
Ouachitonian |

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.
I haven’t necessarily settled on an Iblydan, just a funny idea that came to me. I might, but not definitely. Still batting anround some other possibilities. Also note that this game isn’t using mythic, so Beyond Morality is off the table.

Atirk “the Scorpion” |

Here's Atirk the Scorpion, KoolKobold's submission-swashbuckler (mouser)/bloodrager (urban bloodrager, destined bloodline)
CG Small humanoid (reptilian)
Init +4; Senses low-light vision; Perception +10
DEFENSE
AC 20, touch 16, flat-footed 15 (+3 armor, +4 Dex, +1 dodge, +1 natural, +1 size)
hp 25 (3d10 [10 1st + 6 2nd + 6 3rd] + 3 [Con])
Fort +6, Ref +8, Will +4
Defensive Abilities charmed life 3/day, uncanny dodge
OFFENSE
Speed 40 ft
Melee mwk rapier +10 (1d4 + 4/x3)
Ranged shortbow +8 (1d4/x3)
Special Attacks deeds (derring-do, dodging panache, underfoot assault), panache (2/day), controlled bloodrage (9 rounds/day, +4 to one stat, +2 to two stats), restrained magic, destined strike (+1 attack, 3/day)
STATISTICS
Str 10, Dex 18, Con 12, Int 8, Wis 14, Cha 14
Base ATK +3; CMB +3/+7; CMD 17
Feats Weapon Focus (finesse/rapier), Fencing Grace
Skills (15 ranks-3 class per level + 1 favored class per level)
Acrobatics +10 (3 [ranks] + 4 [Dex] + 3 [csb])
Diplomacy +8 (3 [ranks] + 2 [Cha] + 3 [csb])
Perception +10 (3 [ranks] + 2 [Wis] + 3 [csb] + 2 [race])
Stealth +14 (3 [ranks] + 4 [Dex] + 3 [csb] + 4 [size])
Background Skills
Linguistics +5 (3 [rank] - 1 [Int] + 3 [csb])
Sleight of Hand +10 (3 [rank] + 4 [Dex] + 3 [csb])
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ crafty, dayrider
TRAITS
(Campaign)
Effect:
Resiliant (Combat)
Effect: +1 on Fort saves
GEAR
630 gp
mwk rapier (320 gp)
shortbow (30 gp)
quiver w/ 20 arrows (1 gp)
+1 leather armor (1,010 gp)
swashbuckler’s kit (9 gp)
cloak of resistance (1,000 gp)
-backpack
-bedroll
-belt pouch
-flint & steel
-iron pot
-mess kit
-rope
-soap
-torches (10)
-trail rations (5 days)
-waterskin
explorer’s outfit
Derring-Do-At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache-At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Underfoot Assault-At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space. While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
Panache-More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways:
Critical Hit with a Light or One-Handed Piercing Melee Weapon-Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon-When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Charmed Life-At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble-At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Controlled Bloodrage-When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects.
This ability alters bloodrage.
Uncanny Dodge-At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Restrained Magic-At 3rd level, an urban bloodrager can attune her spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures she is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area.
This ability replaces blood sanctuary.
Destined Strike-At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Fencing Grace-When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.
In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
So it wasn't surprising when Atirk left once he got old enough. Which admittedly was a stupid idea-kobolds are not meant for solitary lives. They need company-to talk to, to watch each other's backs, etc. Unfortunately the company he would find aren’t the kindest to kobolds-many times he had to run for his life, and be grateful that kobolds are really good at hiding.
The moment that changed his life was when he stumbled across the encampment of what he thought were giant, flat faced frogfolk-which he would later learn were actually a group of sadistic marsh giants. Starving, Atirk made the bold choice and slipped into the camp to find any food, only to find rotten fish, unusual flesh, and a lot of loot. The one weapon that drew him in, glinting in the moonlight, was a rapier held by a halfling warpriest of Cayden Cailen. Indeed the small blade even had the Drunken God's symbol engraved in the guard. He took the rapier and how many unspoiled rations and gold coins he could carry, and decided he could go to the next town and trade the stuff.
That's when he was spotted by the leader.
More adapted to hunting in the swamp than the kobold, Atirk was filled with dread as these...things moved with unnatural grace for their size and physique. Atirk had no choice but to try and trip these giants up, so he took a bold approach, and, as he was hiding, waited for a marsh giant to pass. Once one was right next to him, the kobold shot the rapier forward into the giant's leg-and it toppled and split its skull on a rock.
Filled with immense bravado at killing something several times his size, Atirk threw all caution to the wind; he practically danced around the giants, keeping underneath them and delivering precise strikes to the legs. If they survived the fall, he stabbed all over the bodies, avoiding their clawed arms and sharp weapons. He even saw the leader, with only one eye, and decided to be a little spiteful and take the leader's last eye before leaving the giant to scream in despair, being unable to see or stand.
After a good rest, Atirk sauntered into a nearby town; although everyone was naturally unsure about a kobold boldly walking down the street, he tossed the gold and supplies, minus the rapier, to get as much fish and meat as he could eat. When someone recognized the rapier, the townsfolk questioned him-including the wife of the halfling warpriest who was the original owner of the blade. Once he explained himself, the town was gobsmacked-a kobold killing giants? Never happened before! It was unprecedented!
And that gave him something of an ego complex.
Now he has been traveling all across the Inner Sea Region, undermining the attempts of any evildoer he comes across-his favorite targets in particular are giants, or anything that resembles giants. He has also gotten himself into the good graces of the worshippers of Cayden Cailean, due to inadvertently (and then willingly) assisting groups of them in their freedom fighting ways. He heard talks of many of these champions of the Drunken God heading north towards the Worldwound to assist the Mendevian Crusades in fighting off the waves of demon lords; when a particularly friendly Caydenite went missing, Atirk decided to look for this friend...and topple any demon who crosses his path.
EDIT: Forgot to mention, nothing was said about traits. How many do we take?

Violant |

Lilyana Boyarov wrote:I haven’t necessarily settled on an Iblydan, just a funny idea that came to me. I might, but not definitely. Still batting anround some other possibilities. Also note that this game isn’t using mythic, so Beyond Morality is off the table.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.
There are two Beyond Moralities! One is a wizard discovery :P

Ouachitonian |

GM, in looking at some possibilities, I’m thinking about an elven ranger/probably Magus. The Ilsurian Archer archetype would be great, but in the fluff is very closely tied to the Varisian town of Ilsurian and the goddess Iomedae, which doesn’t make a lot of sense for me. Do you mind if I use the setting-neutral equivalent?

![]() |

I have crafted some background information to go with Hendersen's crunch:
He has a bandolier of potion vials across his chest, a dodgy dog-end 'cigarette' of something unmentionable tucked behind one ear, and a habit of using his Goblet of Quenching to brew *far* too much cheap mead...
For a time, he tried to make a living as a fry-cook at a tavern frequented by Adventurers, earning a fair degree of notoriety for his willingness to turn anything they brought in into a meal (although with hindsight, the roper sashimi was a bad idea). Of course, it wasn't all sunshine-and-roses. Since Adventurers had a tendency to be high-spirited, bar-room brawls were far from uncommon, and those could cause a fair bit of collateral damage. Hendersen might not have started any of them, but by the Gods, he knew how to end them - usually with whatever was at end. The last thing plenty of drunk Adventurers saw before losing consciousness was a hurled wooden platter, or a pan rapidly approaching their face.
His questionable genius in the kitchen aside, Hendersen had to move around a lot - if the tavern he was currently working at *wasn't* destroyed by rampaging monsters or drunken adventurers, there was a decent chance that it might be burned down by Hendersen himself, when he forgot to snuff the kitchen hearth after he got the munchies whilst on a particularly wild bender.
Shenanigans like that aside, there were two other constants in Hendersen's life: His pet fox, Sharon (a wildly ill-tempered beast with a penchant for alcohol and suspicious stimulants second only to Hendersen himself), who over the years has become something both more and less than a 'simple' fox, and Hendersen's eclectic collection of garden gnomes from all over the Inner Sea Region.
Like much of the flotsam and jetsam of life, Hednersen eventually washed up on the shores of the Worldwound, still working as a cook, but finally in a locale where the high turnover and unusual mixture of potential customers meant that people were willing to eat whatever food he put on the table... without too many questions about what the source of the 'main protein' was. With demon attacks being not infrequent, the occasional immolation of a ramshackle eatery was barely worthy of comment. Moreover, with individuals coming from *all over*, there were plenty of unusual stimulants on the market for Hendersen to try, and attempt to improve upon.
When Hendersen came-to after one such particularly legendary bender, he found that Kenabres had been half-destroyed. His foggy mind initially wondered whether *he* might have been responsible... but then he realised that the city had been overrun by a chaotic horde of demons. Worse still, his prized gnome collection was missing!
Putting two and two together, he decided that the demons must have been responsible for that, too! Come Hell or high water, he will make them pay for that!
"No-one takes me bloody gnomes from me! Not even the spawn of the Abyss!"

Dreadful |

Here’s my Tiefling Sorcerer/Bloodrager. Thrice cursed by the Abyss, her blood seethes with eldritch power
Greven spat, drawing his sword.
”No need for that,” said Dreven, ”She’s just a child.” It was hard to see her clearly in the fading twilight. She was barely taller than a dwarf, and as waifish thin as Greven had been, at that age. She clung to a polearm of some sort, using it like a walking stick, though it was twice her height. Adorable.
”Thought you said the easy pickings would be moving away from Kenabres,” said Dalk, drunk. He was right, she was going the wrong way. ”Unless...did we get turned around?” He ambled in slow circles.
”We’re refugees now, can’t be picky.” Greven sheathed his sword. ”An’ besides, look at the size of her pack.”
Dreven cracked his knuckles. ”Whatever’s in that bag’ll be nice, judging by the rich silk she’s wearing. ‘Nough for a few hard earned rewards once we make our way to Chesed.” A man could need a good rewarding, for once in his miserable life.
”Hey girl,” Greven called, stepping out from their hiding spot, ”where are your parents?” Dreven and Dalk moved forward, flanking her.
”Both gone from this world...so long ago now. But I’m hoping to reunite with a long lost relative, somewhere out beyond the city.” She held up her gigantic weapon proudly, ”I’m bringing this for him.”
She was older than Greven had thought, and breathtakingly beautiful. The way she held that bladed shaft made his hackles rise. ”That pack looks awful heavy.” Dalk shuffled forward with an outstretched hand, subtle as a brick and drunk. ”Need someone to carry it for you?” Dreven’s heart froze. The girl’s eyes were different colors.
”Oh this?” she shrugged the bag off. ”Trust me, I’ve carried heavier burdens.” She offered her polearm to Dreven, hilt first, then bent to pick up the bag. Dreven’s eyes had been fixed warily on the wicked hook at the end of her weapon, and now that he held it in his hands, he grinned triumphantly. The girl’s silks shifted as she moved, revealing serpentine tattoos that ran up her forearms and down the base of her neck. Everything was horribly wrong. She held the bag out to Dalk with one hand, and he grasped it eagerly. When she let go, the bag dropped heavily to the ground, taking Dalk with it. He stumbled back to his feet. Drunk, he held out his hands, examining them for sudden and unexpected malfunction. Greven wanted to call out, wanted to warn his brother, but there was a lump of dread in his bowels, heavy as a stone, and the cry froze beside his shriveled heart. He fumbled at his belt, reaching to draw his crossbow and dropping it, stumbling backward, tasting bile.
Things happened very quickly.
Dreven swung at the girl’s head, cursing when he missed. She stepped towards him, and oh good gods why were her tattoos glowing purple and when did her hands become claws and was that Dreven’s spleen? Greven ran. There was a flash of red light, and he heard the whooshing sound of flame followed by Dalk’s screaming. At least the gnarled old dwarf had died the same way he lived: drunk. Greven tripped, hands scraping on hard ground, and dared a glance backwards. She was gaining on him, so fast. He stumbled to his feet, drawing his sword and turning to face her.
”No need for that,” the girl said. She smiled impossibly widely, licking Dreven’s blood off two rows of fangs. Her ruby tongue was forked.
”Please spare me. In the name of the Dawnflower, I’m innocent! See, I yield to you.” Greven dropped his sword, kneeling. The girl kept walking forward, dragging her oversized weapon behind her with one hand. Dalk’s dagger was sticking out of her chest, though she seemed indifferent to it.
”Ah, if only redemption were that easy. But what is innocence, if not a matter of perspective?” She raised her polearm high above her head, eldritch powers making her body ripple and flex with unearthly strength. ”You were about to rob an innocent girl. Maybe do worse.”
”You don’t look like an innocent girl to me!” Greven countered, crawling backwards. The scent of brimstone was overpowering.
”No, I don’t suppose so. You’ll have to take my word for one thing, then: I don’t normally relish killing your kind as much as I’m about to.”
Everyone thought Lillith was human until she turned thirteen. Though she was always a little bit...off...even before her transformation. She was born clutching a clot of blood, her mother dying in the effort. Lillith’s father was a hedonistic aristocrat whose wild impulses had long ceased to be sated by conventional excesses. Though he was targeted by witch hunters, Lillith herself always seemed the perfect image of childlike innocence. While adults loved to prattle on about saving her precious morality before she became irredeemably corrupted, children her own age were drawn to her the way moths are to a candle. She went with her father to the countryside, seeking a little more privacy.
Soon after this move, Lillith’s father was killed by cultists who forced her to take part in a ghastly ritual. Her skin inscribed with undulating tattoos invoking demonic forces, Lillith’s soul was to be remanded to the Abyss. But the cultists never reckoned for the power of tainted blood, blood so foul that it smoked where it spilled on the stone altar. Whatever their intentions had been, in the end, Lillith absorbed the ritual’s power and escaped, her soul intact and her otherworldly corruption...revealed. As she gazed into a mirror, examining her new form, Lillith found that she liked what she saw. It’s impossible to describe how much more awake, how much more alive she feels.
Orphaned, Lillith was taken in by her doting uncle and his adopted child Breven. Undaunted by her fell aspect, the knight in shining armor routine suited them well enough, and their house beat an orphanage or the streets. Their pathetic faith in Iomedae was as exhausting as their constant moralizing about good and evil. Still, there was something annoyingly satisfying about fitting in, which Lillith did when she had the chance. And all forms of love for those who could not protect themselves had an enticing decadence to them.
Ever since the ritual, Lillith had heard a slow, steady pulse. At first, she thought it was her heartbeat, made louder by the awakening of her corrupted lineage. But now, she knows it is him. Still walking the unhappy world, the one who spread his filth into her bloodline, generations ago, his own demonic heart pumping inside a monstrous chest. The echoes of that sound reverberate maddeningly inside Lillith's cursed ears. And if he was indeed Lillith’s sire of old, then he must have a twisted form of power over her.
Should that begetter of evil live on, Lillith fears that she might be called further down a dark and terrible path. Though Lilllith’s humanity is in tatters, she treasures the precious shreds she has left all the more. There is only one way to ensure, in some distant future when Lillith’s power has waxed terribly, that what remains of her humanity can never be taken from her, that her evil power may not be used for heedless destruction. She must find the fiend, and kill him.
Lillith
CN Pitborn Tiefling Bloodrager (Totemist, Urban, Metamagic Rager) 3 / Sorcerer 3
Initiative +1, Perception +6, Darkvision 60ft
HP 28 (3d10+3+3)
AC 13 (+1 Dex, +1 Armor, +1 Natural) FF 13 Touch 11 {will typically cast Mage Armor}
Fort +5 Ref 3 Will +2 {-2 Power-Hungry}
Resist Fire 5
Speed 40 ft
Reach 10ft/5ft
Relevant attacks
Power attack Mwk Cold Iron Horsechopper +5 (1d10+6) x3 and Bite -1 (1d6+2) (different amounts of reach)
Power attack and raging Mwk Cold Iron Horsechopper +7 (1d10+9) x3 and Bite +1 (1d6+3) (different amounts of reach)
Power attack and raging 2 Claws +6 (1d6+6) and Bite +6 (1d6+6)
Ray of Frost +4 ranged touch (1d3+2) cold 30ft range
Burning Hands 15ft cone 4d4+4 (avg 14) fire, DC 17 ref for half
Sorcerer Spells Known (CL 3, Concentration +8)
0th - Mending, Prestidigitation, Detect Magic, Ray of Frost, Ghost Sound
1st 6/day - Mage Armor, Burning Hands (DC 17), Protection from Evil, Cause Fear (DC 16) (Bloodline Bonus)
SLA (Mage’s Tattoo)
Dancing Lights 3/day
Controlled Bloodrage Rounds 9/day
STR 15 (13+2) / DEX 12 / CON 12 / INT 13 (15-2) / WIS 7 / CHA 18 (16+2)
BaB +3 CMB +5 CMD +6
Feats: Eschew Materials (Sorcerer Bonus), Spell Focus (Evocation), Mage’s Tattoo
Traits: Stolen Fury (+2 CMB vs Demons), Motherless (+2 Bluff/Disguise for seeming weak/injured/etc in some way)
Drawback: Power-Hungry (-2 Will saves vs charm and compulsion that promises wealth/power)
Languages: Common, Abyssal, Infernal, Ignan, Draconic
Racial Traits
Ability Scores: +2 Cha +2 Str -2 Int
Fiendish Sorcery: count Cha as 2 higher for all Sorcerer abilities
Darkvision 60ft
Scaled Skin: +1 Natural Armor, Resist Fire 5
Maw: Bite attack deals 1d6 damage
Skilled (Perception, Disable Device)
Skills 15 ranks total
Perception 3 ranks, +3 class, -2 Wis, +2 Race (+6)
Bluff 3 ranks, +3 class, +4 Cha (+9) {+2 trait}
Disguise 2 ranks, +4 Cha (+6) {+2 trait}
Knowledge (Planes) 2 ranks, +3 class, +1 Int (+6)
Spellcraft 1 rank, +3 class, +1 Int (+5)
Diplomacy 1 rank, +3 class, +4 cha (+8)
Intimidate 1 rank, +3 class, +4 Cha (+8)
Knowledge (Local) 1 ranks, +3 class, +1 Int (+5)
Knowledge (Arcana) 1 rank, +3 class, +1 Int (+5)
Background Skills
Lore (Minagho) 3 ranks, +3 class, +1 Int (+7)
Linguistics 2 ranks, +3 class, +1 Int (+6)
Appraise 1 rank, +3 class, +1 Int (+5)
Equipment
Cloak of Resistance +1 1k GP
Liquid Ice 40 GP
Mwk Cold Iron Horsechopper 326 GP
Wand of Shield 15 charges 225 GP
Wrist Sheath, Spring Loaded, 5GP
Silken Ceremonial Armor 30 GP
1374 GP Remaining
Will revisit equipment if selected
Class Features
Controlled Blood Rage - Rage provides +4 morale bonus to physical stats, divided as I choose. No other benefits/penalties, can still use skills/cast spells/act normal
Controlled Bloodrage Rounds 9/day
Restrained Magic - Can give a +2 save bonus to anyone affected by a spell I cast. They then ignore that spell completely on a successful save
Fast Movement
Uncanny Dodge
Eschew Materials
Bloodrager Bloodline - Abyssal
1st level power: Claws - 2 claws while raging, 1d6 damage, full str
Sorcerer Bloodline - Abyssal
Class Skill: Knowledge (Planes)
Bonus Spells: Cause Fear (3rd)
Bloodline Arcana: Summoned creatures get DR/Good 1/2 sorcerer level
1st level power: Blood Havoc - +1 point of damage per die on Bloodline/Spell Focused spells
3rd level power: Blood Intensity - Can raise dice cap on a spell based on charisma/strength mod. Does not stack with intensify. Once per day until level 7
As a Gestalt warrior/mage, Lilith is intended to be heavily offensive via both melee and spellcasting. I intend to try to keep both playstyles viable throughout her career. Her AC will always be poor when not buffed, her HP isn’t the highest, and her Will/Ref saves aren’t exactly sound. She also depends on limited pools of resources (esp rage rounds) which she needs to expend for maximum power on both playstyles. I do hope she one day gets dominated, as this seems like a fun way to experience character death and/or murder.
I am going to make aggressive use of options that allow me to trade out features from bloodlines. I don’t need both the 1st level Bloodrager power (Claws) and the 1st level Sorcerer power (Claws). I am assuming that, as a gestalt campaign in an AP intended for mythic characters, it’s going to be ok for me to build an optimized character. However, I also tend to like flavor-driven decisions, and would like the power level of my character to be in line with other PCs and written challenges.
Random Question: my character has a drawback. You're not going to talk me out of having a drawback. I am wondering if I should take a 3rd trait, or leave her as is.
Edit: Coming back to say that I intend to maintain about this level of commitment to the (very metal) bit. I don't know that this character is the most comical, and I'm not certain my writing style is the best fit. I do tend to adopt my communication to the people I spend time communicating with, but even so...just keep in mind that you get what it says on the tin(/first line of this post)

Miss Milli Wavetail |

Miss Milli Wavetail INTELLIGENT TATTOO
So her tattoo has a mind of its own, And animates over her body to 'look' at others and show how its or she is feeling. Milli has a link of love hate thing going on it with. Remember she has NO idea who she got it.
My hope is that it will be a fun thing in game.
Its both a curse and a blessing.
Its very protective of her, its host and will do what ever it can to protect her.
But she finds forming relationships with posible lovers hard, as they tend to freak when another pair of eyes are watching them and making animated comments.

Preacherelius |
Preacherelius and Shimmerella ("Rel & Rella") ("Preacher & Shimmer")
Shimmerella is the phantom that Preacherelius manifests more frequently than the others.
Although as phantoms, they do not retain the racial and class features they had in life, the info below includes those specifics.
Archmage (anger emotion):
"Maiden Medusa" a medusa that lived during the Age of Destiny. She was a medusa sorcerer with cross-blooded fey and unicorn bloodlines, who became a hero-god who was concerned with protecting traveling maidens from the ravages of men. She was killed by a group of traveling maidens who were deceived by the leader of a group of bandits who were the sons and brothers of men who were killed by the "Maiden Medusa" while trying to force themselves on traveling maidens. Had she died of natural causes she would have been a phantom with the kindness or zeal emotion instead of seething with rage that she was killed by those she dedicated her life to protecting.
Champion (hatred emotion):
Captain Fergus the Furious. A male tiefling hero-god pirate captain who, along with his crew, had the misfortune of crossing paths with Ousmariku on its way to destroy Liachora. Fergus was an infamous fiend-slaying tidal hunter ranger. He and his crew targeted slaver ships, and set the slaves free. Chelaxian slaver ships were his preferred targets, as he knew that increased the chances of being able to kill some more fiends.
Guardian (dedication emotion):
Callistria, a female Iblydosian hero-god gladiator fighter who was killed by Ousmariku while she was defending Liachora.
Hierophant (whimsey emotion):
Shimmerella, a female brownie hero-god who died about 500 years before the death of Aroden. She has been Preacherelius' favorite hero-god since his parents first started reading him bedtime stories about past hero-gods.
Marshal (kindness emotion):
Preacherelius' uncle, "Uncle Iroh", Irohmentingham, a gnome hero-god prankster bard who died defending Liachora from Ousmariku.
Trickster (greed emotion):
Philup 'Buckets' O'Gold, a leprechaun hero-god who was a friend of Shimmerella in life.
Preacherelius was born in 4565 AR in Iblydos and grew up in Liachora. His parents were pleasantly surprised to discover that a long-dormant aasimar bloodline on his father's side had manifested in Preacherelius.
Preacherelius grew up soaking up as much as he could about the various hero-gods of Iblydos, first from bedtime stories his parents told him, then from books about them. Every year growing up when his parents would ask him what he wanted for his birthday, his answer was always the same "A myth-speaking!"
Year after year instead of a myth-speaking, his parents gave him a dozen books chronicling the lives of past hero-gods. In the year 4585, Preacherelius' uncle Irohmentingham (his mother's brother) became a hero-god and became one of the hero-god protectors of Liachora. In the year 4605, for Preacherelius' 40th birthday, his parents surprised him by arranging a myth-speaking for him. The prophecy that Preacherelius received was as follows:
"The slayers shall become the slain. The slain shall become the slayers. Far from home. Home never far. More must fall before one can rise. A rift repaired."
Preacherelius, confused as to what his prophecy meant, started rereading his many books and new books to see if any of the past hero-gods had prophecies similar to his own. He wondered how one of his favorite hero-gods, Shimmerella (a brownie that had become a hero-god five centuries before he was born) would be able to solve the riddle of his myth-speaking. To his surprise what seemed like the ghost of Shimmerella appeared before him.
Shimmerella was the only phantom Preacherelius manifested for the first few months. Shimmerella wanted to visit "The City at the Center of the World" so Preacherelius booked passage to Absablom from Liachora.
During Preacherelius and Shimmerella's first week in Absalom the god Aroden died. After spending a few months in Absalom they booked passage back home. During the first day of their voyage home is when the thalassic behemoth, Ousmariku, devastated Liachora.
The ship Preacherelius was on altered its course and docked at Aelyosos. Preacherelius quickly discovered that his hero-god uncle was slain by Ousmariku. He frantically searched to see if his parents were among the refugees from Liachora. The information he had gathered suggested that his parents had traveled to the plane of Nirvana a few weeks after their son had left for Absalom.
When Preacherelius attempted to manifest Shimmerella during the first day after arriving back in Iblydos, instead of Shimmerella manifesting, he manifested his hero-god Uncle Iroh instead.
When he tried to manifest his uncle again the following day, another hero-god killed by Ousmariku manifested instead, Captain Fergus the Furious, a tiefling pirate captain that was an infamous fiend-slaying tidal hunter ranger who targeted slaver ships.
Trying again to manifest his uncle the following day, he instead manifested Callistria, a female Iblydosian human hero-god gladiator who died defending the people of Liachora from Ousmariku.
The next day he successfully manifested his uncle again. The next day he attempted to manifest Shimmerella and succeeded.
Shimmerella, saddened by the tragedy that had befallen her homeland told Preacherelius, "The tragedy sounds like it might be part of your prophecy, 'More must fall before one can rise'."
Preacherelius quoted another line of his prophecy, "Far from home. Home never far."
"Your parents could be considered home for you. The plane of Nirvana is far from here."
With that Preacherelius gathered up some coloured pebbles from the shores of Iblydos, took a few of his favorite books of hero-god chronicles and set off to find a way to the plane of Nirvana.
One day he tried to manifest another of his favorite hero-gods growing up, Philup 'Buckets' O'Gold, a leprechaun hero-god who was a friend of Shimmerella during her life, and to his delight he succeeded. After sharing the exciting news with Shimmerella the next day, Preacherelius asked her if there was a hero-god she was fascinated with when she was growing up. She smiled with glee and answered, "Maiden Medusa!"
Preacherelius and Shimmerelia made the adventurous journey to the plane of Nirvana. Preacherelius would manifest one of the fallen hero-gods that had abilities to help with various threats they came across. Many of the times the threats they came across were fiends. The fallen hero-god Captain Fergus the Furious trained Preacherelius in techniques to make him become better at fighting evil outsiders. After reaching Nirvana, they spent months searching until they found Preacherelius' parents. After a few days of happy reunion, they debated what the rift of his prophecy could mean, thinking it might refer to the Eye of Abendego or the Worldwound.
"We are not heading back with you, son," Preacherelius' father told him, "Your mother and I are staying in Nirvana."
"Home never far could mean the hero-gods you can manifest," his mother told him.
"Maybe those pretty rocks from the beach!" Shimmerella shouted, "So pretty! Can I paint them? Please, please, can I?"
After conferring with each of the fallen hero-gods he is capable of manifesting, the vote was to try closing the rift of the eye.
After nearly a century adventuring in the Shackles with no luck sealing the elemental rift of the Eye, they headed north to Worldwound.

Marbyn Dapper |

Here's my submission. Marbyn is a Halfling Cleric (Divine Paragon) - Swashbuckler (Inspired Blade) of Chaldira Zuzaristan. Domains will be Luck and either War or Trickery (spells only for the second due to the archetype).
She's originally from Augustana in Andoran. She did sort of lose a bet, which is what has brought her to Mendev. But I'm still working on backstory so that tale isn't fully told yet. I also still have a bit equipment buying to do before I'm completely finished.

Preacherelius |
A tactic that Preacherelius and Shimmerella sometimes do while starting their turn in the same space while Shimmerella is in ectoplasmic form and they are not within reach of the nearest foe (and the foe is less than a stride away), is for Preacherelius to move away from the enemy while taunting him, and readying an attack to throw his starknife at the foe after the foe moves into or past Shimmerella's space (letting Shimmerella take her readied action first if it triggers). Shimmerella's ready action is to attempt a dirty trick when the foe enters her space, with the dirty trick being to entangle the foe - making the foe easier to hit for Preacherelius. Unless the foe spends their standard action (as the foe already used their move action) to remove the entangled condition, that foe is also easier to hit for Preacherelius' allies.
Shimmerella lived 5 centuries ago. During her life, she was a female brownie seer oracle with the god-meddled curse and whimsy mystery who became a mythic hierophant hero-god.
Shimmerella appears as a bare-foot brownie in a floral pattern sundress. Her eyes shed an emerald green aura, her body has a scarlet hue aura and the flower patterns of her sundress shimmer with blue and golden auras. She carries no weapons. Her slam attacks are kicks to the shins and slaps if she can reach the target's face. Shimmerella's go-to dirty trick is to cause a foe to become entangled. Another dirty trick tactic Shimmerella does (if the GM allows it) is when she is close to a foe's face she twirls her sundress that causes it to shimmer brighter, dazzling the foe.
Her hit points were calculated using average hit points per hit die. Will update if phantoms get the same hit point treatment as PCs in the campaign.
Shimmerella is a hierophant phantom that has the whimsey emotion.
CG Tiny Outsider (phantom)
Initiative (acts on Preacherelius's turn), Senses: darkvision 60 ft.; Perception +6
Defense
Ectoplasmic form AC 19 (23 mobility) (+4 natural, +2 Dex, +2 Size, +1 Dodge); Touch 15 (19 mobility); Flat-footed 16
Incorporeal form AC 21 (25 Mobility) (+2 Dex, +2 Size, +3 Dodge, +4 Deflection); Touch 21 (25 mobility); Flat-footed 16
hp 19 (3d10+3)
Fort +2, Ref +5, Will +3
Defensive Abilities
Ectoplasmic form: DR 5/slashing
Incorporeal form: Immune to all non-magical attack forms. Can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities or supernatural abilities. Corporeal spells and effects that do not deal damage have a 50% chance of affecting Shimmerella (except for Channel Energy), Force spells and effects affect Shimmerella normally. Shimmerella can move silently and cannot be heard with Perception checks if she doesn't wish to be. Nonvisual senses, such as scent and blindsight, are either ineffective or partially effective with regard to Shimmerella. Shimmerella has an innate sense of direction and can move at full speed even when she cannot see. While inside an object, Shimmerella has total cover, but when she attacks a creature outside the object, she only has cover, so a creature with a readied action could strike as Shimmerella attacks. Shimmerella cannot make trip or grapple attacks, nor can she be tripped or grappled. Shimmerella cannot take any physical action that would move or manipulate an opponent or its equipment, nor is she subject to such actions. Shimmerella has no weight and does not set off traps that are triggered by weight. Shimmerella cannot fall or take falling damage.
Offense
Speed 30 ft.
2 Ectoplasmic melee Slams +6 (1d3+1 bludgeoning)
2 Incorporeal melee Slams +7 (1d3 bludgeoning)
Space: 2 1/2 ft.; Reach 0 ft.
Incorporeal Form: Shimmerella's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against her attacks
Spell-Like Abilities (CL 3rd)
(Hierophant Phantom) Bane (3/day), Bless (3/day)
(Whimsey Emotion) Colorful Burst (Sp): Once per day, Shimmerella can produce an explosion of bright colors in a 15-foot cone. This functions as the spell color spray, except that creatures with fewer HD than Shimmerella are treated as if they had 2 HD or less, creatures with HD equal to Shimmerella are treated as if they had 3 or 4 HD, and creatures with more HD than Shimmerella are treated as if they had 5 or more HD. A creature can negate this effect with a successful Will saving throw (DC 13).
Special Abilities
Link (Su), Share Spells (Su), Deliver Touch Spells (30 ft.) (Su)
Ectoplasmic Form: Phase Lurch (Su) While in ectoplasmic form, Shimmerella has the ability to pass through walls or material obstacles. In order to use this ability, she must begin and end her turn outside whatever wall or obstacle she’s moving through. She can’t move through corporeal creatures with this ability, and her movement speed is halved while moving through a wall or obstacle. Any surface she moves through is coated with a thin, silvery mucus that lingers for 1 minute.
Incorporeal Form: Shimmerella can pass through solid objects, but must remain adjacent to the object's exterior, so cannot pass entirely through an object whose space is larger than her own. She can sense the presence of creatures or objects within a square adjacent to her current location, but enemies have total concealment (50% miss chance) from Shimmerella while she is inside an object. In order to attack normally, Shimmerella must emerge. Shimmerella cannot see through a force effect. Shimmerella can pass through and operate in water as easily as she does in air.
Statistics
Ability Scores: Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 14 (+2)
BAB +3
Ectoplasmic CMB +2 (Dirty Trick +4)
Incorporeal CMB +3 (Dirty Trick +5)
Ectoplasmic CMD 14 (16 vs. dirty trick)
Incorporeal CMD 13 (15 vs dirty trick)
Feats: Dodge, Skill Focus (Acrobatics)
Bonus Feat (from whimsey emotion): Improved Dirty Trick
Phantom Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex)
Bonus Whimsey Emotion Class Skills (at max skill ranks): Acrobatics, Perception
Simmerella's Bonus Class Skill: Knowledge (Nature)
Acrobatics +11 (3 ranks, +3 class skill, +2 Dex, +3 Skill Focus)
Bluff +8 (3 ranks, +3 class skill, +2 Cha)
Knowledge (Nature) +2 (1 rank, +3 class skill, -2 Int)
Linguistics -1 (1 rank, -2 Int) (Elven Language)
Perception +6 (3 ranks, +3 class skill, +0 Wis)
Stealth +14 (1 rank, +3 class skill, +2 Dex, +8 size)
Languages: Abyssal, Celestial, Elven, Gnome, Iblydosian, Sylvan, Taldane
Special Qualities: various benefits while in incorporeal form, as described above in different sections
I am still in the process of coming up with the crunch for Preacherelius and the other phantoms.

John Gs |

Hello, I'd like to submit Otylia Vanna, a good humble peaceful winter witch that wants to help people...
wait, no I got that wrong.
... an evil pride ridden violent winter witch who just wants to prove to everyone how amazing she is, especially to the old stupid lazy hag that sent her here cause she is 'annoying'
-----------
Once there was a young witch from Irrisen sent on a diplomatic mission to Kenabres for... reasons??? See, she didn't know why she was being sent, just had been ordered to do so.
She is young, smart, skills with blade and spell, devoted Lamashtuian, and yet they sent her to this dog water crusader blister pus bag of a city. Her words. Shouted in high pitched complaint.
The reason that she refuses to accept as anything but nonsensical drivel, is that Otylia is an arrogant little shit without a shred of humility, which grated on her direct superior to the point it was this 'mission' or stab her twenty times while burning and drowning her at the same time. Which is saying a lot given she is a witch from the land of eternal and her leader was as evil as she was.
This little witch is a narcisitic ruthless woman of plain face which annoys her to the point of screaming or killing, both of which she is rather good at. She dresses in a spotless rich dress of dark blues and purples with a layered thin drap of coal black, with no visible weapon or spell book, just a deformed cackling raven near that likes to take frequent shits on various things. When battle starts a thin blade freezes from the air into her ready hand, and then it is time to kill.
When the demons cracked open from the earth, she saw this as the real reason she was sent here. Foresight from the old hag who gave her orders despite being stupid and ugly.
She quickly took over the remnants of a neighborhood militia, sacrificed half of them to distract the hordes and used the rest to strike and kill. She drove these soldiers to the breaking, time and again, winning more than losing and helped turn the tide, not that a single one of them would thank her (more than likely they would stab her as soon as she turned her back on them).
Otylia Vanna
Female human (Jadwiga) magus (mindblade) 3/gestalt 3/witch (winter witch) 3 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Occult Adventures 121, Pathfinder RPG Ultimate Magic 9, Ultimate Wilderness 210)
LE Medium humanoid (human)
Init +5; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +5
Defensive Abilities share will
--------------------
Offense
--------------------
Speed 30 ft.
Melee mindblade +9 (1d6+6/18-20)
Special Attacks hexes (frozen caress, iceplant), magus arcana (concentrate[UM]), psychic pool (+2, 4 points), spell combat, spellstrike
Witch Spell-Like Abilities (CL 3rd; concentration +7)
. . Constant—endure elements (cold only)
Magus (Mindblade) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—frostbite[UM], mount, shocking grasp, windy escape[ARG]
. . 0 (at will)—arcane mark, light, mage hand, prestidigitation, ray of frost, read magic
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +7)
. . 2nd—defending bone, false life
. . 1st—mage armor (2), waterproof
. . 0 (at will)—detect magic, detect poison, guidance, putrefy food and drink[APG] (DC 13)
. . Patron Winter (fey gifts)
--------------------
Statistics
--------------------
Str 7, Dex 18, Con 12, Int 16, Wis 12, Cha 10
Base Atk +2; CMB +6 (+8 dirty trick, +8 disarm, +8 reposition, +8 steal, +8 trip); CMD 14 (16 vs. dirty trick, 16 vs. disarm, 16 vs. reposition, 16 vs. steal, 16 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Deft Maneuvers, Fencing Grace[UI], Power Attack, Weapon Focus
Traits arcane temper, bruising intellect, extremely fashionable
Skills Acrobatics +5, Appraise +6, Bluff +1, Diplomacy +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +10, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (nobility) +4, Knowledge (planes) +8, Linguistics +5, Perception +6, Profession (soldier) +7, Ride +8, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +9
Languages Abyssal, Aklo, Common, Goblin, Skald, Sylvan
SQ cold flesh, finesse weapon attack attribute, pride, witch's familiar (raven named Carrot)
Other Gear amulet of natural armor +1, caul[UE], eyeglasses, fashionable accessories, ink, inkpen (5), jewelry[UE], journal[UE], masterwork backpack[APG], royal outfit
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Charm +1 (3 rounds, DC 14) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Concentrate (1/day) (Ex) 1/day, reroll a concentration check at +4.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Fencing Grace Use Dexterity on rapier damage rolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a su
Iceplant (Su) You and your familiar benefit from endure elements.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Psychic Pool +2 (4/day) (Su) Summon a weapon made of pure psychic energy.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Winter (Fey Gifts, 1/day) 1/day the GM can demand you reroll an ability, attack, save, or skill check & use the worse result.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Preacherelius |
Updated tactics for Preacherelius and Shimmerella.
A tactic that Preacherelius and Shimmerella sometimes do while starting their turn in the same space while Shimmerella is in ectoplasmic form and they are not within reach of the nearest foe (and the foe is less than a stride away), are to take the following ready actions:
Shimmerella's readied action (a dirty trick to entangle the foe) is triggered when the foe is about to make a melee strike while adjacent to her. Shimmerella takes a 5 foot step as part of her ready action to step into the foe's space.
Preacherelius' ready action (a melee strike with his cold iron starknife against the foe) is triggered when the foes is about to make melee strike while adjacent to him. Preacherelius takes a 5 foot step as part of his ready action to move away from the foe, after making his melee strike with his starknife.
Shimmerella takes her readied action before Preacherelius takes his.
As the foe used both their move and standard actions to close in to strike at Preacherelius or Shimmerella, if Shimmerella succeeded at her dirty trick, the foe is easier to hit for their allies for at least one round.
The two of them also use this tactic while they are within 20 feet of each other when Shimmerella is closer to a foe than Preacherelius is (the trigger for Preacherelius becomes when a foe attempts a melee strike against Shimmerella, taking a 5 foot step as part of his ready action (throw his cold iron starknife at the foe) so that his throw is within the first throw range increment. Preacherelius (if he hit the foe) uses Mage Hand on his next turn to return his starknife to his hand.

Preacherelius |
How are you handling hit points for animal companions, phantoms, etc.?
- same as the PC method (max 1st HD, half HD+1 for remaining hit dice)
- average hit points per HD
- rolling HD to determine hit points
I will have Preacherelius' phantoms' crunch stats using average hit points per HD while I wait for an answer.

Liam the Wanderer |

Here's Ouachitonian's submission. I've played the first half of the AP before, as a paladin, and wanted to go a different direction. This run seems likely to be a bit chaotic, so I think this character will work. Liam is a Magus(Eldritch Archer)/Ranger(Divine Marksman*/Tanglebriar Demonslayer), recently relocated from Kyonin to assist Mendev in fighting their demons and facilitate cooperation and friendship between the two realsm (and/or because Kyonin was tired of dealing with him and wanted him out of their hair).
He shoots all the things with all the of arrows. Also has a lot of skills, can roll all the knowledges, will soon have an animal companion, to better guard himself and any other "we stay in the back" types. Killing demons a particular specialty, naturally.
*Ilsurian Archer with the Varisian/Iomedae flavor filed off. If that's not ok, just say so, GM.

Dreadful |
7 people marked this as a favorite. |

I'll make a submission list. Not going to try to sort through the gestaltness and group by role
1. Helia Aasimar Alchemist (Gun chemist)/Unchained Rogue (Sapper). ---- Desnan exploderator
2. Miss Milli Wavetail Kitsune Psychic Investigator / Unchained Monk. ---- She...likes to have a good time
3. Loyalist Lilyana Boyarova Half elf Gunslinger (Musket Master) / Hunter (Urban Hunter). ---- "да, моя королева"
4. Urnk Goblin Unchained Rogue / Telekineticist. ---- Why was he in jail? Probably just a misunderstanding
5. Kallia Redtooth Half orc Brawler / Alchemist (Beastmorph). ---- Think twice before drinking his infusions
6. Khel Hightower Human Warpriest / Rogue. ---- Child of lord Hightower, and son of ill fate
7. Uwe von Roth Ifrit Bard (Dervish of the Dawn) / Paladin (Enforcer). ---- The Dawnflower's faithful are not to be f+*#ed with
8. Kevin Hurly Tiefling Paladin (Tempered Champion) / Sorceror (Crossblooded). ---- This one bears the twin burdens of evil...and good
9. Brother Able Slyph Witch (Ashiftah) / Unchained Monk (Perfect Scholar). ---- A long way from home
10. Old Man Hendersen Human Fighter (Mutation Warrior/Eldrich Guardian) / Investigator (Empiricist). ---- You can tell whether it's ok to piss him off based on what he's holding. Pillow? You'll be fine. Plate? Run!
11. Atirk the Scorpion Kobold Swashbuckler (Mouser) / Bloodrager (Urban).---- Touch his hat and you'll find out why he's called "The Scorpion"
12. Lillith Tiefling Sorceror / Bloodrager (Urban, Metamagic Rager, Primalist). ---- "What is innocence, if not a matter of perspective?”
13. Preacherelius Aasimar Spiritualist (Priest of the Fallen) / Ranger (Planar Scout). ---- "The slayers shall become the slain. The slain shall become the slayers. Far from home. Home never far. More must fall before one can rise. A rift repaired."
14. Marbyn Dapper Halfling Cleric (Divine Paragon) / Swashbuckler (Inspired Blade). ---- Dapper and charming, she has a flower in her hair and at least half a deck up her sleeve
15. Alistair Fox Aasimar Paladin (Tempered Champion) / Swashbuckler (Whirling Dervish). ---- A squire, at least
16. Otylia Vanna Human Magus (Mindblade) / Witch (Winter Witch). ---- A good humble peaceful winter witch that wants to help people
17. Liam the Wanderer Elf Magus (Eldritch Archer) / Ranger (Divine Marksman, Tanglebriar Demonslayer). ---- His talents will be more appreciated, here among the drivel that remain
WiP
Ettiken Kozo Ratfolk Rogue/Witch. ---- Upstanding citizen

Lilyana Boyarov |

3. Loyalist Lilyana Boyarova Half elf Gunslinger (Musket Master) / Hunter (Urban Hunter). ---- "да, моя королева"
"Anyone as fond of my grandmother's home as she was has my allegiance. This one just happens to be... queen of f*#%ing Irrisen. боже мой, what have I gotten my self into."

Marbyn Dapper |

I do have to ask: when does recruitment close?
May 9th, this Friday I believe. From the Recruitment Info: --Recruitment ends at 09.05.2025
The date uses the format common outside the U.S. with day before month.
At least I'm fairly certain the deadline isn't going to stretch out to September. :p

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Hello! I've got a couple ideas bouncing around, but I have questions for the GM. Namely their opinion on two archetypes of unusual nature.
One is the Oozemorph Shifter. It's slightly weaker, but the flavor is amazing. I have work-arounds to its problems communicating.
The other is the Synthesist Summoner. It's a wonderful archetype with a bad reputation, mostly for cheesing HP totals and metal/physical stats. Would you allow it with a simple house rule, such as the eidolon 'suit' still using the summoner's normal HP? Basically how 2nd edition handles it. Min-maxing stats won't be an issue either, since I'd make a summoner capable of physical combat outside of the eidolon. I'd even be willing to use the summoner's stats as the eidolon's base stats if you'd prefer. I would also be using the Unchained Summoner as a baseline.

Veniir |

Here is my submission. He is a CN Cleric of Calistria/Shaman with the Heavens spirit. The spirit animal has not been yet chosen, because I'd like to discuss this with the GM in case I get chosen. This is a full caster. All physical damage aspects of the cleric and shaman are put to the side to make him a spell machine gun. Buffs and heals for allies, debuffs and control spells for enemies, not to mention hexes and domain powers. The biggest weakness of this character is getting focused and action economy, which means that turns will have to be very carefully planned for maximum efficiency. But, oh, they're going to be satisfying.
Out of combat, he is a full party face with all relevant skills maximized, where charisma also benefits both cleric and shaman class abilities. And, of course, the very necessary Perception skill.
STR 8, DEX 10, CON 12, INT 12, WIS 19, CHA 14
Male Human
Medium Size
CN Cleric of Calistria/Shaman of Heavens 3
BaB +2
Init +0; Senses: Perception +11, Sense Motive +10
CMB +1 (2BaB -1str)
CMD 11 (2BaB -1str)
Favored Class Cleric
Fav Class bonus +3 skill points
Defense
AC 16, touch 10 flat-footed 16 (+6 Armor)
HP 24 (8 + 10 (2*5cleric) +3 (3*1 Con) + 3 (Toughness))
Fort +5 (+3 base +1 Con +1 Resistance)
Ref +2 (+1 base +1 Resistance)
Will +8 (+3 base +4 Wis +1 Resistance)
Offense
Speed 20 ft
Ranged Crossbow +2 (1d8/19-20x2)
Space 5 ft, Reach 5 ft
Divine magic
CL 3
Concentration (CL + Wis): +7
Cleric spontaneous casting: Cure
DC: 14+spell level
Prepared (cleric slots/shaman slots+domain+spirit):
Orisons (4/4): Create Water, Detect Magic, Guidance, Spark/Arcane Mark, Dancing Lights, Know Direction, Purify Food and Drink
1 (3/3+1+1): Bless, Comprehend Languages, Shield of Faith/Entangle, Inflict Light Wounds, Magic Weapon + Disguise Self + Color Spray
2 (2/2+1+1): Boneshaker, Owl's Wisdom/Barkskin, Spiritual Weapon + Invisibility + Hypnotic Pattern
Domain:
Trickery
Bluff, Disguise and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Luck
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spirit:
Heavens
Spirit Animal
The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Hexes:
Evil Eye
Chant
Other features:
Channel Positive Energy 2d6
Aura: Chaotic
Traits:
Bully
Seeker
Feats:
Lvl 1 - Alignment Channel (Damage evil)
Human - Toughness
Lvl 3 - Extra Hex (Chant)
Skills:
Bluff +8 (3 Ranks +2 Cha +3 CS)
Diplomacy +8 (3 Ranks +2 Cha +3 CS)
Intimidate +9 (3 Ranks +2 Cha +3 CS +1 trait)
Heal +10 (3 Rankis +4 Wis +3 CS)
Knowledge (religion) +5 (1 Ranks +1 Int +3 CS)
Knowledge (planes) +5 (1 Ranks +1 Int +3 CS)
Perception +11 (3 Ranks +4 Wis +3 CS +1 trait)
Sense Motive +10 (3 Rankis +4 Wis +3 CS)
Spellcraft +5 (1 Ranks +1 Int +3 CS)
Background skills:
Handle Animal +8 (3 Ranks +2 Cha +3 CS)
Knowledge (history) +7 (3 Ranks +1 Int +3 CS)
Languages: Common, Abyssal
Equipment:
Wealth: 26gp 9sp
Common items
Light Crossbow, Chainmail
Dagger x2, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Silver holy symbol of Calistria
Magic items
Wand of Cure Light Wounds (50 charges)
Cloak of Resistance +1
Pearl of power (1st)
Cerpidy Fuirst was born in a simple life. His father, a Mendevian farmer, taught him the value of community and his mother taught him freedom. The boy thought he'd inherit his father's farm and become a farmer himself. Still in his early years, however, he learned the pleasures of the flesh, and became somewhat infamous in his town. Still, he was a hardworking boy and, although he lacked the physical strength, he certainly knew his way around the farm, how to sell the excess produce and help the animals when they were hurt. He was referred to a local spiritual leader called Thomas who studied the now fallen land of Sarkoris. Thomas taught Cerpidy to listen to the whispers of the land and sky. The young boy was excited to learn of the spirits, but used his new powers to impress young girls more than heal the land.
Everything changed one day. Cerpidy never forgot the way the cultists invaded his house. They destroyed everything, killed his family and violated his mother before killing her. By the time Iomedae's order came, the cultists were trying to convince the young boy to join their cause, that his pain would fuel his power. He was taken to a temple to be taken care of and was told to pray to Iomedae to show gratitude for his life. However, he did not feel grateful. Not only did Deskari's cultists rob him of his family, they robbed him of his peaceful life. He could never go back now. He took the cultists' words to heart. He would use his hatred of Deskari and its cultists as fuel.
Knowing he was powerless to fight cultists, he decided to indeed turn to religion and let his time come. He wanted to honor his village and the now deceases Thomas. Although Erastil was the logical choice, he heard Calistria's call louder and louder. By the time he was 20 years old, he knew how to pray to Calistria, how to honor the godess and was capable of invoking her power, in addition to the spirits. It would be 10 more years until Deskari himself plunged into Kenabres leading an attack that would leave Mendev in the open, with only a new crusade between the Abyss and Golarion. Cerpidy saw this as an opportunity. He would be able to approach those that wronged him, and strike when the time is right.

Cyrene |

I'm submitting Cyrene here, a virtuous bravo crossed inquisitor who is a paladin of Shelyn. She's all about art, beauty, love and redemption for everyone - most especially her brother who abandoned her and turned to the worship of Zon Kuthon. (Yes, I'm deliberately mirroring the Shelyn/Zon Kuthon storyline - just hoping for a happier ending!)
Party role is a dex tank who is a lot more skilled than paladins usually are! She is 100% about redemption and has both the inquisition and the diplomacy score to back it up!
Final note: the creature in her background is a Zana whose mountain was swallowed when Sarkoris fell to the Worldwound and rescued the two children when they were lost and starving on the mountain slopes. I've always thought they were really cool and a nice creature to work into a background.

Preacherelius |
A Hero Forge mini of Preacherelius. His appearance will change some (at level 4) when his planar bond with Nirvana strengthens, which will cause his antlers (cervinal agathion) to grow more in addition to other changes to his appearance due to his planar bond. His planar bond to Nirvana will also make him a more effective damage dealer to evil outsiders.
I will have the crunch for Preacherelius done this evening.
The crunch of his phantoms are already done and on on Preacherelius' paizo profile.
People tend to feel a bit braver while close to Preacherelius (+1 morale bonus vs fear).
Party role: Preacherelius is a ranged striker using his starknife, and uses his mage hand knack as needed to get his starknife back in hand. His phantoms tend to be support.
Shimmerella starts fights by buffing allies (bless) and debuffing foes (bane) before she starts having fun pulling foes' pants down (dirty trick- entangle).
Irohmentingham starts fight by buffing allies with his marshal phantom ability and then using his opening strike ability to allow one of of his allies to get an additional strike on the foe. Sometimes after a fight he will attempt to lay healing hands on an injured ally (but he has not regained the use of his healing hands yet...)
Preacherelius' profile includes tactics of the rest of the phantoms.

KiwiB |
Hope it's not too late. I have a lot to learn about creating characters on the forum.
Bast Fibblemegoth - Mesmerist 3 / Spirit Guide Oracle 3
As a child, Bast often played with the voices in her head. While initially charmed by her, her family soon grew more embarrassed, and annoyed that her inate magic seemed touched by genies rather than be more gnomish. When her uncle lost 18-year-old Bast in a trade with the denizens of the Witchmarket, most of the Fibblemegoth's thought it was probably for the best.
Bast herself fluctuated from finding the voices comforting one minute, to completely distracting and annoying the next. She figured she must really be crazy and maybe this was the best life she was going to live. And since the trader she worked for (Veruk the Magnificient) treated her relatively kindly (at least compared to others), Bast settled in to her servitude. During the day she helped soften the marks before her boss made the deals, and at night she deconstructed and crafted her wares. Things could definitely have been worse.
Veruk had indeed taken a liking to her, and over time helped her to make sense of the voices. With guidance, Bast began to realize that the voices were actually 17 ancestors, all fighting to be heard and to make their presence known again in the world. Veruk taught her how to manage them, work with them, and give them each time to shine.
As the dangers from the Worldwound began to grow, the purveyors of the Witchmarket grew sullen. Not only was this bad for business, but a few of them had been taken, others killed. While they normally didn't care about "earthly" affairs, it seemed they would have to act. Several of the group volunteered to join the crusade.
As Bast's time of service was coming to an end, Veruk cajoled/coerced her to head to Kenabres and see if she could do something about this annoyance. Bast did feel she owed Veruk a lot as she not only enhanced her magical and psychic abilities, she'd also tamed the madness in her head. (occult bargain drawback) She agreed to go.
(Mechanically, I want the Bonded Spirit part of her archetype to be a random roll each day to see which bonded spirit makes an appearance. Bast doesn't have enough control to ask/demand a specific one to come forward each day.)

FangDragon |

Dot. Mmm it's very tempting to roll some sort of paladin for this, but I might branch out into something different.
Humor is rather subjective, GM is this the sort of thing you're looking for?
Sounding pleased with what he saw in the mirror, the Lord spoke, ”Designer shirt? Check! Lame gold hot pants with sequins up the side? Check! Hair looking like I stepped out of a salon? Check!” He then frowned for a moment, ”Hmmm Hobbs, I’ve forgotten something, now what was it?”
”The uh war your lordship?” replied Hobbs tentatively.
”Nonsense! Ah! Mouthspray.” He reached down past the various cosmetics spread out on the table to pick up a jeweled spray of alchemical mint, he gave it two squirts then a third for luck, ”Right we’re all set!” With that Lord “Flasheart” Adonis flounced out of his tent, needlepoint rapier in hand, humming the tune to Blood on the Dancefloor! It was almost unfair, the onrushing hordes of darkness had no idea what was about to hit them...