
Liliyashanina |
2 people marked this as a favorite. |

Since there was much interest, here we go!
Do you have what it takes to beat back the demonic hordes for... self preservation, profit, diplomatic credibility and/or literally lulz?
Throw your head into the ring!
Build rules:
--Because mythic is broken but Gestalting is fun, you get to Gestalt, and so do I!
--Everyone is a Gestalt, all *normal* <15 point races are allowed
--20 point buys
--Full hp at first level, half +1 at following levels
--Starting level is 3, for veterans of the AP, you start in ruined Kenabres
--Elephant in the room is on, but also for foes
--Did I mention that foes may or may not Gestalt too?
--Background skill are on
--I shall be recruiting 6 characters to start with
--Recruitment ends at 09.05.2025
--Standard wealth for level 3 character, partially charged wands are ok
--Extra rule: Spell durations
--Rounds per level spells last for one fight
--Minutes per level spells last for 2 fights, as long as nothing in particular is between them
--10 mins per level spells will typically last for the dungeon
--hours per level spells are on at mostly all times, as long as you dont get super ambushed and expend the spell slot
Why?
--RP after a fight does not take valuable buff duration
--Nor does identifying things
--At least if I play, i track things in "fights" not "days", in PbP, months can go by between rests, it gets very confusing to remember when something was cast.
--Nobody has to track how long the haste lasts!
Background:
This crusade, the 5th by most peoples accounting, may well be the last. The Wardstones are falling, some demons are using proper tactics, and Mendev is even more underresourced then normal.
Alas, aid comes. From rather unusual quarters. Hellknights of Cheliax, Ice witches of Irrisen, Technic league sabotage specialists, Fae pranksters, orcish warleaders and other such scoundrels, villains and neverdowells have been financed, incentivized or otherwise brought to bear in an effort to assist the failing forces of good. Will this be enough the turn the tide against the demonic onslaught? Lets find out.
Note: You can totally submit a mostly sane Paladin. This is still Mendev.
Double note: I will be very permissable regarding making Paladins not fall from teaming up with evil individuals, but doing actual evil or directly violating their paladin oath is another manner entirely.

Seth86 |

I present the (edited) crunch and a bit of character idea for Helia (female for Helios) from the interest group (so aasimar is out? ill change if thats the case)
she is from Osiria, follower of Desna. She has embraced the chaos of firearms and explosives. She is skilled at not only shooting people, but she can also blow things up real good. She has a bright disposition, much like her hair
Helia
Female peri-blooded aasimar (emberkin) alchemist (gun chemist) 3/unchained rogue (sapper) 3/gestalt 3 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder Player Companion: People of the Wastes 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 7, Pathfinder Unchained 20)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7 (+11 to find traps)
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
Defensive Abilities danger sense +1, evasion; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee mwk cold iron rapier +6 (1d6+3/18-20)
Ranged mwk pistol +6 (1d8/×4)
Special Attacks alchemical ordnance 6/day (2d6+3 fire, DC 14), sneak attack (unchained) +2d6
Alchemist (Gun Chemist) Extracts Prepared (CL 3rd; concentration +6)
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Statistics
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Str 12, Dex 16, Con 12, Int 17, Wis 12, Cha 14
Base Atk +2; CMB +5; CMD 16
Feats Agile Maneuvers, Combat Expertise, Concentrated Splash, Deadly Aim, Gunsmithing[UC], Power Attack, Precise Shot
Traits black powder fortune, scholar of the great beyond
Skills Appraise +9, Climb +7, Craft (alchemy) +9 (+12 to create alchemical items), Diplomacy +8, Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (planes) +12, Linguistics +9, Perception +7 (+11 to find traps), Sense Motive +7, Spellcraft +11, Stealth +9, Survival +7, Swim +7; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Osiriani
SQ alchemy (alchemy crafting +3), cartridge savant +1, destructive dismantle, discovery (sand ordnance), finesse weapon attack attribute, gunsmith, mutagen (+4/-2, +2 natural armor, 30 minutes), poison use, sapping, swift alchemy
Combat Gear bullet[UC] (50); Other Gear +1 mithral chain shirt, mwk cold iron rapier, mwk pistol[UC], backpack, bedroll, belt pouch, canteen[UE], flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), hip flask[UE], masterwork backpack[APG], masterwork thieves' tools, powder horn[UC], waterskin, 67 gp, 9 sp, 3 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemical Ordnance 2d6+3 (3 rds, 6/day, DC 14) (Su) Infused ammo deals 2d6+3 fire damage (5 with scattering shot). Lasts 3 rds before becoming inert.
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Cartridge Savant +1 (Ex) DC to negate or reduce a catridge’s effects increases. Add +3 to damage done by catridges that replaces firearm’s normal damage.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Concentrated Splash You may choose to forgo splash damage to increase direct damage by 50%.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
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.
Destructive Dismantle (30 points, 1/day) (Ex) A sapper breaches obstacles, ignoring hardness, after d4+1 hours prep.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sand Ordnance (DC 14) (Su) Ordnance cause blinded condition for 1 round on a direct hit or if adjacent creatures fail Ref save.
Sapping (Ex) +4 to find/disable traps and aid another to lift gates, bend bars or force doors grants +4 bonus.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.

Miss Milli Wavetail |
1 person marked this as a favorite. |

Signing in,
Miss Milli Wavetail LN Psychic Investigator L3: / Unchained Monk L3:
Discretion
What can you say about a woman/kitsune who seems to have nothing but basic Monks robes.. At 6' her tanned and toned body is covered in one massive intelligent tattoo, that at one moment can be swimming over her skin as a fey dragon and the next giving you the bird, while showing an image of your kissing a troll. She carries no weapon, she has none, becouse, and I am sorry here, she likes to say when letting out a espacily loud fart "I am! the weapon". But she is good looking under all that, Long Flame red hair, Brown red eyes. She moves with some grace when not drunk. She has learn the nack of stopping her transformation form kitsune to human, so that she has Fox ears and a fox tail. She says its fun.
*Note: About her Tattoo, she has NO idea how she got it, she got drink one night with a group of wizards heading to the badlands for 'research' and woke up the next day minus her coin and with a full body living tattoo. Which she has somewhat of a complex relationship with the tattoo and it her. They often fall out.
Personality
Miss Milli Wavetail is a gal who likes a good time, if its fighting in a Inn brawl she is up for it. If its heading out for the unknown she is too. Coin just doesn't seem to stick around with her, often penny less she takes any job going. He skills are, well fox like, snooping around and finding things out. One thing she dose have a really bad temper. Anyone who knows her knows the warning signs when she is about to blow.
She became a monk to try and get it under control and to a point it has.
She will now tend to punch a tree then someones face.

Liliyashanina |

Other then that:
--No leadership
--There will be, maybe, depending on choices, timing etc. up to one NPC accompanying you. These will be weaker then you and in supporting roles.
--While it would make narrative sense to have all the "reasonably strong ones" to hit the boss, it just gets fiddlesome for me and focus should be on the players

Nikolaus de'Shade |

Moving my post here because it makes more sense!
So do we go comedy characters, play it straight or something in between? I've always wanted to play this one with a proper bleeding heart paladin whose relationship with her brother mirrors the Shelyn/Zon Kuthon relationship and therefore believes devoutly in the prospect of redemption but I can't tell if that's appropriate here or not... (might be too serious?)

Violant |

Okay given the Irriseni faction, I might join in. I noticed a lack of a certain rule, would a bit of multiclassing be okay?
The plan would be:
Gunslinger (Musket Master) on one end.
Spellslinger 1 / Witch (Winter Witch) on the other. Possibly Winter Witch Prestige, or maybe even Pathfinder Savant to nab a bunch of blasting spells to eventually +5 gun with.
If not I'll probably submit a Spellslinger-Winter Witch by itself, but either way they'd be fanatical for the new queen Anastasia. I'd submit my quarter-Russian I had at some point, but... without modern firearms the main point of that build isn't really present, ha.
Might even make them a White Loyalist from Russia. There were a few that got teleported there in one of the Pathfinder scenarios, I think? Very tempted to ask for something incredibly stupid given you have both Irrisen and Technic Leaguers in one place, ho boy.

![]() |

I'm putting together a Halfling Swashbuckler (Inspired Blade) - Cleric (Divine Paragon) of Chaldira Zuzaristan. As much as Virtuous Bravo Paladin sounds juicy compared to Swash, I'm too addicted to skills to actually do it.
Why is she in Mendev? She lost a bet (or did she?). Is this a comical character? Maybe, but don't say anything suggesting so to her.

Ouachitonian |

Probably going to be half-Fighter either way, but I'm debating two paths:
LE wannabe Hellknight: Fighter (Armiger)/something magical, Maybe Godclaw Oracle, maybe Alchemist something. Potentially taking both Hellknight and Signifer PrCs on the two sides. Or at least one of them.
CG wannabe Aldori: Fighter (Aldori Defender)/Warpriest (or Inquisitor) of Milani or Cayden? Maybe Magus?
I feel like the second might fit better in the more chaotic-leaning feel of this game. The former may have almost as much trouble as a paladin working with chaotic allies. HE AM THE LAW! But OTOH, I have a better fel for where that character's going. the Aldori is more or less a gestalt version of a character I've played in a Kingmaker game or two, and I'm a bit more nebulous about where he's going in this AP.

Violant |

Okay so I have two concepts rattling in my head:
1. Retool Lilyana and play with bullet scarcity if allowed to use modern firearms. Abundant ammunition spam and driving rule headaches.
2. Spellslinger // Winter Witch Anastasia fanatic, relatively normal gestalt character.
Proooooooobably going to go with the second? Worth asking about the first though, not often you have Anastasia-era Irrisen and the Technic League in one place.

Preacherelius |
I decided to go with gestalt spiritualist (Priest of the Fallen)/ranger instead of gestalting spiritualist with medium.
The archetype for ranger will probably be between planar scout or Tanglebriar Demonslayer.
As for race, currently leaning toward a non-human aasimar - possibly a dwarf aasimar or a gnome aasimar. Fae prankster faction if I go with gnome aasimar. Not sure about faction if I go with dwarf aasimar.
If I go with dwarf aasimar, might go with he has kin that have been killed fighting demons at the worldwound. As he grew up their spirits appeared to him. When he was of age he traveled to the worldwound so his fallen kin could rejoin the fight against the demons that killed them.

Loyalist Lilyana Boyarova |

Here's the shenanigan-laden profile from Violant. I'll copy and edit her backstory to fit this campaign if it's acceptable. If not I'll rewrite the profile to be a Winter Witch with a musket. Eventual +7 DC to various levels of ice spells for the Witch :)
I'll also draft up the Animal Companion stats if this is acceptable.

Philo Pharynx |

Hmm... I'm thinking Goblin Rogue/telekineticist. He was likely in jail before the city started coming down. After that, he really doesn't like demons or cultists. He figures that he should help out while things are bad and maybe people will cut him free.
Urnk
Goblin telekineticist 3/unchained rogue 3/gestalt 3 (Pathfinder RPG Bestiary 156, Pathfinder RPG Occult Adventures 10, Pathfinder Unchained 20)
CG Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +7 (+10 to discover traps)
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Defense
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AC 20, touch 16, flat-footed 15 (+3 armor, +4 Dex, +1 dodge, +1 shield, +1 size)
hp 32 (3d8+16)
Fort +7, Ref +8, Will +5
Defensive Abilities danger sense +1, evasion
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Offense
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Speed 30 ft.
Melee dagger +7 (1d3+4/19-20) or
. . mwk cold iron dagger +8 (1d3+4/19-20)
Special Attacks kinetic blast, sneak attack (unchained) +2d6
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, kinetic blade
. . Blasts—telekinetic blast (2d6+7)
. . Utility—basic telekinesis, telekinetic finesse
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Statistics
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Str 8, Dex 18, Con 16, Int 12, Wis 13, Cha 8
Base Atk +2; CMB +5; CMD 15
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dodge, Iron Will, Power Attack
Traits color thief, kobold's neighbor, orphaned
Skills Acrobatics +10, Bluff +3, Diplomacy +5, Disable Device +14, Disguise -6, Escape Artist +8, Knowledge (dungeoneering) +6, Knowledge (engineering) +7, Knowledge (local) +6, Perception +7 (+9 to discover traps), Ride +8, Sense Motive +7, Sleight of Hand +10, Stealth +20, Survival +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ burn (1 point/round, max 6), elemental overflow +1, finesse weapon attack attribute, gather power, rogue talent (trap spotter), trapfinding +1
Other Gear mwk studded leather, mwk buckler, dagger, mwk cold iron dagger, bag of holding, minor, cloak of resistance +1, masterwork thieves' tools, 264 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Burn 1/round (3 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
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.
Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extended Range Kinetic blast has range of 120ft.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telekinetic Blast (Sp) Level 1; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Ouachitonian |

So I’ve stumbled across the Iblidan Hero-God Aerekostes, who is an intelligent falcata that somehow became mythic and capable of granting spells, and I kind of want to play a (possibly mad) priest of Aerekostes now. No points for guessing what kind of weapon he’d carry. Throw in one of the intelligent item archetypes (Bladebound Magus or Steelbound Fighter) and my sword is a messenger of god! It speaks to me, like holy Aerekostes itself in lesser form! All hail the divine sword!

Kallia Redtooth |

Here's DBH with my Brawler/Alchemist (Beastmorph).
Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3)
NG medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +5,
Languages Abyssal, Common, Draconic, Hallit, Orc
AC 15, touch 12, flat-footed 13, hp 37 (3HD)
Fort +5, Ref +5, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol
Defensive Abilities Orc Ferocity,
Speed 30 ft. (6 squares)
Ranged light crossbow +5 (1d8/19-20)
Melee brawler's flurry +4/+4 ()
.
Base Atk +3; CMB +6 (+7 disarm); CMD 18 (19 vs disarm)
Atk Options Blind-Fight,
Special Qualities Alchemy, Beastform Mutagen, Brew Potion, Discoveries, Formulae, Infusion, Intimidating, Mutagen, Orc Blood, Poison Use, Weapon Familiarity,
Special Actions Bomb, Brawler's Flurry, Throw Anything,
Prepared Spells Prepared Spell List
Alchemist (CL 3rd):
1st - bomber's eye (DC ) , cure light wounds (DC 13) , endure elements (DC 13) , touch of the sea (DC 13)
Abilities Str 16, Dex 14, Con 14, Int 15, Wis 10, Cha 12
Special Qualities Bonus Feats, Brawler's Cunning, Intimidating, Martial Flexibility, Martial Training, Orc Blood, Weapon and Armor Proficiency, Weapon Familiarity,
Feats Blind-Fight, Combat Reflexes, Fast Learner, Improved Unarmed Strike
Skills
*Acrobatics +7,
Appraise +2,
Bluff +1,
*Climb +6,
*Craft (Alchemy) (Create item) +11,
Diplomacy +1,
*Disable Device +6
Disguise +1,
*Escape Artist +5,
Fly +1,
*Heal +5,
Intimidate +3,
*Knowledge (Arcana) +6,
*Knowledge (Dungeoneering) +6,
*Knowledge (Local) +6,
*Knowledge (Nature) +7,
*Perception +5,
*Profession (Butcher) +4,
*Profession (Cook) +5
*Sense Motive +4,
*Sleight of Hand +6, *
Spellcraft +8,
Stealth +2,
*Survival +4,
Swim +6,
Possessions studded leather armor; traveler's any-tool; brawler's flurry; Light Crossbow ; Handy Haversack [ Alchemist's Kit; Cooking Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Winter Blanket; Canteen; Bedroll; ]; Canteen ;
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +3 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Beastform Mutagen At 3rd level, a beastmorph's mutagen causes him to take on animalistic features-whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.
Bomb (Su) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+2 points of fire damage. Your bombs also inflict an additional 1d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.
Discoveries The following discoveries complement the beastmorph archetype - feral mutagen, grand mutagen, greater mutagen, infuse mutagen, mummification**, spontaneous healing**, tentacle**, and wings**.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.
Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to disarm combat maneuvers.
Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 30 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 13 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Scrapper A childhood spent scrabbling for every possession and scrap of food has made you fierce and wary. You receive a +1 trait bonus on all Intimidate checks made to demoralize opponents and a +1 trait bonus on all Perception checks to avoid being surprised.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
And a little background.
Kallia’s tribe had for years tried to find the secrets of their enemies strengths through the traditional method of eating defeated creatures. It took a wandering Alchemist named Samsil Grenedy from Numeria who introduced the tribe to the method of brewing extracts and mutagens to transform themselves into bestial warriors.
He also introduced them the the joy of explosions, and setting your enemies on fire while you laughed. Something the entertainment starved tribesmen took to with relish.
Already regarded as not quite right in the head the tribe was soon regarded as completely insane due to the explosions, scars and missing body parts from the constant experiments to find bigger and better ways to transform themselves.
Like many of her tribe Kallia has chosen the young woman’s custom of wandering off to strange lands looking for ingredients to experiment with, and strong enemies to fight. Something the Worldwound has in great quantities.

Xotikeidēs "Xoti" |

So I’ve stumbled across the Iblidan Hero-God Aerekostes, who is an intelligent falcata that somehow became mythic and capable of granting spells, and I kind of want to play a (possibly mad) priest of Aerekostes now. No points for guessing what kind of weapon he’d carry. Throw in one of the intelligent item archetypes (Bladebound Magus or Steelbound Fighter) and my sword is a messenger of god! It speaks to me, like holy Aerekostes itself in lesser form! All hail the divine sword!
If this were mythic I'd throw in this hero-god worshipping "the ends justify the means" crackpot to complement yours, lmao... I still might if Anastasia-Loyalist Lilyana get rejected and just aim for the Wizard's version of the "what is a morality" feature. The hero-gods are so ridiculous and fun, it's a shame they came out at the end of 1e.
... Now I kind of want an all-Iblydan Wrath, that'd be hilarious. Whackjobs from an entire continent away somehow close the worldwound and become hero-gods.

Miss Milli Wavetail |

I like to playtest my PCs to find their voice. Just seeing how Milli would work in a set up at the bar
"So why do you have a humans face, fox ears and Tail. I was told kitsune had fox faces and human bodes."
She the handsome looking guard drinking at the bar.
Milli put down her drink and looked spun on her stool to look at him.
She has been trying to be careful so she did drink this fool under the table. Her hopes where some fun and games later, and his coin in her pouch. But no he had gone and opened his mouth. And for once her tattoo, felt the same way, showing a Angry fox face at him, on her belly.
"Now out of your mouth come words that would make saints cry. O gods above save me form the foolish. No ask yourself me lado, why would I want that, A fox face and a human body, with Fox legs and all that. Why when I can shift to just being a Fox. See I can pick the parts a keep as one form or the other, Human and fox. Do you have any how hard it is to drink with a Fox's jaw, you want me to lap me whisky off the bar. As the for tail, well that just helps me tell others when Im happy to..."
She stopped as he slipped off his stool and slumped to the floor.
Well rats!! she hopped off her and delfly relieved him of is coin.
Slapping some on the bar she said.
"He's paying"
Then she headed off into the night to find a more classyer place to drink.

Violant |

You can prestige class on one side, but no mystic theurge please and your total caster level can never be higher then your level.
If I'm not mistaken, RAW, you can never have a CL higher than your character level except for specific circumstances.
Would /this buildbe okay? Or should I go for the Witch?

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Warpriest/Rogue
Str 9
Dex 18
Con 16
Int 10
Wis 16
Cha 7
HP 27
AC 18 = 4(dex) + 4(armor)
Fort 7 = 3 + 3
Ref 7 = 3 × 4
Will 6 = 3 +3
BAB +2
Kukri +7 (1d6+4 18-20/x2)
Feats
Fey Foundling (1)
Weapon Focus (kukri) (1)
Two Weapon Fighting (RT) (2)
Diehard (3)
Double Slice (BF) (3)
Skills (ranks)
Acrobatics 10 (3), Appraise 6 (3), Climb 3 (1), Disable Device (3), Escape Artist (3), Intimidate (1), Kn Local 4 (1), Kn Religion (1), Perception 9 (3), Sense Motive 9 (3), Sleight Of Hand 10 (3), Stealth 10 (3), Survival 7 (1), Swim 3 (1)
Equipment
Mithral Shirt, Pearl of Power (1st), 2x Kukri
Traits
Fate's Favored, Bruising Intellect
Khel Hightower was abandoned in the woods near where he was born because he was a bastard child of his father, Lord Hightower. If you ask him, luck would have meant that he died in those woods. He, clearly, did not. He was found and taken by some fey. They took care of him, in a general sense, but they were also curious about his mortality. They..explored that aspect. This lead to Khel having a bit of a warped mind. Among the fey, jokes and trickery took many forms.
When Khel escaped and began wandering, he found that his experiences toughened him significantly compared to other humans. He also seemed to be blessed by one of those fey the others referred to as 'Eldest'. He became a pretty successful sellsword, though he was not well liked. So, he continued to wander.

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Male Ifrit Bard (Dervish of the Dawn) / Paladin (Enforcer) of Sarenrae 3
LG Medium Outsider (Native)
Init +6 ; Senses Perception +5
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 Dodge, +0 Natural Armor, +0 Deflection, +0 Shield)
hp: 31 (3d10+6 Con+3 Favored Class)
Fort +9, Ref +11, Will +6
Defensive Abilities: Resist Fire 5, Immune to Fear,
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Offense
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Speed: 30 Ft
Melee: Scimitar +8 (d6+5; 18-20 x2)
Battle Dance+Arcane Strike Scimitar +10 (d6+8; 18-20 x2)
Ranged:
Special Attacks:
Bard Spells (CL 3; Concentration +6)
Level 0 (-):[6] Detect Magic, Read Magic, Light, Open/Close, Prestidigitation, Message
Level 1 (4/4): [4] Biting Words, Feather Fall, Liberating Command, Tears to Wine
Paladin Spells (CL 0; Concentration +6)
Level 0 (-):[0]
Level 1 (/): [0]
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Statistics
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Str 12, Dex 18, Con 14, Int 8, Wis 8, Cha 16
Base Atk +3 ; CMB +4; CMD 18
Racial Abilities:
Energy Resistance: Ifrits have fire resistance 5.
Efreeti Magic: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
Fire in the Blood: frits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Class Abilities:
Dervish Dance: A dervish of dawn gains the Dervish Dance feat as a bonus feat.
This ability replaces bardic knowledge.
Battle Dance: Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time.
At 10th level, the dervish can start a battle dance as a swift action instead of a move action.
When a dervish of dawn uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
This ability alters the standard bardic performance ability.
Detect Chaos:At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.
This ability replaces detect evil.
Smite Chaos 1/day: This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures.
Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.
This ability replaces smite evil.
Bardic Performance:A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage +1: A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence +2: A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Versatile Performance:At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed:At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Aura of Good: The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy:At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PPC:HH
Fatigued: The target is no longer fatigued.
Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PPC:HH
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice). Source PPC:HH
Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level. Source PPC:HH
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
Targeted: The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier. Source PPC:HH
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
Confused: The target is no longer confused. Source PPC:HH
Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level. Source PPC:HH
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy. Source PPC:HH
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Source PPC:HH
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Source PPC:HH
Paralyzed: The target is no longer paralyzed.
Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. Source PPC:HH
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
Traits
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Child of the Crusades (Campaign):Your parents were members of the crusades. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence.
Benefit Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Feats:
Dervish Dance (DoD): When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Skills: Acrobatics +7 [3], Diplomacy +8 [2], Knowledge: Arcana +3 [1], Knowledge: History +6 [3], Knowledge: Planes +3 [1], Knowledge: Religion +3 [1], Linguistics +6 [3], Perception +5 [3], Performance +9 [3], Spellcraft +3 [1],
Languages: Common, Ignan, Abyssal, Infernal, Celestial
Combat Gear: MW Cold Iron Scimitar [330 pg, 4 lbs], +1 Chain Shirt [1250 gp, 25 lbs], Spiked Gauntlet [5 gp, 1 lb], Cloak of Protection +1 [1000 gp, 1 lb]
Gold: 390 Silver: 4 Copper:
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Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5 (0 worn)
50 ft rope* 1/1 5 10 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll * 1/1 5 0.1 gp
Spell Component Pouch 1/1 2 5 gp
Wooden Holy Symbol of Sarenrae 3/3 - 3 gp
*= Carried on backpack
Total Weight 56 lbs (23 lbs in backpack) light 43 or less/ 44-86 medium / 87-130 heavy
Uwe's father was a guard who was injured in a demonic raid while he was a child. He were saved by a Paladin of Sarenrae who heard the cries of the attacked guardsmen and raced to aid them. In thanks, UWe's parents turned him over to the church of Sarenrae when he came of age. He grew up in the church training to aid others in the same way his family was aided. He also found that he was skilled at performing and learned to blend his dancing and music into his combat style to protect others.

KoolKobold |

I have a kobold mouser swashbuckler I really wanna use, I’ll edit him tomorrow with urban bloodrager, destined bloodline.
Wait forgot to mention that I would be using a modified stat spread on this kobold with +4 Dex and -2 Str & Con instead of +2 Dex, -4 Str, -2 Con. it was something coined by one of the first PbPs I was in that was for kobolds and goblins, and the DM did that to make kobolds as strong as goblins. Not sure if the DM is fine with that, if not I’ll cook something else tomorrow.

Philo Pharynx |

Pick 2 classes and run with them, right? How would Prestige Classes work, or are they not allowed?
In general you can't gestalt into prestige classes that are combinations of two classes like the mystic theurge or eldritch scoundrel. Many GM's also require you to get the class from only one side of the gestalt.

Lilyana Boyarov |

** spoiler omitted **
I have not RPed Lilyana in a WHILE, so I might as well do the same. Using her old 2e profile in case this goes t~~! up... don't want to be stuck with a hyperspecific profile I can't use.
"Don't expect a race known for illusions to stick to rigid forms like that. Hah," the gruff-looking woman says, musket slung over her shoulder as she examines some... odd looking bullet while downing some vodka. "A kitsune, hm? Thought I wouldn't see one again after I left Hongal. I... believe they call that a hybrid form? Pick and choose what's convenient so you don't have to... well, lap up drinks from the tap!"
She coughs as she downs the rest of her vodka, sputtering a bit as the alcohol burns her throat and turns towards the Kitsune. "Where are my manners? I am Lilyana Boyarova, loyal soldier of the Queen of Irrisen, Anastasia Nikolaevna," she says with much more pride than you would expect from the aging half-elf -- given that she's clearly not Jadwiga. "Are you here to help with the worldwound situation as well? Admittedly... I'm not funded by... typical crusaders. I'm here to field-test some imported weaponry on behalf of Irrisen."
She then tosses the requisite gold for the drinks, clearly Irrisen-minted, and gets up. "I may as well take my leave as well, since she's leaving. My horse and my other weapon need tending to. Finnicky imported weapon that it is."

Lilyana Boyarov |

Yeah. Given the two Iblydan PCs, if this build isn't viable in the GM's eyes (Which... it IS a literal tachanka) I'm switching to Xotikeides as a Cleric/Wizard. She's built around Beyond Morality, emulating the hero-god.
Thanks for the compliment!
Time to obsessively research lines and driving rules.

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Old Man Henderson.. Gunslinger/Rogue
"Ya called for me, sonny? Have you seen any o' me missin' gnomes?"
Sorry, I could not resist bringing him out again. Hendersen was one of my PFS PCs, and I find the idea of running around, beating up demons with over-sized frying pans and hurled plates, whilst taking suspicious self-manufactured pharmaceuticals, moderately entertaining!
Old Man Hendersen is a CG Human Fighter(Mutation Warrior/Eldritch Guardian)/Investigator(Empiricist) 3.

Liliyashanina |

Quick Gestalt explanation:
You are Gestalting a Paladin (Full Bab, good fort and will, bad reflex, 2 skill points per level) with a Bard (3/4 BAB, good reflex and will, 4 skill points per level).
Your Gestalted class has whatever is better, so its a full bab, 3 good saves, 4 skill points per level.
Also note that you may well have 2 distinct spell lists, f.e. a CHA 18 Paladin Bard would have, at level 4, 1+1 level 1 Paladin spell per day and the bard spells known etc. of a level 4 bard.
Yes, this will often make you both a spontaneous and a prepared caster.
Note, restrictions from each spell casting list apply, you may be able to cast f.e. Bloodrager spells in heavy armor, but that doesnt mean you can cast sorceror spells from your other class in heavy armor, etc.