
Monkeygod |

If somebody is stuck on a character build, or is open to advice, an Inquisitor with the Cold Iron Warden archetype would be heckin super badass in this game!

Silver Starlight |

Note all this swop outs are within the Elf race alt features here
Start Elf Race RP10
Race-Advanced Snow Elf RP15
Type Humanoid (elf) {0RP}
Size Medium {0RP}
Base Speed Normal {0RP}
Advanced {4RP} {she is gifted by the wild Sprites}
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type. +4Wis +2Str/Dex/Con -2Cha {Dark vision race means some think she is Drow}
Languages Standard {0RP}
Racial Traits
Defense Racial Traits
Elemental Resistance: {2RP} Resistance 5/Cold
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Feat and Skill Racial Traits
Skill bonus (Perception) {2RP}
Fey-Sighted {3RP}
You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.
Offense Racial Traits
Eastern Weapon Mastery: {2RP}
Elves with this racial trait are proficient with fighting fans and tonfa, and they treat katanas, kusarigamas, and wakizashis as martial weapons. This replaces weapon familiarity.
Senses Racial Traits
Darkvision: {2RP}
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
I tried to make Cleric/Ninja work for my Snow-elf but it felt all wrong.
This look was that of a Ranger
So changed her, to Legendary Ranger/Cleric and now she feel right.
Silver was born under a conjunction of stars, at the hight of the long knight. They say the elder spirits stood round the tribes winter encampment and waited for her 1st scream. Silver was just the little bit more kinder, faster, smarter and more Durable in the white than her siblings and trabe mates. She took to tracking and stealth even as a child spending days alone out in the cold wilds. There she said talking to nature. When she came of Age she was sent to the Evlen Ice City to gain her education in the ways of the greater world. Being educated in a religious institution to took to the clerical ways, while being told of for heading out to the ice fields to much. She is a child of two worlds the wild and civilised.
For her trates and main features.
A Child of Nature {trait} living in the Great White of the north, With in her Snow Elf tribe, she is legendary for spending weeks out hunting in the hardest winter and yet coming back alive. She has an Affinity for cold environments {Resistance 5 cold race and Cold Resilience -regional trait} She has strong ties to her Family/tribe {drewback} But has a natural affinity to colder environments, and living in them. {Cold Resilience Trait} The Dream Spirits showed her the ways of the Great white Ice Fields. {Child of Nature trait} And her, Nature is a Faith, and Freedom within it is a state of mind {Domain} and being.{Snow elf race} She knows the healing ways and uses a Heal Kit and Clerical magics when she or others are hurt. Hunt or battle her Elf bow is her 1st weapon of choice, then hand to hand or Hunting blade close in, {Classes}. Some find the fact her tribe suspicious reeking of the taint of the Drow, with their Darkvision, White hair and pale skins. But she has an especially off look, {Mutient eye trait} which she hides under her hair, and is very selfcouses off. She tires to pays no heed to others who look down at them, She is of a proud Snow Elves tribe and to them the long winter nights need eyes that see, and the great snow needs Hair and skin that lets one hide, how can one hunt otherwise, and evil walks in Dakr places to always be aware.
I have no doubt other PCS will have Kn Skills and Disable device covered. What I wanted to someone able to help the party track and travel. Catch, gut, Butcher, and cook your dinner. I like her now as she has a real feel of who she is and where she comes from.

pad300 |
1 person marked this as a favorite. |
Current Applicants/Ideas
Johnny Panic - Silver Starlight - Ranger + Cleric
Set86 - Anapa son of Anubis - Paladin + (rogue/inquisitor)
Trawets - Kevin Hurley - Paladin + Cleric
Monkeygod - Lady Sabella - Arcanist + Sorcerer
Sir Longears - Amarilis Whitewolf - Barbarian + Samurai
Critzible - ??? - Rogue + Fighter
Ouachitonian - Othniel Laurentius + Magus/Umonk
pad300 - ??? - Medium + ???

Amarilis Whitewolf |

Important to remember that this game was created in response of Monkeygod's game, so his character is already in!
We are competing for the remaining 3 spots.
Also, considering we'll be just 4 players, I personally believe it to be highly unlikely that the GM will pick two full arcane spellcasters and Monkeygod's current character is an arcanist/sorcerer.
This is just a conjecture of mine, of course.

Anapa Scion of Anubis |

This may look better and more geared to what we plan to do
Anapa
Male agathion-blooded aasimar (idyllkin) inquisitor (cold iron warden) of Anubis 1/paladin (oath against fiends) 1/gestalt 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Demon Hunter's Handbook, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +3
Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +5 (1d8+3/19-20)
Ranged javelin +2 (1d6+3)
Special Attacks judgment 1/day, smite evil 1/day (+4 attack and AC, +1 damage)
Domain Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—bleeding touch (1 round)
Paladin Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect evil
Inquisitor (Cold Iron Warden) Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—cure light wounds, shield of faith
. . 0 (at will)—acid splash, detect magic, disrupt undead, light
. . Domain Death
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Statistics
--------------------
Str 16, Dex 12, Con 16, Int 10, Wis 13, Cha 18
Base Atk +1; CMB +4; CMD 15
Feats Combat Expertise, Deadly Aim, Power Attack, Weapon Focus
Traits demon slayer, fiend blood, orphaned, osirionologist (osirion), stolen fury, talk to canids
Skills Acrobatics -7 (-11 to jump), Diplomacy +8, Handle Animal +10, Intimidate +5, Knowledge (dungeoneering) +4, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +4, Perception +5, Sense Motive +2, Survival +8, Swim -1; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Ancient Osiriani, Celestial, Common
SQ finesse weapon attack attribute, monster lore +1, paranoid, stern gaze +1
Other Gear banded mail, heavy steel shield, javelin (5), longsword, backpack, bedroll, canteen[UE], wooden holy symbol of Anubis, 5 gp
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Special Abilities
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Bleeding Touch (1 round, 4/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Inquisitor (Cold Iron Warden) Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +1 (Ex) +1 to Knowledge checks when identifying the weaknesses of creatures.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group.

GM_Panic |

Gm eriktd stated
" The goal is to make it feel extra mythic, so the characters are pretty crazy to start, and I'll add some surprises and power-scaling to the monsters on my end."
"You get 15 race points, so if you go Human (9 RP) you have 6 points to buy more racial traits with. These can be Advanced but not Monstrous."
And also we start with a 30 point Buy, that can be 14 in every stat from the get go. I would also add other none core races get some sweet sweet stuff as well, that way less RP cost wise. Flying outsider anyone. :)

Amarilis Whitewolf |
1 person marked this as a favorite. |

Sure, but the advanced ability score is not a trait.
From the race builder rules, the type, size, scores and language are qualities. Just then we get to traits.
The advanced charisma, as an example, is a trait, but it costs you 4 points for just +2.
Anyway, better to wait for the GM to confirm if this is allowed. I've never considered it was, because it was bonkers, but if it is, sure, I'll probably add it to my PC as well.

Silver Starlight |

Arr I see your point, and it's a valid one, I would agree. Very easy to fix. I shall strip it out, just to keep things simple.
Understood and all done, Can we do Alternate Racial Traits from the race,
As that's outside of RP and my main build parts to get the snow Elf.
Arctic Elf: These elves were born and raised in the frozen lands of the far north or south, and have dealt with freezing deserts, nights that last for weeks, and the horrors that roam the cold terrain. These elves have the darkvision, desert runner, and elemental resistance alternate racial traits.

GM Allegro |

Sorry, no— Sir Longears succinctly described the rule. You can add traits, but you can’t change the basic qualities of your race.
And yes, you can add alternate traits by buying the traits for which they exchange, but only if you're that particular race. For example, a human could get Comprehensive Study for the cost of Skilled (4 RP), but not an elf, since it isn't an elf alternate trait and it isn't on the general list of traits from which elves can choose.

Silver Starlight |

Cool
Arctic Elf
These elves were born and raised in the frozen lands of the far north or south, and have dealt with freezing deserts, nights that last for weeks, and the horrors that roam the cold terrain. These elves have the darkvision, desert runner, and elemental resistance alternate racial traits.
Standard Racial Traits
Ability Score Modifiers: {1RP}
Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. {1RP}
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. {0RP}
Type: Elves are Humanoids with the elf subtype. {0RP}
Base Speed: Elves have a base speed of 30 feet.{0RP}
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.{0RP}
Defense Racial Traits
Elemental Resistance: {2RP} Resistance 5/Cold
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Keen Senses: Elves receive a +2 racial bonus on Perception checks. {2RP}
Magical Racial Traits
Desert Runner: {2RP}
Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
Offense Racial Traits
Weapon Familiarity: {2RP}
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Darkvision: {1RP With Drawback}
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
{Game Add Advanced}
Advanced Wisdom {4RP}
Benefit: Members of this race receive a +2 racial bonus to Wisdom.
Fast {1RP}
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Still very respectable and all fits her background.

Monkeygod |

I'm thinking of taking the Oath of Offerings. Firstly, would that be okay? Second, I worry a game like Wrath might not have many opportunities to make said offerings, and I don't wanna cheese the system.
If approved, I plan on spending 4 points on the bonus feats boon. Would aasimar racial feats be thematically acceptable?

Ouachitonian |

I’ll rework mine, apologies for the misunderstanding.
Moving back to normal stats freed up 4RP, which I used for Sprinter (+10 feet on a charge, run, or withdraw) +1RP and Greater Spell Resistance (11+level) +3RP. Both tend to fit with his existing stats, being fast and using so much magic that now some of it slides off of him.

GM Allegro |

Some of the submissions don't have backgrounds or character descriptions that I could find. Could everyone who wants to be considered for this game please make sure they have finished everything I asked for tomorrow by 17:00 PST? That's approximately 18 hours from now.
I'm thinking of taking the Oath of Offerings. Firstly, would that be okay?
Yes, you can take the Oath of Offerings.
Second, I worry a game like Wrath might not have many opportunities to make said offerings, and I don't wanna cheese the system.
I appreciate that. :) Tell you what, if a temple of your faith is not immediately available, I'll allow you to donate to any temple of the same alignment, even to a chaplain while on crusade if necessary, with the confidence that they will see it gets to the appropriate place.
If approved, I plan on spending 4 points on the bonus feats boon. Would aasimar racial feats be thematically acceptable?
I don't think so, sorry. I think the bonus feats allowed are severely restricted on purpose, so that you have to take things from the list. I'm sure you can find worthy feats, or you can take talents or the other benefits instead. :)
Just for clarification, for those of use whose race is aasimar, we don't get any race points, since they're already 15 RP, correct?
That's correct. It also means (though I don't think anyone tested this) that races with more than 15 Race Points can't be taken. It is possible that there may be ways to change your race going forward, or to improve your race by gaining additional RPs.

Amarilis Whitewolf |

I spent the last of my race points on Advanced Wisdom and updated Kevin. He should be good to go now.
Tieflings already have 13 points, so to take advanced wisdom you'd have to take some drawback to give you more points, otherwise you'll have 17 points instead of 15.

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Halfling Unchained Rogue/Legendary Fighter 1st
NG Age:20 Hgt:2 Wgt: 33lb Hair: Brown Eyes:Hazel
Str 12 Dex 16 Con 14 Int 16 Wis 14 Cha 12
Init: Perception: Speed:20ft
Defense:
AC| 18|10+3+3+1+1|Touch:14|FF:15|
Studded Leather:+3+5
Buckler:+1
CMD:13 |10+1+3-1|
CMB:+1 |+1+1-1|
HP:12
Fort:+6|+2+2+2
Reflex:+8|+2+3+2+1
Will:+4|+0+2+2
BAB:+2
Weapons:
Hand Axe:+5 1d4+1
Halfling Rope Shot+5 1d4+1
Cestus+5 1d3+1
Kukri+5 1d3+1
Dagger+5 1d3+1
Travelling kettle+5 1d4+1
Halfling Sling Staff +2 1d4+1
Ranged
Halfling Sling Staff +5 1d6+1
Sling+5 1d3+1
Ammo:20 bullets
Skills:11
Acrobatics +9 1+3+3+2
Bluff +5 1+1+3
Climb +7 1+1+3+2
Disable Device +7 1+2+3+1
Intimidate +5 1+1+3
Knowledge:Nature +7 1+2+3+1
Perception +8 1+2+3+2
Sense Motive +6 1+2+3
Stealth +11 1+3+3+4
Survival +7 1+2+3+1
Swim +5 1+1+3
Background 2
Handle Animal +6 1+2+3
Profession:Cook +6 1+2+3
Traits:
Chance Encounter:
Child of Nature
Blade of the Society
Feats:
Precise Shot
Slipslinger Style
Combat Endurance
Equipment:
Explorers Outfits
Cooking Kit
Gear Maintenance Kit
Grooming Kit
Survival Kit
Thieves’ Tools
Masterwork Backpack
Adventurers; Sash(x2)
Canteen
Coffee Pot
Waist pouch
Spell Component Pouch
Flint and Steel
Boline
Silk Rope
Hemp Rope
Bedroll
Blanket
Halfling Trail Rations (10 days)
Soap
Whetstone
Small Tent
Feed (week)
Animal: Donkey
Pack Saddle
Saddle Bags
Bit and Bridel
Dandy Brush
Halfling
+2 Dex,+2 Cha,-2 Str
Speed:20ft
Small
Fearless
Surefooted
Weapon Familiarity
Keen Senses
Extras/Change
Warslinger
Lightbringer
Greater Lucky
Unchained Rogue
Finesse Training
Trapfinding +1
Sneak Attack: +1d6
Legendary Fighter
Bonus Feat:
Bonus Skills
Sharp Reflexes

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Unfortunately he continued to fail and Anton followed his young masters next journey to the Crusades against the Worldwound. He became proficient in cooking and finding food. As the pair journeyed Anton became more confident, but also served dutifully.
In Mendev Cador joined with a mercenary group. Though Anton wasn't an offical member he became the servant to the squad. Anton even went out into the wilds hunting the wayword demons. It was during one of these excursions that they were attacked. Cabor and the group was broken and Anton began to hide.
Scurrying and hiding Anton survived eating what he could find and eat as well as using the gear of parted and left behind. Still he was hounded constantly by the forces of the Abyss. Eventually a mysterious woman saved Anton.
Thankful Anton returned to Kenabreas. here he joined the local Pathfinders, working as a cook and general support staff to many of the Mercenary groups. Combined with his status as a Child of Nature,through his time in the wilderness and the skills he learned while initiation training with the local Lodge Anton was shaped up to be an interesting figure and fighter among the Logistical support of Mendevian Crusade

trawets71 |

trawets71 wrote:I spent the last of my race points on Advanced Wisdom and updated Kevin. He should be good to go now.Tieflings already have 13 points, so to take advanced wisdom you'd have to take some drawback to give you more points, otherwise you'll have 17 points instead of 15.
I didn't see his listed so I added up what he had. Kevin doesn't use the base race traits. I added up the traits he had and it came to 11, which leaves 4.

Monkeygod |
1 person marked this as a favorite. |

Monkeygod wrote:If approved, I plan on spending 4 points on the bonus feats boon. Would aasimar racial feats be thematically acceptable?I don't think so, sorry. I think the bonus feats allowed are severely restricted on purpose, so that you have to take things from the list. I'm sure you can find worthy feats, or you can take talents or the other benefits instead. :)
The reason I was asking is the description states: These feats should be thematically associated with the idea of bonding with some force or making a physical or spiritual commitment towards some entity.
And: Others may be available at GM discretion.
My thinking was that getting further in touch with her divine nature/parentage would qualify, however, no big deal if you disagree. Just wanted to explain my thought process.

pad300 |
1700 PST eh, well, better get this up...
Here's Baeron of the Fire Bison
6’1”, 177 lbs. Black hair, striking green eyes. Hawk nose and high cheekbones. Nut brown skin, weathered from being outdoors. (Generally Amerindian, except for the eyes). 21 years old
Patient, thoughful. Often seems distracted; he says he’s listens to the spirits (that others generally cannot hear...). Can seem mercurial; again the spirit he is dancing influences his behaviour.
Cliff notes version:
Born a Sarkorian refugee (Fire Bison clan) in Mendev.
Mother (Yala) prayed to ?Desna? When his dad (Bekar) didn’t come home from the fourth crusade. Baeron was born 12 months later... and Yala says she hasn’t had another man since Bekar...
He has an older sister (Yekar), still with the clan in Mendev. She’s married and has a son and a daughter.
Baeron was always recognizable as special. He was a sponge, learning the ways of the spirits from the surviving skalds, shamans, witches and the god-callers of the clan. A natural as a singer and dancer, he called his first spirit to him at 11!
It wasn’t just from the tribe that he learned. The crusaders had brought bards from the south, and he learned their songs (and magic) as well. He also learned intellectual structure from the southerners, into which he fitted the oral traditions of the clans. He has become an invertate writer of journals and notes, he is recording much of the clan’s history and practices for the first time.
Has come to Kenabres to sign on with the crusaders, hoping to reclaim the clan’s ancient homelands from the demons.
Baeron of the Fire Bison
NG Male Human
Legendary Medium (Spirit Dancer, Loremaster) 1/Legendary Bard (Scholar of Legends) 1
Deity: Desna
Init +8 = +2 dex +4 improved init +2 trait
Speed 30 ft
Defense
AC: 17 = 10+2 (dex) + 4 (armor) +1 shield
HP: 11 = (1d8=>8)+1*2 Con+1 FCB
Fort +4 = +0 Bard 1+2(Con) +1 racial +1 trait
Ref +5 = +2 Bard 1+ 2(Dex) +1 racial
Will +5 = +2 Medium 1+ 2(wis) +1 racial
CMD : 12=10 + 0 (bab)+0 (str) + 2 (dex)
Offense
BAB : +0 (legendary Medium)
Melee: Rapier
Ranged: Longbow
CMB : +0 BAB+ 0 str
Medium Spells (baseline, see also individual spirit packages
L0 (DC 15, 2) Guidance, Message
L1 (DC 16, [1+2])
Bard Spells
L0 (DC 15, 4) Mage Hand, Detect Magic, Prestidigitation, Scrivener’s Chant
L1 (DC 16, 2+2, 3 prepared), Grease, Saving Finale, Silent Image
Stats
Str 10 = 10 (0 pts)
Dex 14 = 14 (5pts)
Con 14 = 14 (5 pts)
Int 20 = 16 (10 pts)+2 racial +2 advanced intelligence
Wis 14 = 14 (5 pts)
Cha 14 = 14 (5 pts)
Feats:
1st Extra Performance
Prerequisite: Bardic performance class feature.
Benefit: You can use bardic performance for 6 additional rounds per day.
(Human Bonus) Precise Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Improved Initiative (Racial)
Benefit: You get a +4 bonus on initiative checks.
Mythic Feats
Traits:
Child of the Crusades (campaign), Resilient (Combat), Focused Mind (Magic) , Wary of Danger (Race),
Skills 20*(6+5(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception 1 rank +3 trained +2 wis
Diplomacy 1 rank +3 trained +2 Cha
Bluff 1 rank +3 trained +2 Cha
Sense Motive 1 rank +3 trained +2 wis
Spellcraft 1 rank +3 trained +5 int
UMD 1 rank+3 trained +2 Cha
K Arcana 1 rank +3 trained +5 int
K Planes 1 rank +3 trained +5 int
K Religion 1 rank +3 trained +5 int
K Nature 1 rank +3 trained +5 int
Background Skills (1*2 = 2 ranks)
Perform (Dance) 1 rank+3 trained +2 Cha
Perform (Sing) 1 rank+3 trained +2 Cha
Languages: Common (taldane), Hallit (Kellid), Kelish (Int), Abyssal (int), Celestial (int), Draconic (int), Infernal (Int)
Spells
A Legendary Medium casts psychic spells drawn from the medium spell list (Additional medium spells can be found here). A Legendary Medium must prepare his spells ahead of time, but his spells are not expended when they’re cast. Instead, he can cast any spell that he has prepared while consuming a spell slot of the appropriate level, assuming he hasn’t yet used up his spell slots per day for that level.
To prepare, or cast a spell, the legendary medium must have a charisma Intelligence (focused spiritualism) score equal to at least 10 + the spell’s level. The saving throw DC against a legendary medium’s spell is 10 + the spell’s level + the legendary medium’s Charisma modifier.
A legendary medium can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Legendary Medium under “Spells per Day.” In addition, he receives bonus spells per day if he has a high charisma Intelligence (focused spiritualism) score.
The number of spells a Legendary Medium can prepare each day is limited. At 1st level, he can prepare two 0-level spells at the start of the day. At each new Legendary Medium level, the number of spells he can prepare each day increases, adding new spell levels as indicated on Table: Legendary Medium Spells Prepared. Unlike the number of spells he can cast per day, the number of spells a legendary medium can prepare each day is not affected by his charisma Intelligence (focused spiritualism) score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a legendary medium can prepare. When Table: Legendary Medium indicates that the legendary medium gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his charisma Intelligence (focused spiritualism) score for that spell level.
A legendary medium must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour channeling the psychic energies of the spirit world. While channeling, the legendary medium decides what spells to prepare and refreshes his available spell slots for the day. A legendary medium does not have a list of spells known; he may prepare any spell from the medium spell list, provided that he can cast spells of that level.
Like a sorcerer, a legendary medium can choose to apply any metamagic feats he knows to a prepared spell as he casts it, with the same increase in casting time. However, he may also prepare a spell with any metamagic feats he knows and cast it without increasing casting time like a wizard. He cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.
A legendary medium also possesses several additional spell slots which can only be used when the legendary medium is channeling a spellcasting spirit (a spirit which grants additional spells known as its base spirit ability. The number of additional spirit spell slots per level available to a legendary medium of any given level is denoted in parentheses (for example, while channeling the archmage, a 16th-level legendary medium possesses 2 additional 1st- and 2nd-level spell slots, 3 additional 3rd-, and 4th-level spell slots, 3 5th-level spell slots, and 1 6th-level spell slot). If the legendary medium possesses both normal spell slots and spirit spell slots for a given spell level, normal spell slots are expended before spirit spell slots when casting spells of that level. A Legendary Medium’s caster level is equal to his Legendary Medium level.
Knacks
Legendary Mediums learn a number of knacks, or 0-level spells, as noted on Table: Legendary Medium Spells Prepared. These spells are cast like any other spell, but they don’t consume slots and can be used again.
Assertion Pool (Su) ( 5 points)
At 1st level, the legendary medium gains a reservoir of psychic willpower that he can draw upon to assert influence over his spirits. This assertion pool has a number of points equal to 1/2 his legendary medium level + his charisma Intelligence (focused spiritualism) modifier (minimum 1). The pool refreshes once per day when the legendary medium prepares his spells.
Spirit (Su)
A legendary medium serves as a vessel to channel spirits—powerful entities which may be the souls of bygone heroes, vestiges of forgotten gods, fragments of powerful outsiders, manifestations of the local environment, or any number of other mysterious and powerful entities. A legendary medium can channel a spirit through a ritual known as a seance. Seances take 10 minutes to perform and require the legendary medium’s concentration. At the end of a seance, the legendary medium invokes a spirit of his choice to inhabit him until he chooses to release the spirit or invokes a new spirit. Each spirit arises from one of several legends, which are described further later in. The legendary medium gains the spirit’s listed seance boon and base spirit power for as long as they continue to channel the spirit. The legendary medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level.
A legendary medium can invite his allies to participate in his seance, performing a shared seance which can grant several benefits. A character counts as participating so long as they maintain physical contact with another participating character and willfully opens themself to the spirit; unlike the legendary medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.
Spirit Bonus (Su) (+2 = +1+1 focused spiritualism)
When a legendary medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level legendary medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter. Certain other abilities may increase this bonus further.
Spirit Dance (Su)
Each day when he prepares his spells, a spirit dancer makes all his spirit power choices as if he were channeling one spirit of each of the legends. He does not always possess the seance boon, spirit bonus, spirit powers, or spirit surge ability from any of these spirits.
Instead, he can enter a spirit dance as a free action to gain the aforementioned abilities from one of the spirits he prepared during his seance for the duration of his spirit dance. He can end his spirit dance or change which spirit he is utilizing with spirit dance as a free action. A spirit dancer continues to track daily uses of abilities from each of his spirits even while he is not in a spirit dance.
This ability alters spirit and spirit bonus and replaces spirit feats.
Spirit Surge (Su)
When making a d20 roll that is increased by the legendary medium’s spirit bonus, the legendary medium can spend an assertion point as a free action to add 1d6 to the roll. This action may be taken even when it is not your turn. By spending 2 points of assertion, the legendary medium may instead do this after learning of the success or failure of the roll. This can cause the check to succeed instead of fail. The legendary medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the legendary medium’s spirit surge die increases to 1d8, to 1d10 at 14th level, and to 1d12 at 18th level.
See Focused Spiritualism: “A Loremaster can never add their spirit surge die to his own die rolls.”
Scholarly Meditations
Rather than Charisma, the Loremaster may use Intelligence to determine the effects of their spellcasting, assertion points, and any other Legendary Medium class features which would normally be based on Charisma.
Focused Spiritualism (Su)
A Loremaster can never add their spirit surge die to his own die rolls. However, the Loremaster’s spirit bonus is 1 higher than a normal spiritualist’s of equal level starting at 1st level. This improves by an additional +1 at 10th, 14th, and 18th levels.
This ability modifies Spirit Bonus and Spirit Surge.
Weapon and Armor Proficiency
Legendary Mediums are proficient with all simple weapons and martial weapons and with light and medium armor, but not with shields.
A scholar of legends is proficient with all simple weapons, with light armor and with shields (except tower shields). A scholar of legends can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a scholar of legends wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A scholar of legends bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. This modifies the legendary bard’s weapon and armor proficiencies.
This modifies the legendary bard’s weapon and armor proficiencies.
Scholarly Spellcasting
The scholar of legend follows one of two schools of training: The Legacy of Arcana, or the Legacy of Nature (see below). This school of training determines the spells they cast, and the ability score they use when determining their spellcasting abilites. The scholar of legends has an increased number of spell slots and prepared spells, as per Table 1-3 Scholar of Legends Spellcasting and Table 1-4 Scholar of Legends Prepared Spells. This modifies the legendary bard’s bardic spellcasting and cantrips class features.
Legacy of Arcana
The scholar of legend uses their Intelligence to learn, prepare, and cast spells, and when determining their bonus spell slots from high ability scores. The scholar of legend can cast spells of 7th, 8th, and 9th level. They treat the following spells as bard spells of their specified levels. In addition, the bardic magician treats any spell of 6th level or lower on the bard spell list that is also on the cleric, druid, psychic, or sorcerer/wizard spell list as if it were a spell of the lowest level among the cleric, druid, psychic, or sorcerer/wizard lists, rather than the spells normal spell level for a bard. For example, the bardic magician would treat the overwhelming presenceUM spell as a 9th-level bard spell, rather than a 6th-level bard spell.
7th level: Banishment, control weather, ethereal jaunt, insanity, lesser astral projectionUM, mass cure serious wounds, mass hold person, mass invisibility, permanent hallucinationUI, plane shift, prismatic spray, regenerate, repulsion, scouring windsUM, sequester, statue, teleport, true seeing, vision, vortexAPG, waves of exhaustion, wind walk
8th level: Antimagic field, antipathy, demand, discern location, earthquakeMA, frightful aspectUC, heal, mass charm monster, mass cure critical wounds, maze, mind blank, protection from spells, refuge, scintillating pattern, screen, sympathy, teleport object, walk through spaceUC, wandering weatherUW
9th level: Astral projectionUM, communal mind blank, cursed earthUM, dominate monster, etherealness, foresight, greater teleport, heroic invocationUC, mass heal, mass hold monster, storm of vengeance, tsunamiAPG, wail of the banshee, weird, winds of vengeanceAPG, world waveAPG
Bardic Performance (Su) (6 rounds)
At 1st level, legendary bard learns to use the Perform skill to create magical effects on those around them. These abilities are used by spending rounds of bardic performance. The legendary bard has a number of bardic performance rounds each day equal to 4 + their Charisma modifier. At each level after 1st, the legendary bard gains 2 additional rounds of bardic performance each day.
Starting a bardic performance is usually 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. Some performances have different action costs, or require a certain number of rounds of performance to use their effects, as denoted in their descriptions.
At 1st level, 2nd level, and every two levels thereafter, the legendary bard learns a single bardic performance.
Components: Each bardic performance relies on audible components, visual components or both in order to produce their effects. Some performances have additional components, such as having descriptors that can affect how they function. An example would be a performance that has the Mind-Affecting descriptor, noting that creatures who are immune to mind affecting effects are immune to the performance.
A legendary bard can use any Perform skill for any of their performances, however there are some cases where their choice of skill will change the performance’s components: If a performance says it relies on either audible or visual components, the components depend on the Perform skill used for the performance. Perform (dance) produces visual components, Perform (keyboard, oratory, percussion, string, wind, sing) produces audible components, and Perform (act, comedy) produces both audible and visual components.
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 they fail this check, the attempt still counts against their daily limit. Deaf creatures are immune to bardic performances with audible components.
1st level Serenade of Healing
Inspirations (Su)
At 1st level, the legendary bard learns to inspire their allies through their actions and their words. Starting an inspiration requires a standard action and lasts until the legendary bard chooses to end their inspiration (a free action) or if the legendary bard loses the ability to take any actions (such as if they are dazed, nauseated, unconscious, paralyzed or stunned). A legendary bard can only use a single inspiration at a time, attempting to start a second inspiration ends the first. Each of the legendary bard’s inspiration are mind-affecting effects.
A creature must either be able to either hear or see the legendary bard to benefit from their inspirations, and cannot benefit from the same inspiration more than once. A legendary bard always gains the benefits of their own inspirations, even if they can’t hear or see themselves or if they would normally be immune to mind-affecting effects.
If the legendary bard gains an ability, item, or feat that would increase the effects of one of their performances that share a name with one of their inspirations, it affects those inspirations as well.
As the legendary bard increases in level they gain inspirations from the list below
Inspire Courage: At 1st level, the legendary bard can inspire courage within their allies, granting them 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 four legendary bard levels thereafter, this bonus increases by +1 to a maximum of +5 at 17th level.
Inspire Competence: At 1st level, the legendary bard can inspire competence within their allies, allowing them to perform skills with greater ease. When the legendary bard begins this inspiration, they choose one skill. This inspiration grants the legendary bard’s allies a +2 competence bonus to the chosen skill. At 5th level, and every four legendary bard levels thereafter, the bard can choose an additional skill and the bonus provided increases by +1, to a maximum of 5 chosen skills and a +6 bonus at 17th level.
Human (15 RP)
Type Humanoid (human) 0 RP
Size Medium 0 RP
Base Speed Normal 0 RP
Ability Score Modifiers Human 0 RP (+2 Floating)
Languages Linguist 1 RP
Flexible bonus feat 4 RP
Skilled 4 RP
Advanced Intelligence 4 RP (+2 Int)
Multitalented (2 RP)
Quick Reactions (2 RP)
Lucky, Lesser (2 RP)
FCB’s
Gain +1 hp
Gain 1*Increase the legendary medium’s spirit bonus by 1/6
Leather Lamellar Armor (60 gp), Buckler (5 gp),
rapier (20 gp), dagger (2 gp), longbow (75 gp), 2 quivers of 20 arrows (4 gp)
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), trail rations 10 days (5gp), belt pouch(1 gp), flint and steel (1 gp), waterskin (1 gp), 3 sunrods (6 gp), Thieves Tools (30gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), 2 spell component pouches (one on belt, backup in backpack) (10 gp
7 gp
Archmage
Archmage Arcana: add 2 from any arcane lvl 1
Bound
Medium’s Guidance: add 2 from Medium lvl1, and use of 1 metamagic feat (???)
Champion
Martial Prowess: Pick 2 combat feats (Point Blank Shot, Rapid Shot)
Genius
Alchemical Knowledge: 2 from alchemist lvl 1
Guardian
No choices
Heirophant
Divine Surge: 2 from any divine lvl 1
Living Saint
No choices
Marshal
Seance Boon: ???
Mystic
Mystic Lore : 2 from any psychic lvl 1
Overmind
Overmind Psionics ???, ???
Reluctant Hero
Spirit Bonus: AC,CMD, To Hit, Damage, CMB, Fortitude Saves
Seance Boon:+2 to non-spell damage (champion)
Stranger
No choices
Trickster
Seance Boon: Disable Device
Trickster’s Edge: Disable Device, Stealth
Cantrips: All
1st level (6): Grease, Summon Minor Monster, Silent Image, Liberating Command, Saving Finale, Tears to Wine
The profile could definitely use some more polishing, especially the background (it's a bit of a Cole's notes version).

GM Allegro |

I didn't see his listed so I added up what he had. Kevin doesn't use the base race traits. I added up the traits he had and it came to 11, which leaves 4.
The breakdown of how many RPs tieflings get can be found here. It says 13 points, though that is treating Darkvision as 0 RP rather than 2. (I guess both tieflings and aasimars get Darkvision for free, as part of their Outsider type.)
Fiendish Sprinter replaces both Skill Bonus abilities, which means it costs 4 RP, not 1. I don't think you can take fewer RPs than what the base race costs.

trawets71 |

trawets71 wrote:I didn't see his listed so I added up what he had. Kevin doesn't use the base race traits. I added up the traits he had and it came to 11, which leaves 4.The breakdown of how many RPs tieflings get can be found here. It says 13 points, though that is treating Darkvision as 0 RP rather than 2. (I guess both tieflings and aasimars get Darkvision for free, as part of their Outsider type.)
Fiendish Sprinter replaces both Skilled abilities, which means it costs 4 RP, not 1. I don't think you can take fewer RPs than what the base race costs.
Ok. I'll pick something else if that's your ruling.
Aasimrs and tiefling and I believe they get dark vision as part of the outsider native type so it's points are in there.

GM Allegro |

Again, thank you everyone for applying. You made this a very difficult choice, and I'm sorry I can't take all of your epic characters. So, without further ado, here's the party.
Monkeygod's Lady Sabella Arvanxi, LG human Legendary Arcanist (Theurge) // Legendary Sorcerer (Arcane Seeker)
Sir Longears's Amarilis Whitewolf, CG human Barbarian (Painted Savage) // Samurai (Warrior Poet)
Ouachitonian's Othniel Laurentius, LN elf Magus (Bladebound, Kensai) // Swashbuckler (Inspired Blade)
Han Del of the Web's Dr Lucian Argentum, LG human Conscript // Scholar
I've created a Discussion thread for us to begin planning our campaign. Congratulations!