2 ranks +3 trained + 0 wis)
From Versatile Performances
Diplomacy (+13 = 7 ranks +3 Trained +3 Cha)
Sense Motive (+13 = 7 ranks +3 Trained +3 Cha)
Bluff (+18 = 7 ranks +3 Trained +3 Cha+3 Mischievous Talent +2 Deceitful)
Intimidate (+13 = 7 ranks +3 Trained +3 Cha) and (+2 dimdweller)

Background Skills
Perform (Comedy) (+13 = 7 ranks +3 Trained +3 Cha)
Perform (Oratory) (+13 = 7 ranks +3 Trained +3 Cha)

Languages: Common, Orc, Osiriani(int), Draconic (int), Kelish (Linguistics), Sylvan (Linguistics)

Class Abilities:

Mischievous Talent (Ex): A fey prankster adds half her class level (minimum 1) on Bluff, Disguise, Sleight of Hand, and Stealth skill checks, and can attempt Sleight of Hand checks untrained. This ability replaces bardic knowledge.

Bardic Performance (22 rounds): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Song of Clumsiness (Su): A fey prankster can use this performance to cause enemies within 30 feet that can hear her to suffer seemingly random mishaps. Any enemy in this area that draws a weapon or retrieves an item from a backpack or similar container immediately drops it, and falls prone the first time it enters a square of difficult terrain during its turn. A creature can negate a specific effect with a successful Reflex saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier), but an enemy must attempt a separate save for each potential effect during the song of clumsiness (for example, if it draws multiple weapons). Song of clumsiness is an enchantment (compulsion), mind-affecting ability that relies on audible components. This ability replaces countersong.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Incite Unreliability (Su): A fey prankster can use her performance to manipulate a single target into fighting erratically or haphazardly, as though affected by lesser confusion. To be affected, the target must be within 30 feet and able to hear the fey prankster’s performance. The effect persists for as long as the target can hear the performance. A target that succeeds at a Will saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier) negates the effect and becomes immune to incite unreliability from the same fey prankster for 24 hours. Incite unreliability is an enchantment (compulsion), mind-affecting ability that relies on audible components. This ability replaces inspire courage.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Dirty Trickster (Ex): At 2nd level, a fey prankster gains Improved Dirty Trick as a bonus feat and counts as having Combat Expertise for the purpose of meeting the prerequisites of feats that have Improved Dirty Trick as a prerequisite. This ability replaces well-versed.

Master of Mischief (Ex): At 5th level, a fey prankster can take 10 on a Bluff, Disguise, Sleight of Hand, or Stealth skill check (if she has ranks in that skill), even if distracted or endangered. In addition, once per day, the fey prankster can take 20 on one these skill checks (if she has ranks in that skill). She can use this ability one additional time per day for every 6 bard levels she has beyond 5th, to a maximum of three times per day at 17th level. This ability replaces lore master.

Racial Abilities:

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity.
Favored Class: Bard
FCB : 1-3 +3 rounds bardic performance (12/ Orc FCB), 4-7, 3 1st level spells known, 1 2nd level spell known

Equipment 21000 gp, incomplete:

Magic (17857): Handy Haversack (2000gp), Poet’s Cloak – Lesser Spirit Totem (9750 gp), Eyes of the Eagle (2500 gp), +1 Singing Steel Chain Shirt (1850gp) (-1 ACP), Ring of Resistance +1 (1500 gp), Darkwood Heavy Shield (257 gp)

Weapons: Spiked Gauntlet (5gp), Whip x2 (2 gp), shortbow ( 30 gp ), 20 arrows (3 gp), Dagger X2 (4 gp), rapier (

Armor: (see magic)

Equipment
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), MW Thieves tools (100 gp), 29 gp in assorted coinage, bag of glass “gems”, some official looking “letters”, “papers” and “passports”

Alchemy???

Devin's equipment is incomplete, but I am putting him up so that GM West can take a look at the mechanics for things he is not familiar with. To call out a few things he probably wants to look at : the Power of Suggestion trait (equipment) and the Pageant of the Peacock masterpiece.


Hit Points: 6d8 ⇒ (3, 1, 3, 5, 5, 7) = 24

Now that is in fact a roll.

Nevitash, the Non-Judgemental Inquisitor Stats:

Name: Nevitash

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Male Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7
NG Medium humanoid (Orc, Human)
Init +5 ; Senses Perception +18

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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)

hp: 71 (7d8 (8, 5, 5, 5, 5, 5, 7)+14 Con, 7 Toughness Feat)

Fort +10, Ref +7, Will +11 [All Saves +1 per adjacent ally up to +4]

Defensive Abilities:

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Offense
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Speed: 30 Ft [20 ft in armor]

Melee: Greataxe +11 [1d12+8; x3] Or Longspear +11 [1d8+7; x3]

Ranged: Acid Splash +7 [d3] or Spiritual Weapon +8 [d8+2; 19+ x2]

Special Attacks Studied Target: +2 to Hit and Damage; Bane [10/10 rounds], Sneak Attack +1d6

Spells (CL 7; Concentration +10)

Level 0 (-):[6] Acid Splash, Guidance, Detect Magic, Light, Create Water, Stabilize

Level 1 (5/5): [5] Bless, Cure Light Wounds, Divine Favor, Shield of Faith, Ear Piercing Scream

Level 2 (4/4):[4] Align Weapon, Spiritual Weapon, See Invisibility, Communal Protection from Evil

Level 3 (2/2):[2] Communal Resist Energy, Magic Vestment

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Statistics
--------------------
Str 18 (20), Dex 14, Con 14, Int 12, Wis 15 (17), Cha 8

Base Atk +5 ; CMB +10; CMD 22

Racial Abilities:

Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

Sacred Tattoos: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class Abilities:

Spells: I can cast spells using Wisdom.

Eat Sin: At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).

Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.

At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.

In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.

At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.

This ability replaces an inquisitor’s domain.

Studied Target: At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: I have cantrips.

Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment: At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time

Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics: At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Sneak Attack: At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter.

Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.

This ability replaces the later iterations of the judgment ability.

Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action

Speak with Dead: At 6th level, when the inquisitor eats an enemy’s sins, within 10 minutes of doing so, she can ask the remnants of the enemy’s soul questions as if using speak with dead, with a caster level equal to her inquisitor level. She does not need the enemy’s corpse to use this ability (she can eat sin, move away from the corpse, then use speak with dead), though the soul gets a saving throw just as a corpse would.

This ability replaces the bonus teamwork feat gained at 6th level.

Traits
Fate’s Favored (Faith): Double Luck Bonuses.

Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Feats:
Toughness: 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).

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Focused Target: When you study a target, you can reduce the number of additional targets you can maintain as a studied target. For each target reduced in this way, you increase your studied target bonus by 1 for either attack rolls, damage rolls, skill checks, or the DCs of your abilities. Each such increase must be applied to a different category (attack rolls, damage rolls, skill checks, or DCs). You can end the effects of this feat as a free action.

Extended Bane: Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.

Shake it Off: 3rd Level Bonus Teamwork Feat- When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Skills: Acrobatics +3 [0], Bluff +9 [7], Climb +6 [0], Craft: Traps +6 [0], Disable Device +20 [7], Intimidate +2 [0], Knowledge: Arcana +9 (12) [5], Knowledge: Dungeoneering +9 (12) [5], Knowledge: Nature +9 (12) [5], Knowledge: Planes +9 (12) [5], Knowledge: Religion +9 (12) [5], Perception +18 [7], Sense Motive +14 [5], Survival +14 [5] (Armor Check Penalty -3; not on Climb or Acrobatics checks)

Languages: Common, Orc, Ancient Osiriani

Combat Gear: +1 Greataxe (2320 gp/ 12 lbs), Spiked Gauntlet (5 gp, 1 lb.), Headband of Inspired Wisdom +2 (4000 gp/ 1 lb), Belt of Giant Strength +2 (4000 gp/ 1 lb), MW Agile Breastplate (550/ 25 lbs), MW Longspear (305 gp/ 9 lbs), +1 Cloak of Protection (1000 gp/ 1 lbs), Ring of Maniacal Devices (5000 gp, - lbs), Eyes of the Eagle (2500 gp/ - lbs), Wand of CLWs (750 gp, - lbs), MW Thieves Tools (100 gp/ 2 lbs)

Gold: 470 Silver: Copper:

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Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5
Crowbar* 1/1 5
Rations* 7/7 7
Waterskin* 1/1 4
Bedroll* 1/1 5
Wooden Holy Symbol 3/3 0
Backpack 1/1 2

Total Weight 85 lbs (57 lbs without backpack) / 133 lbs or less light/ 134-266 medium / 267-400 lbs heavy

General Background:
Nevitash grew up in a small village about a day's walk from Sothis. His family were half orcs from several generations before. Although much of the orcish blood was removed over the generations living near Sothis, Nevitash still faced grave judgment from the people in the area due to some Orc bandits that terrorized the local village when he was a small child. His mother caught a wasting disease and passed away when he was only 5. Nevitash found himself in the care of an old priestess named Saida. Saida wanted little to do with the small half-orc, but he had no other family and no human in the village felt like bringing someone who might be tied to the orc bandits into their home.

Because of this, Nevitash was taken in by the shrine. Saida treated him as a servant more than an adopted child. Nevitash thus grew up as a member and servant of Pharasma. During that time, he grew fascinated by the idea that only Pharasma could judge others. The judgment he faced seemed wrong to him, and in studying the texts of Pharasma, he grew concerned that such actions would weigh on people when they passed on to Pharasma’s final judgment.

When he came of age Nevitash joined the church’s inquisitors. There he began to seek out those whose sins would weigh heavily upon them so that he could try and relieve them of their sins. Where many inquisitors used the power of their deities to judge those they faced, Nevitash focused on hunting those who went against the grand design of Pharasma and the other civilized deities.

Selling Points for Nevitash:
First, Nevitash is the non-Judgmental Inquisitor, which I think is awesome.

Mechanically, Nevitash brings a lot of utility to the group. He is very skilled at finding and removing traps. He has lots of divination abilities as an Inquisitor and bonuses to tracking his quarry. He has a variety of divine spells that can aid the party. He provides a good melee threat. He also has a good amount of skills in various knowledges to help figure out what is going on in the module and in a given fight.


Only equipment left to go!
Spells, Skills, etc finished.


Devin Horekson V2.0

Background:

Born the fourth child of Horek and Cannan, Devin is 23 years old. He has 2 brothers (Dregar & Kheron )and 2 sisters(Kelmarane & Clarine). The family is quite poor and scavenges much of what they have. He spent his early youth running with the gangs. He was a lucky child indeed (fates favored), and he ended up acting as a street guide for a visiting pathfinder, Ilmaresh Trevain. At first he was simply a hired urchin (8 years old) to provide directions, but she was very impressed with a charming combination of chutzpah, intelligence and naivety. She kept him on as a runner and dogsbody as she established herself in Katapesh, and saw too it that he got more and more schooling, trying to slowly lure him off the streets (and make a pathfinder of him).
This may not have been the wisest decision, as Devin, charming though he is, is an incorrigible liar... and he’s very, very good at it. Rather than take the boy off the streets, she showed him where the good loot is... He has become a con artist and a thief, who, of course, hunts where the money is – the rich: the merchants and the nobility..
With pathfinder tutelage, and his own native talents, he has developed a range of skills. He is a skilled archaeologist (in Golarion, that means tomb robber), able to find and disable traps. As mentioned, he is a liar and con artist par excellence. But he can handle any style of social interaction (diplomacy, bluff, intimidate, sense motive). He is a sharp-eyed silent shadow, and has a variety of idiosyncratic magical skills. Finally, it is also acknowledged he could fall into an outhouse and come up with a gold ring hooked on one of his tusks…

Appearance:

A young-ish (23 years old) ½ orc male. Skin and bones. There’s a gleam in his eye that speaks to a wicked sense of humour. Black hair and glossy green skin. Prominent tusks and heavy eyebrows.

Demeanour:

Happy go lucky and energetic. Not much of one for sitting, but can do skull sweat if he has to. Tries to be funny. From his orc heritage, he is more comfortable in the shadows than in sunlight (Dimdweller).

What’s he doing in the Inner Spiral?:

Using Pageant of the Peacock (Masterpiece), disguise (skill), Power of Suggestion (Trait), he has lied his way in there. He is/was doing research for his next con job – getting a noble to fund an expedition to a long lost tomb (this may be where the PC’s are going next). His current plan is to disappear with the funds, but if he needs to go there to save the world (or at least Osirion), well, he can change plans...

Literary Inspiration:

The Lies of Locke Lamora

Mechanical:

Devin Horekson
CG Male ½ Orc
Bard (Court Fool) 7
Init +7 = +3 dex +4 Improved Init
Speed 30 ft
Darkvision (120 ft)
Defense
AC: 18 = 10 + 4 armor +1 Armor Enhancement + 3 Dex
HP 59 = 8 +(6d8>>4+5+7+4+7+8 = 35)+8*2 Con
Fort + 8 =+2 Bard +2 Con +2 Luck+2 resistance
Ref + 12 =+5 Bard+3 Dex +2 Luck +2 resistance
Will + 9 =+5 Bard +2 Luck +2 resistance
CMD : 18 = 10 +5 bab+3 dex

Offense
Melee: Whip, Spiked Gauntlet, Longspear +1
Ranged: Shortbow or Dagger
BAB: +5 = +5 bard
Bard Spells & Masterpiece Performances
L0 (6,*) DC 13: Sift, Ghost Sound, Message, Prestigidation, Detect Magic, Read Magic
L1 (5+3, 4+1/day) DC 14: Grease,, Vanish, Saving Finale, Silent Image, Liberating Command, Blistering Invective, Hideous Laughter, Ear Piercing Scream
L2 (4+1, 2+1/day) DC 15 : Heroism, Glitterdust, Mirror Image, Gallant Inspiration , Pageant of the Peacock, [s]Full Pouch, Silence, Invisibility[/s[
L3 (2, 1+1/day) DC 16: Haste, Glibness

CMB : +8 = +5 +3 dex

Stats
Str = 10 (0 pts)
Dex 16 =16 (10 pts) ,
Con 14 =14 (5 pts)
Int 14 = 14 (5 pts)
Wis = 10 (0 pts)
Cha 17 = 14 (5 pts) +2 Racial +1 Lvl 4
Feats: Flagbearer(1st), Lingering Performance (3ed), Improved Init (5th), Surprising Combatant (7th), Deceitful (9th), Feign Curse (11th)
Traits: Unlearned (drawback), Fates Favored (Faith), Power of Suggestion (Equipment), Trap Finder (Campaign)

Skills (7*6+7*2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+15 = 7 ranks+3 trained +5 eyes of the eagle) and (+2 dimdweller),
Disable Device (+16 = 7ranks+3 trained +3 Dex+1 trait+2 MW tools),
Stealth (+13 = 7 ranks+3 trained +3 Dex) and (+2 dimdweller)
Spellcraft (+12 = 7 ranks +3 trained +2 int)
Perform (Dance) (+13 = 7 ranks +3 Trained +3 Cha)
Use Magic Device (+13 = 7 ranks +3 Trained +3 Cha)
Sleight of Hand (+11 = 5 ranks +3 trained +3 dex )
Acrobatics(+12 = 3 ranks +3 trained +3 dex +3 Buffoonery )
Climb(+7 = 1 ranks +3 trained +3 Buffoonery)
Disguise (+11 = 2 ranks +3 trained +3 cha +3 Buffoonery)
Linguistics (+7=2 ranks +3 trained +2 int)
Profession (Gambler) (+4 = 1 ranks +3 trained + 0 wis)
From Versatile Performances
Diplomacy (+13 = 7 ranks +3 Trained +3 Cha)
Sense Motive (+13 = 7 ranks +3 Trained +3 Cha)
Bluff (+16 = 7 ranks +3 Trained +3 Cha+3 Buffoonery)
Intimidate (+13 = 7 ranks +3 Trained +3 Cha) and (+2 dimdweller)

Background Skills
Perform (Comedy) (+13 = 7 ranks +3 Trained +3 Cha)
Perform (Oratory) (+13 = 7 ranks +3 Trained +3 Cha)

Languages: Common, Orc, Osiriani(int), Draconic (int), Kelish (Linguistics), Sylvan (Linguistics)

Class Abilities:

Buffoonery (Ex): A court fool gains a bonus equal to 1/2 his bard level on Acrobatics, Bluff, Climb, and Disguise checks (minimum +1). This replaces bardic knowledge.

Bardic Performance (22 rounds): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Distracting Motley (Su): At 1st level, a court fool can startle his allies back to their senses with erratic capering or by fluttering multicolored clothing. Each round, he attempts an Acrobatics check. Any ally (including the court fool) within 30 feet can use this check in place of her own saving throw against confusion and fascination effects. Those already under a confusion or fascination effect can attempt a new save each round using the court fool’s Acrobatics check. A court fool wearing an entertainer’s outfit gains a +2 bonus on these Acrobatics checks. Distracting motley doesn’t work on effects that don’t allow saves. This is a mind-affecting effect that uses visual components. This performance replaces countersong.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Defuse Tension (Su): At 3rd level, a court fool can use a silly performance to comfort a beleaguered ally. That ally must be within 30 feet and be able to see the court fool. The ally ignores the fatigued and shaken conditions (but not more extreme conditions, such as exhausted or frightened) as long as she continues to see the court fool’s performance. This performance affects one additional creature at 7th level and every 4 bard levels thereafter. A court fool can’t use defuse tension on himself. Defuse tension relies on visual components. This performance replaces inspire competence.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Caper and Jeer (Ex): At 5th level, a court fool can take 10 on Acrobatics and Bluff checks, even when in danger or distracted, and can use Bluff to create a diversion to hide (as per the Stealth skill) as a swift action. He can take 20 on an Acrobatics or Bluff check once per day, plus one time per 6 levels beyond 5th, even when in danger or distracted. This ability replaces lore master.

Racial Abilities:

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity.
Favored Class: Bard
FCB : 1-3 +3 rounds bardic performance (12/ Orc FCB), 4-7, 3 1st level spells known, 1 2nd level spell known

Equipment 21000 gp+ non magical:

Magic (20980): Handy Haversack (2000gp), Cloak of Resistance +2 (4000 gp), Eyes of the Eagle (2500 gp), +1 Singing Steel Chain Shirt (1850gp) (-1 ACP), +1 Longspear (2305) gp, Bountiful Bottle (4000 gp), Potion of Extended Barkskin lvl 12 (1800 gp), Wand of CLW 40/50 (600 gp), Travellers Anytool (250 gp), Ring of Spell Knowledge I (Featherfall, 1500 gp), Scrolls (lvl 1, 175 gp) of True Skill, Tears to Wine, Ears of the City, Feather fall, Tap Inner Beauty, Heightened Awareness, Nature’s Paths

Weapons: Spiked Gauntlet, Whip x2, shortbow, 20 Cold Iron Arrows, 20 Blunt Arrows w/Silver Alchemical Blanch, Dagger X2,

Armor: (see magic)

Equipment
Explorer’s outfit, wide brim hat , bedroll , blanket, hammock, 50 ft hemp rope, String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, 2Xwaterskin, 2Xspell component pouch, mess kit, Rice Notepaper in a scrollcase, pen, ink, MW Thieves tools, bag of glass “gems”, some official looking “letters”, “papers” and “passports”, periscope, book of letters (Osirion)

29 gp in assorted coinage

A much revised Devin. Things GM West might want to take a look at

Surprising Combatant (Feat)

Power of Suggestion (Trait)

Pageant of the Peacock (Masterpiece)

Bountiful Bottle (Magic Item)


I polished off my submission. My character meets the party requirements you’ve stated. I briefly described why he might be in the Inner Spiral, we can work on that more if I’m selected. My build is more or less finished, I’m not attached to any details of it and am happy to go over it more if I’m selected. I can also write out detailed descriptions of class features at that time.

HP: 6d8 ⇒ (3, 2, 4, 1, 5, 8) = 23 4,4,4,4,5,8. Total: 29

About me:

I’ve been gaming on the boards since the pandemic started. I started out GMing a homebrew game because I couldn’t find what I was looking for. That game finished after a couple of years, and most of the players moved on with me to another game which has been going for about a year. I’ve joined three other games. One wasn’t what I was hoping it would be and I dropped out pretty quick, the GM left the second after a few months. The third is still running. I am now very selective in applying for games. You seem like you’ll stick with this game reliably and consistently, given it’s history. Also, I like dungeons a lot, and I have a character idea that I want to play. So I’m applying to your game.

I’ve been gaming for most of my life. I played tabletop for some time before playing on the boards. I like playing other games and am generally extremely competitive. I have enjoyed creative writing for PbP, and have a background in academic writing. I am in my twenties, and live in the US on the East Coast.

Background Sketch:

Calathes was born to an elven mother and a human father. His mother died in childbirth, leaving his father to care for him alone. Their elven relatives traveled often, and were seldom there to help raise the young half-elf. When they were around, they trained him in the arts of magic, at which he showed great aptitude.

When he was a young adolescent, Calathes’s father was slain by a wild boar. The young lad was taken in by a distant aunt, who cared little for him. She taught him how to cheat at cards and let him play in her brother’s tavern as a way to take in extra money. Soon he found that he could make money without cheating, happily separating drunken patrons from their extra coin with a boyish smile. He started working more industriously, seeking out whatever gambling dens were available and making smart money on thin margins.

Eventually, Calathes learned that the easier way to make money was to gamble with nobles. By this time he was living on his own, and comfortably enough that he could take music lessons. He learned how to behave with refinement. He practiced his magic. Calathes learned who the important people in his region were and started going to parties that they hosted. Before too long, he stopped having to seek people out and started getting invitations instead. He learned that there was a market for someone who could make good music. He was a breath of life that could be bought.

Things went sour one night. A drunken baron refused to cut his losses, playing hand after hand deep into the night. The man would go on and on about how Calathes needed to ‘give me a chance to break even.’ Then he would take another sip of his wine and raise the stakes. He even went so far as to bet his ancestral lands. In the morning, Calathes found himself arrested and clapped behind bars. He still says that his escape was his most daring feat.

A fugitive, Calathes wandered far, to the lands of Osirion. It was there that he learned how to be a professional adventurer. He tinkered with magical traps until he could disarm them. Calathes had yearned for ways to prove himself his whole life. Adventuring was his newest way. It was different, too. Where before, the people he had proved himself to had been wealthy nobles, now it was seasoned adventurers. There was a special thrill to knowing that the people who counted thought of him as particularly skilled and capable.

So, when another adventurer who Calathes knew and respected asked him to enter the Inner Spiral, he didn’t think twice.

Personality/character notes:

Calathes is old by human standards, maybe 70 or 80.

Feels a strong need to prove himself as valuable, smarter than other people. Lots of pride. Extremely competitive. He is a professional at the things that he does.

Brings a deck of cards with him that he shuffles compulsively when resting. His shuffle doesn’t sound like a bridge of cards being flicked together, it’s a single snapping sound.

Loves gambling, will sometimes propose bets with people. Calathes just can’t help himself.

Moves easily between high and low class people. Capable of switching dialect, mannerisms, ect.

Used to trying to stay relaxed and think clearly in high tension situations. Also used to feeling like he’s at work when everyone around him is at a party. Tends to be more relaxed in a dungeon than at an inn. Does not drink.

Orphaned, a wanderer and fugitive, Calathes’s life choices have tended to push him towards an adventurer’s life. He loves it.

Build overview:

CG Half-Elf Bard 6
Initiative: +6
Senses: Low Light Vision

HP 58 (7d8+21)
AC 21 (+5 Armor, +1 Natural, +4 Dex, +1 Deflection)
Fort +6 Ref +11 Will +6 {+4 Vs Sonic/Language Dependent, +2 vs Enchantment}
Immune: Sleep

Favored attack (with Inspire Courage factored in)
+1 Composite Shortbow +11/+11 (1d6+6)

Spells Known (CL 7th, Concentration +10)
0th (DC 13) 6
1st 5/day (DC 14) Vanish, Saving Finale, Heightened Awareness, Expeditious Retreat, CLW
2nd 4/day (DC 15) Heroism, Mirror Image, Silence, Glitterdust
3rd 2/day (DC 16) Haste, Charm Monster

Ability scores
12 19 14 14 8 16
Feats:
Skill Focus (Racial Bonus)
Point Blank Shot
Precise Shot
Arcane Strike
Weapon Focus (Versatile Performance Bonus)
Rapid Shot

Traits
Trap Finder (Campaign)
Elven Reflexes (+2 to Initiative)

Skills (56 total)
Perception +11 (7 ranks, +3 class, -1 wis, +2 racial)
Disable Device +17 (7 ranks, +3 class, +4 dex, +1 trait, +2 mwk tools)
Stealth +14 (7 ranks, +3 class, +4 dex)
Perform (Strings) +13 (7 ranks, +3 class, +3 cha) Versatile Performance: Can be used as Bluff, Diplomacy
Spellcraft +11 (6 ranks, +3 class, +2 int)
UMD +7 (1 rank, +3 class, +3 cha)
Escape Artist +8 (1 rank, +3 class, +4 dex)
Acrobatics +10 (3 ranks, +3 class, +4 dex)
Climb +5 (1 rank, +3 class, +1 str)
Knowledge (Arcana) +10 (2 ranks, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Nature) +9 (1 ranks, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Dungeoneering) +11 (3 ranks, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Planes) +9 (1 ranks, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Religion) +9 (1 rank, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Local) +10 (2 rank, +3 class, +2 int, +3 Bardic Knowledge)
Sense Motive +7 (5 ranks, +3 class, -1 wis)
Intimidate +7 (1 rank, +3 class, +3 cha)

Background Skills (14 total)
Profession (Gambler) +10 (5 ranks, +3 class, -1 wis, +3 skill focus)
Sleight of Hand +8 (1 rank, +3 class, +4 dex)
Perform (Dance) +8 (2 ranks, +3 class, +3 cha)
Perform (Sing) +8 (2 ranks, +3 class, +3 cha)
Perform (Comedy) +7 (1 ranks, +3 class, +3 cha)
Perform (Percussion) +7 (1 ranks, +3 class, +3 cha)
Linguistics +6 (1 rank, +3 class, +2 int)
Knowledge (Nobility) +9 (1 rank, +3 class, +2 int, +3 Bardic Knowledge)

Equipment - major
+1 Composite Longbow (2.5k)
Belt of Dex (4k)
+1 Mithral Chain Shirt (2.4k)
+2 Cloak of Resistance (4k)
Ring of Protection +1 (2k)
Amulet of Natural Armor (2k)

Other Equipment (4k spare, will fill in more if selected)
Scrolls
Rope
Ammunition varieties
Weapon blanches
Backup melee weapon
Instruments
Fancy Clothing
Deck of cards, dice
MWK Thieves tools


Finished I hope!


1 person marked this as a favorite.

Thanks folks! I'll start looking these over tonight and over the next couple of days. If I have questions, I'll definitely ask - but any information you can give me for 'non-standard' feats and abilities would be great. Heck, just cut/paste them from whatever source materials is out there - that's really I need just to cut down on the time I'd spend looking it up. My go to site is Nethys, as I like how they organize their stuff and there aren't any ads cluttering up my screen on that site.

Again, I'm thinking I'll take two applicants for this one, preferably one that can pick locks and such and the other will be whoever seems a good match for the group.

Thanks again for the interest, and I'll definitely have a decision by the end of the week and probably sooner!!


Awesome. Good luck all!


OK, I really hate deciding between these great applications, but I'm going to go with the two half-orcs - Devin Horekson and Nevitash. Part of this is because the builds are different enough to give the party a bit more variety and another strong melee presence, with the other part being these two combined give me a pretty good idea of how to get you both into the Inner Spiral.

Thanks again to those that submitted your characters for this adventure, it's truly appreciated and I hope you find some great games to join!

Sobok and Pad300, give me a couple days to finalize my thoughts on bringing you into the adventure. I'm thinking I can probably introduce you within a week or so at the very most. Welcome to the game!


Thanks for the consideration and happy gaming!


Have fun!


Good luck to Melvin and Mightypion in future recruitments.

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