
Rhaeodlaf |

I've seen the Dark Tower games ad. It's up there in the top Dungeons of all time like Caverns of Thracia, White Plume Mountain, and a few others.Caverns is like Castle Ravenloft with passages and sub levels that will enrage mapmakers ;)
Fortunately in pbp. The DM does that chore.
The original Castle Ravenloft map is still one of my favortite game maps of all time. That said, and to your point, I wasn't the one handling the mapkeeping duties in that campaign when we played. :D

Joruk |

Here's my idea for a duergar inquisitor.
Lookin' for that big score. Somethin' deep. Somethin' buried. Would I stab you in the back? Nah, mate. Then who'd distract the other guy while's I stab 'im in the back?

KiwiB |
Submitting for Cylla Dot, gnome aether kineticist
Cylla is a personable gnome, but does prefer to quietly observe rather than interact when encountering something new. Her natural empathy and curiosity have gotten her into more than a few scrapes. In a fight, she doesn't hesitate to step up and her size never enters the equation.
Aether is her first element and she'll probably take Air as a second. Will focus on ranged but will likely work toward a Kinetic Whip to give a mix of ranged and melee combat. Taking Blended View as an alternate racial trait to give her darkvision.
Cylla grew up in the Mwangi Expanse, the daughter of two wizards who looked down on her ability to "fling rocks around" (as they call it). Nevertheless, they sponsored her at the Magaambya only to see her drop out when she was worried her poor marks would end up getting her expelled. Since then she's worked as a cook for different adventuring parties, sometimes lending a hand (or a string of aether) when needed.

Dreadful |

Here's my submission. Maybe I'll do a summary of personality before the deadline, since the background I wrote is not very detailed. I do hope to define/discover this character through play a bit, moreso than other times when I've had a stronger sense of character earlier on.
Red Dragons are the embodiment of natural disasters. The chaotic, destructive force of a tempest given flesh and compressed into mortal form. Abroshtrig heard this a lot growing up. Through their dragon eyes, which have always been remarkably large with horizontal slit pupils, most things look flammable. Or is it inflammable? Burn hot enough, and they might as well mean the same thing.
Born in Cheliax, Ambroshtrig’s mother, Trig, was something of a revolutionary. Most of the gnomes regarded Asmodean worship with a mixture of confusion and ambivalence, but Trig considered it an affront. Ambroshtrig watched her try to spark a revolution. Resolving themself to wander the world, Ambroshtrig left before Trig’s attempt at revolt had a chance to heat up. Sometimes, on quiet nights, they wonder what became of their mother.
Ambroshtrig has trekked across the Sodden Lands and baked under the Rahadoumi sky. They developed a pesh habit while moving south across Garund, and watched the little wealth they had managed to accumulate go up in smoke. While it lasted, the pesh made the golden sands sparkle that much more brightly, even for eyes open as wide to the wonders of a beautiful world as Ambroshtrig’s. They stopped taking pesh about as abruptly as they started, enjoying the burning fevers and freezing sweats of withdrawal as much as one can.
In their wanderings, Ambroshtrig spent much time in the Shackles. Their potential to contribute firepower landed them a spot onboard a pirate ship. Unfortunately, though there were still many piratical things Ambroshtrig wanted to experience, they began to worry that if they stayed aboard much longer, the ship would end up going out in a blaze of glory. Ambroshtrig is as afraid of death as a candle is afraid of a match. But they don’t want to be remembered as some flash in a pan. More importantly, the hard and merciless nature of the rest of the pirates often left Ambroshtrig feeling burned out. It was exhausting, watching brutal folk die unhappy deaths. “Ashes to ashes,” the pirates would say solemnly, before consigning another unlucky soul to a watery grave.
Whispers of a dark series of caverns, soaked and sinking, have Ambroshtrig wondering what things they might find beneath the surface. They haven’t often fought creatures that are wholly evil. Amrboshtrig thinks it would be nice, not to have reservations. It would also be a good chance to show others the new spells they’ve been cooking up.
Ambroshtrig’s skin is a bright, strong blue, the color of open sky above a vast ocean. Like most gnome women, their deep red hair elaborately braided so that it cascades down their back. Like most gnome men, they wear an ostentatious hat, with bright plumage in blue, red, and gold poking out of its tricorn folds. One of Ambroshtrig’s ears is pierced with many ruby studs, the other stands pointy despite a notch that must have been inflicted by a blade. Their eyes are wide, strikingly so, with a heavy, rich gold color and horizontal slit pupils.
Abroshtrig Queck
CG Gnome Sorcerer (Draconic) 3
HP 3d6+3+3 (20)
AC 13 (+1 Armor, +1 Dex, +1 Size) {+4 Dodge vs Giants}
Fort +2 Ref +2 Will +2 {+2 vs Death}
Speed 20ft
Spells Known (CL 3)
Oth (DC 15) - 5
1st 6/day (DC 16) - Burning Hands, xxx, xxx, Mage Armor (Bonus)
SLAs
1/day - Prestidigitation, Flare (DC 15), Dancing Lights, Produce Flame
Burning Hands deals 5d4+10 (avg 22.5) DC 17 for half, fire damage, 15ft cone
Produce Flame +3 ranged touch, (1d6+4), fire damage, range 120ft, get 3 attacks (benefits from Bloodline Arcana but not Havoc, does not get any CL increases)
STR 8 (10-2) / DEX 12 / CON 10 (10+2) / INT 13 / WIS 8 / CHA 20 (18+2)
Feats: Spell Focus (Evocation), Spell Specialization
Traits:xxx, xxx
Race traits: Pyromaniac, Defensive Training, Keen Senses, Fey Fortitude, Obsessive, Hatred
Skills 9 ranks total
+2 Racial bonus to Perception, 1 Craft
Background Skills 6 ranks total
Draconic (Red) Bloodline features
Class Skill: Perception
Bloodline Arcana: Whenever I cast a fire spell, it deals +1 damage per die rolled
Blood Havoc: Whenever I cast an evocation spell, it deals +1 damage per die rolled
Blood Intensity: Once per day when I cast a spell that deals damage, I can raise the dice cap by my Cha mod. I can do this a second time per day at 7th level. Functions as Intensify Spell

GMMichael |

1. Albion, The Eye- Tessai Tiefling [Demon Spawn] Oracle 1 Paladin 2
2. Mr Nevets- Rhaeodlaf Dwarf Wizard (Conjuror)
3. Mightypion- Anais LaVatte ?? Spirit Guide Oracle 2 Swashbuckler 1
----With 'First Mate' The Bear
4. KarlProzek- Ranald Voder Human Archaeologist Bard 3
5. Spazmadeus- ?? ?? Swashbuckler ??
6. Ouachitonian- ?? Tiefling [Rakshasha Spawn] Fighter?
7. Mark Thomas 66- Eyve Android Brawler 3
8. Veniir- Urtar Rockburst Oread Cleric of The Green 3
9. Ironperenti- Gideon Stormborn Half-Elf Fighter 2 Brawler 1
10. Pad300- ?? ?? ??
11. Trawets71- ?? Monkey Goblin Mad Dog Barbarian ---with Alligator
12. Critzible- ?? Tiefling Inquisitor ??
13. KiwiB- Cylla Dot Gnome Aether Kineticist 3
14. Dreadful- Abroshtrig Queck Gnome Sorcerer [Draconic Bloodline] 3
15. Fang Dragon- ?? Human Gravedigger Investigator 3
16. Jacob Trier- ?? Human Dark Tapestry Shaman 3
17. Dslak- Kharmor Duergar Sanctified Slayer Inquisitor 3

GM_DBH |

I miss a day or two and things race away on me!
Here's my applicant.
Jenna Wilde. Aasimar (Emberkin). Alchemist (Crypt breaker)
Stuck in Blood cove awaiting a ship to take her to Osirion. She can handle traps and locks. Very handy vs Undead and Construct.
Red hair, golden eyes. Tries to be a good person despite the occasional urge to be mean.

Rabbit Jack |

For your consideration.
An android hunter with the Primal Companion Hunter archetype
Backstory & Concept
Prologue: Raindrops-From-Leaves, an android ranger that lived in Nantambu, had reached the rank of Attendant at the Magaambya when she was young. After years of helping to protect Nantambu as a scout with her (harris hawk) [falcon stats] animal companions (she was a beastmaster ranger) she retired in Nantambu. Sensing the time of her renewal was approaching, she said her goodbyes to her friends in Nantambu and at the Magaambya before traveling south along the Vanji River (with her three hawk companions...a mated pair and one of their offspring) to the Terwa Uplands (where she befriended her older two hawk companions). Raindrops-From-Leaves spent a few days of her life watching the hawks enjoying the open sky before her soul moved on. During the next few weeks while the nanites rejuvenated the android, the eagles defended their helpless android friend from various scavengers. The two older hawks, Sunwing and Moonwing, died from the wounds they got from defending their dead friend's body. They had been dead for a few days when the rejuvenated android awoke for the first time to see the remaining live hawk, looking at the android as it keed repeatedly. The android quickly discovered the young hawk was mourning the two dead hawks. Upon further scouting the android found the corpse of a vulture with several talon wounds. The android stayed in the Terwa Uplands for a few days to get his bearings. He dreamed of Sunwing, Moonwing and Winglet. "You want a better name, Winglet?" to the android's surprise, Winglet's wings sparked with electricity, "Sparkwing works well for your new name. What about me? Any ideas, Sparkwing?" Sparkwing flew off in response. A few minutes later Sparkwing returned with the half-eaten carcass of a jackrabbit (the last meal he and his parents had hunted together). "Jackrabbit? Jack Rabbit? My name will be...Rabbit Jack, or Jack for short. Thank you, Sparkwing."
Over the course of the next few weeks, Jack hunted with Sparkwing. During this time Jack discovered he could cast a few spells (a couple of them require him to be holding one of the plucked feathers he took from the corpses of Sunwing and Moonwing to remember them by) and that Sparkwing's wings only sparked with electricity a few times a day, with the small sparks lasting about a minute each time. "I think it is time we begin journeying farther. Which direction, Sparkwing?" Sparkwing sprang into the air and started flying east (towards Nantambu) After making their way to Nantambu and making some 'new' acquaintances (some who were friends of Raindrops-from-Leaves) Jack decided to become a guide, assisting people traveling by foot from Nantambu to the coast.
Jack [android primal companion hunter]
Alignment: Neutral
Race: Android (with Repairing Nanites alternate racial trait)
Class: Hunter (with Primal Companion Hunter archetype)
Traits: (race) - Nanite Revival, (social) - Beastkin [hawks]
Point Buy:
Str 13 (3) --> 13 (+1)
Dex 16 (10) --> 18 (+4)
Con 14 (5) --> 14 (+2)
Int 10 (0) --> 12 (+1)
Wis 12 (2) --> 12 (+1)
Cha 10 (0) --> 8 (-1)
Favored Class bonus: +1 hit point per level
Feats:
Level 1: Dodge
Level 2 bonus feat: Outflank
Level 3: Weapon Finesse
Level 3 bonus Teamwork: Escape Route
Skill ranks (3 x [6+Int bonus (+1)]) = 21
Climb +7 [3 ranks, +3 class skill, +1 Str]
Knowledge (nature) +7 [3 ranks, +3 class skill, +1 Int]
Perception +9 [3 ranks, +3 class skill, +1 Wis, +2 racial]
Sense Motive +0 [3 ranks, +1 Wis, -4 racial penalty]
Stealth +10 [3 ranks, +3 class skill, +4 Dex]
Survival + 9 [3 ranks, +3 class skill, +1 Wis, +1 trait]
Swim +7 [3 ranks, +3 class skill, + 1 Str]
Background Skills (3x 2/level = 6)
Handle Animal +5 (+9 for Sparkwing) [3 ranks, +3 class skill, -1 Cha)
Knowledge (geography) +5 [1 rank, +3 class skill, +1 Int]
Linguistics + 2 [1 rank, +1 Int]
Profession (guide) +5 [1 rank, +3 class skill, +1 Wis]
Languages: Common (Taldane), Int bonus (Androffan), Linguistics rank (Polyglot)
Spell Repertoire:
Cantrips (6):
Create Water, Detect Poison, Light, Mending, Purify Food and Drink, Stabilize
1st Level Spells (4+SNA I):
Cure Light Wounds, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Summon Nature's Ally I
Spell-like Ability: Speak with Animals at will (hawks only)
Animal Companion (Sparkwing)
Starting Statistics:
Size Small
Speed 10 ft., fly 90 ft. (good)
AC +1 natural armor
Attack bite (1d4), 2 talons (1d3)
Ability Scores Str 10, Dex 15, Con 11, Int 2, Wis 15, Cha 6
Special Qualities low-light vision.
4th-Level Advancement: Ability Scores Dex +2, Con +2.
Evolutions (when active) Magic Attacks, Resistance (electricity)
Str 11, Dex 16
AC 18 (+3 natural, +3 Dex, +1 size, +1 Dodge)
Fort +3, Ref +6, Will +3, CMD 15
Skill Ranks:
Fly +14 [2 ranks, +3 class skill, +3 Dex, +4 good maneuverability, +2 size],
Perception +6 [1 rank, +3 class skill, +2 Wis]
Feats:
Weapon Finesse, Dodge
Bonus Feats (from Hunter class): Outflank, Escape Route
Link, Share Spells, Evasion
Tricks (6):Attack, Come, Down, Guard, Heel, Stay
Bonus Tricks (2): Fetch, Seek

GMMichael |

1. Albion, The Eye- Tessai Tiefling [Demon Spawn] Oracle 1 Paladin 2
2. Mr Nevets- Rhaeodlaf Dwarf Wizard (Conjuror)
3. Mightypion- Anais LaVatte ?? Spirit Guide Oracle 2 Swashbuckler 1
----With 'First Mate' The Bear
4. KarlProzek- Ranald Voder Human Archaeologist Bard 3
5. Spazmadeus- ?? ?? Swashbuckler ??
6. Ouachitonian- ?? Tiefling [Rakshasha Spawn] Fighter?
7. Mark Thomas 66- Eyve Android Brawler 3
8. Veniir- Urtar Rockburst Oread Cleric of The Green 3
9. Ironperenti- Gideon Stormborn Half-Elf Fighter 2 Brawler 1
10. Pad300- ?? ?? ??
11. Trawets71- ?? Monkey Goblin Mad Dog Barbarian ---with Alligator
12. Critzible- ?? Tiefling Inquisitor ??
13. KiwiB- Cylla Dot Gnome Aether Kineticist 3
14. Dreadful- Abroshtrig Queck Gnome Sorcerer [Draconic Bloodline] 3
15. Fang Dragon- ?? Human Gravedigger Investigator 3
16. Jacob Trier- ?? Human Dark Tapestry Shaman 3
17. Dslak- Kharmor Duergar Sanctified Slayer Inquisitor 3
18. DBH- Jenna Wilde Aasimar [Emberkin] Crypt Breaker Alchemist 3
19. GM_Drake- Rabbit Jack Android Primal Companion Hunter 3
----With 'Sparkwing' The Falcon
20. Slowdrifter- ?? Half-Elf Mesmerist 3

Tabensi |

Presenting Tabansi, Shaman of the Whispering Void for your consideration.
Race and class CN Male middle-aged human (Mwangi (Zenj)) shaman 3
Party role Battlefield control via augmented summoned creatures, buffs/debuffs, exceptional perception (with bonus vs. surprise and to detect invisible or incorporeal creatures), decent diplomacy, heal and survival skills, backup healer (NOT built to be a primary healer, although he can fill this role at higher levels via Wandering Spirit).
Roleplaying notes Mature and complex spirit guide who has seen the horrors that lurk beyond time and space and learned to harness their power without arousing the eldritch beings that lie slumbering in the void. He roams the Mwangi Expanse in an effort to prevent others from awaking evil they cannot comprehend while constantly working to maintain his grip on his own sanity, with the aid of Mlezi, his serpent spirit animal.
A son of the Zenj people, Tabansi hails from a quiet riverside tribe deep within the Mwangi Expanse. His people honor the spirits of land and ancestors, but old stories also warn of sky-demons and star-borne terrors. In a culture where spirit-listeners are respected, Tabansi’s intense sensitivity was seen as a gift — though his connection was far stranger than most.
Born with a rare spiritual attunement, Tabansi was always able to hear whispers others could not. Drawn to the stars from youth, he felt the call of the Dark Tapestry, interpreting its murmurs as omens. During his shamanic training, driven by curiosity and pride, he attempted to commune directly with these voices — seeking deeper truth without proper caution. What came through shattered him. His mind, unshielded, was flooded with visions of endless voids, screaming stars, and the crawling will of the Outer Gods.
The backlash left Tabansi alone in the jungle, fevered and raving for weeks. It was during this time that he bonded with Mlezi, his sea krait spirit animal. As he floated naked and babbling in the river on a moonless night, he suddenly felt the serpent's scaled form curl around his shivering limbs. The presence of the strange snake that had sought him out so far from its natural habitat helped him regain control over his shattered mind.
His body survived, but his mind was forever marked. Though he regained lucidity, he emerged from the ordeal changed — his psyche fractured beneath the weight of cosmic revelation. The horrors remain etched in his memory, ever pressing against the walls of his sanity.
Fearing that his presence might bring ruin to his tribe, Tabansi exiled himself, choosing a life of wandering. Through art, ritual, and careful discipline, he learned to manage the endless whispers, balancing on the knife’s edge between insight and madness.
Tabansi stands lean and weathered in his early forties, bearing the marks of years spent beneath the Mwangi sun. His eyes, dark and deep, often drift skyward — watching constellations few others recognize. Black hair, streaked with gray, is worn in short, twisted locks adorned with tiny carved beads. His robes are simple but patterned with star motifs and protective sigils. Always at his side is a worn staff and a pendant of polished obsidian shaped like an eclipsed eye — both tools of focus and grounding.
Soft-spoken and reflective, Tabansi radiates a quiet grace. He speaks in poetic metaphor, often describing visions through layered allegory. His empathy runs deep, and he listens more than he speaks, though when he does offer words, they are deliberate and resonant. His nights are spent painting, sculpting, or composing rhythmic verses — artistic rituals that help anchor his mind.
Beneath this calm lies constant effort. Holding the line between madness and clarity is Tabansi’s daily work. Stress, overuse of his powers, or close contact with aberrant forces can fray his control. When his grip slips, it may manifest as disassociation, fragmented speech, compulsive drawing of alien symbols, or moments of eerie detachment where his voice seems not entirely his own. Yet, he recovers, and when stable, he shows the awareness of one who knows his own mind well — even its broken places.
Tabansi does not worship the powers of the void, but he respects their terrible gravity. His magic focuses on summoning — calling familiar beasts and spirits to fight in his stead, avoiding direct calls to the alien. Yet even his summoned animals sometimes show small distortions: an extra eye, unsettling grace, or shadows that ripple wrong. He draws power from the edge of the abyss but does so like a cautious sailor drinking from poisoned waters — just enough to survive.
The art he makes is not merely creative expression; it is his shield, his prayer, his exorcism. Through it, he translates madness into symbol, terror into beauty — holding the darkness at bay one brushstroke at a time.
Apperance
Mlezi ("The Thread" in Polyglot) appears at first glance to be a slender sea snake with sleek, iridescent blue-black scales, patterned with faint, pale spiral markings along its length — almost like constellations coiling around its body. Its eyes are deep void-black, speckled faintly with motes of starlight, giving the unsettling impression of twin night skies staring back.
Upon closer inspection, one notices that Mlezi is never exactly the same length twice. When resting, it coils like any serpent, but when stirred, it can unspool to lengths many times its normal size — far longer than its apparent bulk should allow. In these moments, its body seems to stretch rather than simply slither, as though space itself yields to its will, allowing it to extend impossibly thin and long like a thread through the weave of the world.
When agitated or when channeling power through the familiar bond, the spiral markings along its body glow faintly with purple or sickly green luminescence, and its body may ripple with unnatural elasticity, forming brief, fractal-like bends and folds as though reality itself can't quite agree on where the snake begins or ends.
Personality and role
Mlezi is eerily quiet and watchful, rarely hissing or striking except when truly threatened. It shares a psychic bond with Tabansi that is deeper than mere familiarity — more akin to a shared wavelength of perception. It sometimes exhibits odd moments of insight, such as flicking its tongue toward unseen corners of a room or hissing softly before aberrant magic is detected.
At night, when Tabansi sleeps, Mlezi often curls protectively around his neck or arm. Occasionally, it seems to dream, twitching and coiling in complex patterns while sleeping — in these moments, Tabansi sometimes finds his own dreams tangled with images of spiraling voids or endless coils wrapping around worlds.
Tabansi often refers to Mlezi affectionately as “Thread of the Dreaming Serpent”, a title implying both its physical form and its connection to the formless terrors of the void. To Tabansi, Mlezi is a symbol of his threadbare grip on sanity, his companion in navigating the unfathomable.

infomatic |
OK I was stuck on this for a while … the only concept I had turned out to be pretty much that exact Shaman. However looking at the list there's no regular thief? For a 1E reprise? May do a plain 'old URogue or a burglar, a friend of the dying man who had refused to go with him on his last journey and is now feeling super-guilty about it. Will work on an intro.

Rabbit Jack |

Six of the motivations could work for Jack. Should I be chosen as one of the players, even having the last pick of motivation works (as the only two that do not work for Jack are The Bandit and The Mercenary).
Should I be chosen and not have last pick, I have no problem with offering others after me (in order), to select before I pick mine (or for GMMichael to choose Jack's motivation from motivations that are left from the six below (particularly if he likes the reasoning for The Expert motivation I suggested below).
1st choice -The Guide motivation:
A group of explorers recruits Jack as a guide (for their search of the Caverns of Azlantia).
2nd choice - The Explorer motivation:
While guiding a group of people from Nantambu to Bloodcove, one of the group talks about the Caverns of Azlantia before the others tell him to be quiet,as they do not want others to know, including their guide, Jack. Jack heard enough to pique his interest and decides that after he escorts the group to Bloodcove, he and Sparkwing will take some time to search for the caverns instead of offering his guide services for another group wanting to reach Nantambu.
3rd choice - The Hunter:
Jack learns that a group is being put together to search for the caverns and inquires if the group has a guide yet.
4th choice -The Historian:
While in Nantambu, a contact of Jack's at The Magaambya tells Jack about the lost continent of Azlant, and asks Jack to deliver a sealed letter to the dying man in Bloodcove. The contact tells Jack that if the dying man asks him to join the group searching for the Caverns of Azlantia, to accept. "Just imagine, Jack, the benefits of being known as the guide who found The Caverns of Azlantia would do for your reputation as a guide."
5th choice - The Expert:
While in Nantambu, a contact of Jack's at The Magaambya tells Jack about the lost continent of Azlant, and asks Jack to deliver a sealed letter to the dying man in Bloodcove. The contact tells Jack that if the dying man asks him to join the group searching for the Caverns of Azlantia, to accept. "Azlantians were known to be creators of technologies that many living scholars of the current era think have not been seen since the destruction of Azlant. Just imagine, Jack, that there could have been android foundries in Azlant. Maybe even cities where the majority of the citizens were androids. As your kind continue to live anew after dying from old age, there could be a colony...or colonies of androids within The Caverns of Azlantia."
6th choice - The Agent motivation:
While in Nantambu, a contact of Jack's at The Magaambya tells Jack about the Oracular Skull and asks him to deliver a sealed letter to the dying man in Bloodcove, and tells Jack that if the dying man asks him to join the group searching The Caverns of Azlantia, to accept. The contact then tells Jack about the Oracular Skull and asks him to claim it for the Magaambya if possible. "Hopefully what is included in the letter will persuade him to tell the group he is putting together to search for the Caverns that the Oracular Skull is to be given to The Magaambya."
Should I be picked, the magic item I would select, if not chosen yet, would be a wand of Cure Light Wounds. Aside from that, I would offer others after me (in order) their pick of magic item category, and take whatever magic item category is remaining after the rest of the players have picked theirs.
The masterwork weapon Jack would have is a cold iron machete (worth 320 gold).
The masterwork armor Jack would have is darkleaf lamellar leather armor (worth 810 gold).
Jack would have vials of antitoxin (as he stays stocked up on those as part of his profession).
Plans for Sparkwing's 4th level upgrades would be +1 to Intelligence, the skill rank going to Linguistics (choosing Polyglot as the language).

GMMichael |

1. Albion, The Eye- Tessai Tiefling [Demon Spawn] Oracle 1 Paladin 2
2. Mr Nevets- Rhaeodlaf Dwarf Wizard (Conjuror)
3. Mightypion- Anais LaVatte ?? Spirit Guide Oracle 2 Swashbuckler 1
----With 'First Mate' The Bear
4. KarlProzek- Ranald Voder Human Archaeologist Bard 3
5. Spazmadeus- ?? ?? Swashbuckler ??
6. Mark Thomas 66- Eyve Android Brawler 3
7. Veniir- Urtar Rockburst Oread Cleric of The Green 3
8. Ironperenti- Gideon Stormborn Half-Elf Fighter 2 Brawler 1
9. Pad300- ?? ?? ??
10. Trawets71- ?? Monkey Goblin Mad Dog Barbarian ---with Alligator
11. Critzible- ?? Tiefling Inquisitor ??
12. KiwiB- Cylla Dot Gnome Aether Kineticist 3
13. Dreadful- Abroshtrig Queck Gnome Sorcerer [Draconic Bloodline] 3
14. Fang Dragon- ?? Human Gravedigger Investigator 3
15. Jacob Trier- Tabensi Human Dark Tapestry Shaman 3
16. Dslak- Kharmor Duergar Sanctified Slayer Inquisitor 3
17. DBH- Jenna Wilde Aasimar [Emberkin] Crypt Breaker Alchemist 3
18. GM_Drake- Rabbit Jack Android Primal Companion Hunter 3
----With 'Sparkwing' The Falcon
19. Slowdrifter- ?? Half-Elf Mesmerist 3
20. Crisischild- ?? Elf [Drow-Blood] Hexcrafter Magus 3
21. Infomatic- ?? ?? Rogue 3

Aemilia Karthis |

Slowdrifter reporting with Aemilia Karthis, CG half-elf mesmerist [vexing trickster] 2/sorcerer [tattooed sorcerer] 1. Full profile here, including a lengthy backstory and personality section as I was having fun with it and got a bit carried away.
I ended up going with a sorcerer dip but will otherwise be full mesmerist. In terms of role she's enchantment focused, with debuffs her main weapon, and probably support and buffs in a lesser capacity. She's an excellent face and has some knowledge skills too. Probably don't ask her to swing a sword.
The basic outline is she's a beautiful, proud and beguiling Taldan noblewoman. However, as a half-elf and with something of a reputation as a troublemaker, her traditionalist family have decided the best way to deal with the embarrassment she causes is to ship her halfway round the world - problem solved! Aemilia is keen to write her name in the history books so she can return home, live the life she wants and probably rub her family's noses in her all-round greatness. Finding an abandoned city full of fabulous riches and ancient histories? How simply perfect for her designs. A number of the motivations would work well and she can be easily tweaked to fit.

Rabbit Jack |

Swim (1 rank instead of 3 ranks)
Heal (2 ranks instead of 0 ranks)
Let's him take 10 in rough water (while not distracted) to auto-succeed. His masterwork armor has a +0 ACP and he is lightly encumbered.
Gives him a better chance to help his clients who get bitten by the poisonous fauna.
Heal +8 (2 ranks, +3 class skill, +1 Wis, +2 circumstance healer's kit)
Swim +5 (1 rank, +3 class skill, +1 Strength)
Survival total modifier is +8 (not +9).

trawets71 |

A brief backstory for my monkey goblin barbarian 3, Gemdar. He and his gator have been escorting treasure hunters and scholars into the wilds of the jungle. He was kicked out of his tribe for having read a book he found. Hungry having nothing he stumbled on the remains of an expedition and was happy he found food. The expedition survivors gave convinced him not to eat them by giving him their food and telling him he could get even more food by getting them out. When he did he was rewarded with as much food as he could carry and gold he could use to get more. This started his business. He hasn't lost an expedition yet, but that isn't to say they came back with as many as set out.

Oceanshieldwolf |

I am brave enough!!!
Tokara is an Orc Witch (scarred witch doctor), one of the last of a remnant of the Sacred Pool tribe recently decimated by the same strange disease now found in Bloodcove. She has been sent by her elders to find the source of the illness and if possible counter it or at the very least procure or create a cure. She is, while gruff and a bit uncivilised, a creature of kindness and a pure heart for those that venerate the forest.
N.B. I looked at half-orc, to see if they can qualify for Scarred Witch Doctor, and I can’t work out if there is a way - half-orcs have the “Jungle Half-Orc (Rainkin)” aternate racial trait which is specifically Mwangi encoded - weirdly it doesn’t provide any game benefits that I can find…

GMMichael |

1. Albion, The Eye- Tessai Tiefling [Demon Spawn] Oracle 1 Paladin 2
2. Mr Nevets- Rhaeodlaf Dwarf Wizard (Conjuror)
3. Mightypion- Anais LaVatte ?? Spirit Guide Oracle 2 Swashbuckler 1
----With 'First Mate' The Bear
4. KarlProzek- Ranald Voder Human Archaeologist Bard 3
5. Spazmadeus- ?? ?? Swashbuckler ??
6. Mark Thomas 66- Eyve Android Brawler 3
7. Veniir- Urtar Rockburst Oread Cleric of The Green 3
8. Ironperenti- Gideon Stormborn Half-Elf Fighter 2 Brawler 1
9. Pad300- ?? ?? ??
10. Trawets71- ?? Monkey Goblin Mad Dog Barbarian ---with Alligator
11. Critzible- ?? Tiefling Inquisitor ??
12. KiwiB- Cylla Dot Gnome Aether Kineticist 3
13. Dreadful- Abroshtrig Queck Gnome Sorcerer [Draconic Bloodline] 3
14. Fang Dragon- ?? Human Gravedigger Investigator 3
15. Jacob Trier- Tabensi Human Dark Tapestry Shaman 3
16. Dslak- Kharmor Duergar Sanctified Slayer Inquisitor 3
17. DBH- Jenna Wilde Aasimar [Emberkin] Crypt Breaker Alchemist 3
18. GM_Drake- Rabbit Jack Android Primal Companion Hunter 3
----With 'Sparkwing' The Falcon
19. Slowdrifter- Amelia Karthis Half-Elf Vexing Trickster Mesmerist 2 Tatooed Sorcerer 1
20. Crisischild- ?? Elf [Drow-Blood] Hexcrafter Magus 3
21. Infomatic- ?? ?? Rogue 3
22. Oceanshieldwolf Tokara Orc Witch (Scarred Witch Doctor)

pad300 |
Apologies for being slow...
Arronus Triari
Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari.
He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke); but the appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now).
His active mind and curiosity drew him to Pathfinder Society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.
Riccabede has access to many of the artifacts retrieved by the Pathfinder Society, and among those was a silver coin, believed to be Azlanti in origin, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…).
Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin. He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet.
Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in Azlanti ruins. Thus, he has struck out on his own. Apprentice no longer, he has wandered to the Mwangi searching for Azlanti antiquities. After an expedition, he found himself in Bloodcove, where he heard the rumours of newly discovered Azlanti ruins...
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Arronus wants to know things (All the things!), whether about occultism, arcana, history, devices … He’s always investigating something.
In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall…
A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.
Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.
Arronus Triari
N Male ½ Elf
Occultist 3 (Haunt Collector)
Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Defense
AC: 20 = 10+5 (armor) +2 (heavy shield)+1 shield Focus+2 (dex)
HP 24 = 8 +2*5 + 3*2 (con)
Fort +6 = +3 Occultist +2 Con +1 resistance
Ref +4 = +1 Occultist +2 Dex +1 resistance
Will +4 = +3 Occultist + 0 Wis +1 resistance
+2 racial vs Enchantments
CMD 17 = 10+2 Bab+3 Str+2 dex
Offense
Melee:
Ranged:
BAB : +0
CMB : +5 = +2 Bab +3 Str
Spells Prepared
L0 (DC 12, *) : Touch of Fatigue, Mending, Resistance
L1 (DC 13, 3+1): Cause Fear, Enlarge Person, Shield
Stats
Str 18 = 14 (5 pts) +2 racial +2 enhancement
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 (2 pts)
Cha 8 = 8 (-2 pts)
Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed)
Traits: Highlander (regional), Trapfinder (Campaign),
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception 3 rank +3 trained +0 wis +2 racial +4 Skill Focus
Spellcraft 3 ranks +3 trained +2 int
Disable Device 3 ranks +3 trained +2 dex+1 trait
Use Magic Device 3 ranks +3 trained -1 cha+1 Magic Item Skill
Stealth 1 ranks +3 trained +2 Dex+1 trait)
K Arcana 3 ranks +3 trained +2 int
Background Skills (2+2/lvl) (Ranks, skill roll)
K History 3 ranks +3 trained +2 int
Appraise 1 ranks +3 trained +2 int)
Linguistics 2 ranks +3 trained +2 int
Occult Skill Unlocks (Appraise, Perception, K Arcana)
Languages : Common, Elven, Azlanti(int), Abyssal(int), Draconic(ling), Undercommon (ling)
FCB: Occultist, 3* +0.5 points of mental focus /lvl
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.
Mental Focus: 8 (3 lvl + 2 int + 2 feat +1.5 FCB),
Necromancy Implement – Funeral Coin (3 Invested) –Necromantic Focus Haunted Implement (Champion Spirit), Mind Fear (1), Necromantic Servant (1), Soulbound Puppet (lvl 3)
Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1),
Abjuration Implement - Shield (2 invested) – Warding Talisman, Mind Barrier (1)
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.
“DO NOT EQUIP CHARACTER. THAT WILL BE DONE IN THE DISCUSSION THREAD. “
Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (118.11 gp): hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), 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), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp),
Trappings of the Warrior at 6th level, probably Illusion implement at 10th
Melee brute with self buffing and utility magic (and a minion w/Necromantic Servant). Has near-rogue trap and scouting capabilities. Can pull nearly any skills with soulbound Puppet games.

Rabbit Jack |

A new group of arrivals at the docks in Bloodcove inquire about a guide to Nantambu.
"Depends on how you want to travel. By foot, hoof or boat. Boats tend to be the safest. By hoof or foot you just need to travel along the Vanji."
"How much is it for boat passage to Nantambu?"
"The keelboats charge a flat rate of 40 gold per passenger and typically takes 17 days before docking in Nantambu."
"Thanks, mister. I think we might walk the along the river"
"If you're tight on coin, there's a guide that still might be on the outskirts of town who makes a straight shot to Whitebridge across Rechiend's Plains instead of along the Vanji."
"How long does his route take?"
"He claims to have done it in thirteen days. From what I hear, for a slow-moving walking group it takes 22 days to reach Nantambu with him, with 3 days shaved off that if they are willing to hustle for the last hour of the eight hours of walking each day of the journey."
"How much does he charge?"
"I reckon he still charges a flat group rate of 25 gold plus expenses."
"Expenses?"
"Aye. For any antitoxins he gives you if you get bit. You wouldn't be the first or last city slickers who treat walking in the Mwangi like its a green park in Absalom. My advice, do as your guide tells you to avoid getting bit.
"What's the guide's name?"
"Rabbit Jack. He travels with a Terwa Uplands hawk by the name of Sparkwing."
"Thanks, mister."
"Hold on now, laddies. That'll be 5 silver for the info. I don't need to call the guard on the lot of ya now, do I?"
"Um, no, mister. Here you go."
Note: I used the Inner Sea Poster Map Folio maps to detemine the distances, (which makes Whitebridge Station closer to 285 miles from Bloodcove, and not about 200 miles like Pathwiki states. Free Station is about 170 miles (as the crow flies) from Bloodcove on the Inner Sea Map Folio with Free Station about 115 miles from Whitebridge Station (as the crow flies) with Nantambu about 57 miles from Whitebridge Station. I also used the flat keelboat speed rate of 1 mile per hour, for nonstop travel and not adjusting it for going against the current of the river,
The Harris Hawk was named after Edward Harris - so in Golarion I went with the breed originating from the Terwa Uplands. Like falcons, their wingspan falls into the small category (both have wingspans up to 47 inches). Harris hawks have cruising fly speeds of 33 mph, doublling their fly speed while actively hunting (which lines up with the game stat speed of falcon animal companions), and (like in the real world) are most noteable for being raptors who tend to hunt in groups as opposed to solitary hunting that other raptors usually do.
For anyone who would like to see what Sparkwing looks like...
en.wikipedia.org/wiki/File:Harris%27s_Hawk_(Parabuteo_unicinctus)_3_of_4_in _set.jpg
en.wikipedia.org/wiki/File:Harris%27s_hawk_at_a_licensed_falconry_centre.jp g (have to remove the space from the p and g in jpg)
en.wikipedia.org/wiki/File:Harris%27s_hawk_in_flight,_Southern_Ontario,_Can ada_(captive).jpg (have to remove the space between the n and second a in Canada)
At 8th level, Sparkwing would also gain the Energy Attacks (electricity) evolution while his evolutions are active.
While his current evolutions are active, the darker brown colored parts of his wings spark with electricity.
Sparkwing and Jack work on flanking prey (or an enemy), covering each other as they move into flanking positions (via Escape Route teamwork feat) to increase their combat effectiveness against the flanked prey (or enemy).

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N.B. I looked at half-orc, to see if they can qualify for Scarred Witch Doctor, and I can’t work out if there is a way - half-orcs have the “Jungle Half-Orc (Rainkin)” aternate racial trait which is specifically Mwangi encoded - weirdly it doesn’t provide any game benefits that I can find…
Half-orcs qualify for Scarred Witch Doctor unless it's a PFS game. In PFS you must specifically match ancestry requirements - so if it says "orc" you can ONLY be an orc - but that's not actually RAW or RAI. Just one more of those... interesting PFS rules.
The Rainkin thing is like 'ethnicities', like Varisian or Taldan humans. It's flavor. I think there is an alternate half-orc race trait that requires being Rainkin.
Warded Skin
Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 12
Many rainkin are protected from the power of Angazhan’s worshipers by elaborate tattoos that redirect demonic magic. Jungle half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure.This replaces orc ferocity.

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Born under the crumbling and broken stones of Azlantia, Caetha Vyr was little more than chattel, a drow-blooded elf birthed only to serve the mad priests and beastmen of the depths beneath the Mwangi Expanse. She was strong as far as those born into slavery go, but that was hardly enough to buy her freedom. Though servitude was all she knew, she knew it was wrong and wished herself away over and over. One day she found a new cavern, the entrance exposed by the collapsing of tunnels even further below. The damp, dark tunnel led her to an ancient thing lurking in the cavern's rotting veins, a whispering, chittering, half-starved wish-granter, its true form hidden from even her darkness-peircing drow eyes. In exchange for her soul and an arm, it gave her something different and altogether darker: a golem-forged limb thrumming with arcane hunger and the bitter curse of stolen power. With her new strength, Caetha shattered her chains and drowned her masters in their own blood. Clad in blackened steel and wielding soul-sapping hexes, she returns to the caverns. Not only to avenge herself, but to find the creature who bartered her soul at too steep a price. She does not seek to undo the bargain - she is not opposed to a fair trade - but she demands better terms.
====
She's an elven Hexcrafter and Jistkan Artificer magus who uses Frostbite, Rime Spell, and Hex Strike to pile debuffs on enemies with punches. I dunno what level this goes to, but would add Enforcer at some point to add on free Intimidate checks. More of a debuffer than a burst-damager that is your usual magus.
===
And now I need to start a 1000 mile drive.

GMMichael |

As usual, This was very difficult for me to do. I truly wish I could manage a 10 person party. There'd just be too many times the players wouldnt get in on the action.
So without further adieu please if these 6 will join me in the discussion page, (and please excuse the first post with all its typo's...its what happens when youre posting from your phone and dont pause to QC it.)
1. Iron Perenti: Gideon Stormborn (Half-Elf Fighter 2 Brawler 1)
2. Mr. Nevets: Rhaeodlaf (Dwarf Conjuror 3)
3. Veniir: Urkar Rockburst (Oread Cleric of The Green 3)
4. Fangdragon: ?? (Human Investigator 3)
5. Albion, The Eye: Tessai (Tiefling Paladin 2 Oracle 1)
6. pad300: Arronus Triari (Half-Elf Occultist 3)
For those that didnt make it, Im truly sorry. If I have any body drop, I hope I can reach out to you.