Kevoth-Kul

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Organized Play Member. 38 posts (396 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 7 aliases.


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Grand Lodge

My wife went to the doctor today and he told her that she can start wearing a support boot for the next three weeks and then she should be healed. I should be able to respond regularly again now.

Grand Lodge

GM R0B0GEISHA wrote:
The creature flops the ground and grovels. "Forgive me for lying. I feared that if I told you my nature, you wouldn't help me. I am a devil, formed from the cesspits of frozen Cocytus. He brought me here so I could teach him how to magically and permanently disguise a book to look like something else."

"A devil? Well that certainly narrows it down a bit." Francis says as he pulls out his holy ankh. Lifting it up, he quickly prays " Sarenrae, guide my thoughts."

Casting guidance for a +1 bonus to knowledge check.

Knowledge: Planes: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20

"Intriguing. A Zebub. Not very high up hell's hierarchy, but certainly useful for spying on others. You can even transmit visions of what you see to another can't you?"

Francis taps his chin thoughtfully for a second, and then steps forward to the edge of the circle, staring at the creature with pity in his eyes. Very well Chirrit, I forgive you. But are you sure you really want to go back to hell? Your masters there will not be so forgiving as I am, considering you allowed yourself to be trapped like this and used by a wizard, not to mention revealing yourself and your plan so easily to a Priest of Sarenrae. You could remain trapped here, or return home to suffer. But there is a third option. You could repent and cast yourself upon the mercy of Sarenrae. Not even a fiend is beyond her mercy and grace. You could become more than you ever dreamed of in Nirvana."

Grand Lodge

Stat Block for Andelis Rovena, Human Wizard

Crunch:

ANDELIS ROVENA
Female Human Conjurer 1
NG Medium humanoid (human)
Init +7; Senses Perception +2,

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6)+2
Fort +5, Ref +2, Will +2

OFFENSE
Speed 20 ft.
Ranged light crossbow +2 (1d8/19-20)
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Ranged alchemist's fire (flask) +2 (1d6)
Ranged shard gel (flask) +2 (1d4)
Prepared Spells Prepared Spell List
Wizard (CL 1st):
1st - grease (DC 15), *summon monster i (2)
0th - acid splash, light, prestidigitation (DC 14)

STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Combat Casting, Improved Initiative, Scribe Scroll
Skills Acrobatics -1, Acrobatics (Jump) -5, Appraise +4, Climb -3, Craft (Untrained) +4, Escape Artist -1, Fly -1, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Nature) +8, Linguistics(Giant) +8, Perception +2, Ride -1, Sense Motive +2, Spellcraft +8, Stealth -1, Swim -3,
Languages Aklo, Common, Draconic, Giant, Goblin, Orc
Possessions- outfit (scholar's); crossbow bolts (10) (x3); dagger; alchemist's fire (flask); shard gel (flask); spellbook (wizard's/blank); Light Crossbow ; Backpack, Common [ Bedroll; Chalk (1 Piece) (x5); Journal; Mess Kit; Rations (Trail/Per Day) (x5); Waterskin (Filled); ]; Belt Pouch ; Spell Component Pouch ;
Spellbook (Wizard's/Blank)
0th - acid splash , arcane mark , dancing lights , daze (DC 14) , flare (DC 14) , ghost sound (DC 14) , haunted fey aspect (DC ) , light , mage hand , mending (DC 14) , message , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , resistance (DC 14) , spark (DC 14)
1st - enlarge person (DC 15) , feather fall (DC 15) , grease (DC 15) , mage armor (DC 15) , magic missile , magic weapon (DC 15) , *summon monster i

SPECIAL ABILITIES
Acid Dart (Sp) - As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage. You can use this ability 7 times per day.
Cantrips - You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration School - You have chosen to specialize in conjuration spells.
Divination Opposition School - You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a divination spell as a prerequisite.
Necromancy Opposition School - You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a necromancy spell as a prerequisite.
Familiar - A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) - PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Summoner's Charm (Su) - When casting Conjuration (summoning) spells the duration is increased by 1 rounds.
Resilient Trait - Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
Arcane Temper Trait - You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks
Tough Minded Campaign Trait - You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Who Would Play My Character in a Movie?
Probably Rashida Jones.

Why did I choose to submit this Character?
I think a scholarly wizard researching the history of the Stolen Lands and why it’s never been able to be successfully settled by anyone would be an interesting part of a larger story. She believes that the proper understanding of history and an appropriate use of magic would make settling the stolen lands possible. She also believes that if she could found a school of magic to continue research and bolster the magical offense and defense of the fledgling kingdom would be an excellent defense against whatever is keeping the region from being civilized.

Short Character Background.
Andelis Rovena was born in Restov to a silversmith’s family. As she grew older it became apparent that she was deeply intelligent and inquisitive. One day when her father was making a silver candelabra for an old scholarly wizard, she began talking to him and he took her as his apprentice. He was a scholar of the history of Brevoy and the River Kingdoms, and in particular the Stolen Lands and their history. After he died she decided to continue his research by traveling to the stolen lands herself. Upon hearing the call to settle in the stolen lands and establish a kingdom, she knew it was the perfect opportunity not only to learn more about its history, but to help create a new lasting history for the future to discover.

Grand Lodge

KARL BARTHAS
Male Human Monk 1
LG Medium humanoid (human)
Init +3; Perception +6,

DEFENSE
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 misc, )
hp 10 (1d8)+2
Fort +4, Ref +5, Will +4

OFFENSE
Speed 30 ft.
Melee unarmed strike +4 (1d6+4) (FoB +3/+3 1d6+4)
Melee bo staff (two handed) +4 ((two handed) 1d6+6) (FoB +3/+3 1d6+4)
Ranged shuriken +3 (1d2+4) (FoB +2/+2 1d2+4)
Special Attacks Flurry of Blows, Stunning Fist,

STATISTICS
Str 18, Dex 16, Con 14, Int 13, Wis 15, Cha 13
Base Atk +0; CMB +4; CMD 20
Skills - Acrobatics +7, Climb +8, Intimidate +5, Knowledge (Planes) +6, Perception +6, Ride +3, Sense Motive +2, Stealth +7, Survival +2, Swim +8,
Background Skills – Profession Trapper +5, Profession Farmer +5,
Languages - Abyssal, Common
SQ - AC Bonus, Bonus Feat, Skilled, Unarmed Strike,
Possessions - bo staff; outfit (monk's); monk's kit(a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.) ; caltrops (x2); chalk (1 piece) (x5); inkpen; journal; shuriken (x20);

FEATS

Combat Reflexes – You may make as many attacks of opportunity in a round as you have dexterity bonuses.

Crane Style – Fighting Defensively only has a -2 penalty to attack instead of a -4. In addition, when fighting defensively or using full defense while in Crane Style, add an addition +1 to the armor bonus granted.

Dodge – Gain a +1 dodge bonus to armor class.

Improved Unarmed Strike – unarmed strikes may now be lethal attacks without a penalty.

Stunning Fist – once per day your character may make an attack that stuns the target for one round. The save DC is 12 fortitude.

SPECIAL ABILITIES
AC Bonus (Ex) When unarmored and unencumbered, you add +2 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Bonus Feat Humans select one extra feat at 1st level.

Fiend Blood (Knowledge (Planes)) The blood of fiends taints your line, manifesting physically, though it may be barely noticeable. Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, taking a -2 penalty on all of your attacks, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk speciak weapon (you do not need to use two weapons to utlilize this ability). For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.

Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

BACKGROUND
Karl Barthas grew up on a small farm several miles outside of Kenabres. Although there had always been rumors that the blood of demons ran through his veins, his family had denied it. Taking solace in being devout members of Iomadae’s flock, they faithfully attended her chapel, and raised their son Karl to honor her as well. When he was fourteen years old several cultists kidnapped him and attempted to tap into his so-called fiendish heritage in order to summon a demon outside of the ward. Thanks to shoddy work on the conjuration circle the summoning failed, but the unspent arcane energies rushed into Karl’s body and burst the magical bonds holding him to the altar. Not only that, it burst open a seal within his soul, unleashing a torrent of knowledge about the great beyond, and the abyss in particular. Using his newfound knowledge he was able to bluff his way out of the circle of cultists until he could escape.

He returned home, but only to discover that his mind would not close. The effects of the ritual stayed with him, bolstering his knowledge of the great beyond and lending him an unmitigated fury against all things demonic. As his anger began to play out against those around him he made the decision to seek peace and tranquility in the path of the monastics. Karl traveled to the Monastery of Tala in Mendev, and trained to still his mind. In time he was able to come to grips with his heritage, and accept what had happened to him. Even when fury at the abyss threatened to overwhelm him he learned to channel it into his fighting style. After spending several years in the Monastery, he has left on his own and traveled to Kenebres with hopes of enlisting and serving in combat against the demonic hordes.

Grand Lodge

4d6 ⇒ (5, 5, 3, 6) = 19 16
4d6 ⇒ (6, 5, 4, 4) = 19 15
4d6 ⇒ (6, 4, 3, 2) = 15 13
4d6 ⇒ (6, 2, 4, 6) = 18 16
4d6 ⇒ (2, 5, 6, 2) = 15 13
4d6 ⇒ (1, 1, 4, 4) = 10 9
4d6 ⇒ (4, 1, 6, 4) = 15 14
4d6 ⇒ (2, 3, 6, 1) = 12 11

16, 15,13, 16, 13, 14. I can work with that

Grand Lodge

Try 1

4d6 ⇒ (4, 4, 5, 1) = 14 13
4d6 ⇒ (2, 2, 4, 4) = 12 10
4d6 ⇒ (2, 3, 3, 4) = 12 10
4d6 ⇒ (2, 6, 5, 5) = 18 16
4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 ⇒ (3, 3, 1, 3) = 10 9

Try 2

4d6 ⇒ (6, 1, 3, 3) = 13 12
4d6 ⇒ (4, 3, 2, 2) = 11 9
4d6 ⇒ (4, 3, 5, 1) = 13 12
4d6 ⇒ (2, 1, 3, 4) = 10 9
4d6 ⇒ (1, 5, 5, 5) = 16 15
4d6 ⇒ (4, 5, 1, 5) = 15 14

Try 3

4d6 ⇒ (4, 5, 4, 5) = 18 14
4d6 ⇒ (6, 4, 4, 3) = 17 14
4d6 ⇒ (2, 3, 1, 3) = 9 8
4d6 ⇒ (2, 5, 2, 5) = 14 12
4d6 ⇒ (6, 2, 2, 2) = 12 10
4d6 ⇒ (6, 6, 3, 5) = 20 17

Grand Lodge

Here is my submission, the Feral Hunter Archetype for Hunter. I know a lot of hunters have made submissions, but my character isn't a traditional hunter.

If you aren't familiar with the Feral Hunter Archetype, pretty much basically they trade the Animal Companion for being able to use the Hunter's Aspect on themselves at will without limits, can wildshape like a druid, and gain some bonuses to summoning spells. You can find the details of the archetype here..

MIHAI SHANDOR
Male Human (Varisian) Hunter (Feral Hunter Archetype) 1
TN Medium humanoid (human)
Init +2; Senses Perception +6(+10 w/ falcon aspect), Normal Vision(Darkvision 60ft w/ bat aspect)

Defense, Offense, and Stats:

DEFENSE
AC 18, touch 13, ff 15 (+5 armor, +2 Dex, +1 Dodge)
hp 13 (1d8)+2Con+3Feat
Fort +4, Ref +4, Will +2

OFFENSE
Speed 20 ft. (25 ft. with stag aspect.)
Ranged shortbow +2(+3 w/ tiger aspect) (1d6/x3),
Melee greatclub +3(+4 w/ bull aspect) (1d10+4/x2) (w/ bull aspect 1d10+6/x2)
Melee Dagger +3(+4 w/ bull aspect) (1d4+3/19-20x2) (w/ bull aspect 1d4+4/19-20x2)
Melee Punching Dagger +3(+4 w/ bull aspect) (1d4+3/x3) (w/ bull aspect 1d4+4/x3)

Known Hunter Spells (CL 1st, concentration +3):
1st (2/day) - cure light wounds (DC 13), deadeye’s lore, summon nature's ally i
0th (at will) – create water, guidance, light, virtue

STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +3(+4 w/ bull aspect); CMD 15 (CMD 16 w/ bull aspect)

Possessions Great Club; Outfit (Explorer's); Scalemail; Shortbow; 10 Arrows; Canteen; Backpack; [Blanket; Blanket (Winter); Chalk (5 Pieces); Fishing Kit; Flint and Steel; Mess Kit; 5 Rations; Rope (Silk/50 ft.); Whetstone; Marlinspike; Animal Call; Wire;] Bandolier; [Dagger; Punching Dagger;] Belt Pouch; [4 GP; 8 SP; 9 CP;] Spell Component Pouch; [Holly and Mistletoe, Various Components;]
Total Weight –80.5 (Medium load. Light Load when Bull Aspect is active)

Feats Skills, and Traits:

Feats
Dodge - +1 dodge bonus to AC
Toughness - +3HP at level 1, +1 at every level starting at level 4.

Skills 9 (6 base, +1 Int, + 1 Favored Class +1 Trait)
Acrobatics +4 = (+1 Rank, +3 Class, +3 Dex, +1 Trait, -3 AC]
Climb +4 = (+1 Rank, +3 Class, +3 Str, -3 AC) [+8 w/ monkey aspect]
Heal +6 = (+1 Rank, + 3 Class, +2 Wis)
Knowledge(Dungeoneering) +5 = (+1 Rank, + 3 Class, +1 Int)
Knowledge(Nature) +5 = (+1 Rank, + 3 Class, +1 Int)
Perception +6 = (+1 Rank, + 3 Class, +2 Wis) [+10 w/ falcon aspect]
Stealth +3 = (+1 Rank, + 3 Class, +2 Dex, -3 AC) [+7 w/ owl aspect]
Survival +6 = (+1 Rank, + 3 Class, +2 Wis)
Swim +4 = (+1 Rank, + 3 Class, +3 Str, -3 AC) [+8 w/ frog aspect]
Languages Common, Varisian, Goblin

TRAITS

Bonus Feat - Humans select one extra feat at 1st level.

Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Reckless - You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

SPECIAL ABILITIES
Solitary - Unlike most hunters, a feral hunter does not gain an animal companion.

Weapon and Armor Proficiency - Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Wild Empathy (Ex) - At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 1 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Feral Focus (Su) - A feral hunter gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability's duration. She can end this ability as a free action. When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.
Available Feral Focuses are listed in the description found further down here

Background and Description:

Description
Mihai stands roughly six feet tall, although he is as likely to be hunched as standing straight. His olive skin is usually lined with dirt, and his long hair and beard hang wild and ragged around his face. But despite his feral appearance, his eyes gleam with cunning and intelligence. Hanging over a grey-green suit of studded leather armor is a bandolier with several daggers. He casually leans on the massive great club that he wields when fighting.

Mihai’s role in a group. He doesn’t have much in the way of social skills, being heavily scarred and half-feral. However, with the ability to use any of the hunter aspects at any time he has significant boosts to physical skills. He also has a knowledge of nature and various monsters. He can make an efficient scout, and does pretty well going toe to toe with the enemy as well. His usual strategy depends on what he is doing. If he is traveling with a group, he has Aspect of the Falcon active in order to keep the bonus to perception so he can look for danger, and then will switch to Aspect of the Bull when he closes for combat. If he is scouting he has Aspect of the Owl active to boost his sneak skill and will switch to either Tiger or Bull depending on whether he is using his club or bow.

Background
Mihai’s grandfather was a Varisian traveler named Luca who decided to settle down in Nirmathas. Settling down to become a farmer near Phaendar, he got married and had a two sons, named Muri(Mihai’s father), and Hali (his uncle). Hali became a druid and lives in Crystalhurst, while Luca and Muri farmed the land along with Mihai’s older brother Szal. While most of Mihai’s family are friendly with the rest of the farmers and tradesmen of Phaendar, Mihai tends to be disconnected from anyone except for his own family. He is exceptionally close to his mother Aishe, and his nephew Anders and niece Millie, much to the chagrin of their Chelaxian mother Ann.

Not much of one for farming, Mihai left the fields to the rest of his family. He took to roaming along the Nesmian plains, and up into the Fangwood forest when he was a young boy, and was the happier for it. It wasn’t long past his twelfth year that he first experienced what he came to call “The inner beast”. He found that when he wanted to move around the wilds unseen the serenity of an owl would settle on him. When he wanted to track wild game to take home for his family’s larder, he could pick up the scent with a sense of smell as keen as a wolf’s. And when he ran into goblins or orcs and had to fight for his life, his muscles bulged with the strength of a charging bull. So, while his family farmed and sold crops in town, Mihai hunted and trapped the plains and forests near Phaendar, trading furs and smoked meat.

Recently, both Luca and Muri were actively involved in the Nirmathi siege that ended in the Ironfang Massacre as scouts, and both were killed in the battle. Mihai himself was traveling to bring his father and grandfather supplies when he was ambushed by a scouting party of the hobgoblin army and narrowly escaped into the woods with his life. The experience left him emotionally and physically scarred, but alive. While he has little attachment to Phaendar, he has a deep-seated hatred for the hobgoblin army, and would be driven to rage if any more of his family were to fall in the hobgoblin onslaught.

Grand Lodge

Ok, here is an expanded background of family and friends for Will Halsey

Family:

Will is a fourth generation Trapper. His great-grandfather first came to the Fogscar mountains after running afoul of the law in Magnimar. His great grandfather, Rupert, was a widower who was caught poaching deer near Magnimar, and in order to escape killed one guard, and wounded another. He took his only son and fled to the Fogscar mountains, where he took up trapping. Rupert's son Aaron grew up and had two sons of his own, Edmun and Bran.

Will's grandfather Aaron died before he was born. He has never met his uncle Bran, who stole most of the family's savings and gambled it away in Galduria. He has two cousins, Gam and Flynn who work on riverboats transporting grain and lumber around the lake and up the river, although he has never met them either. After his uncle ran off, Will and his father Edmun never went to Galduria again.

On his mother's side, he has two uncles and six cousins. His grandfather Will Addie passed away when he was ten. His uncles George and Camden are both farmers who took up the mantle of farming after their father passed away. Of his six cousins, two remain in the farming community outside of Sandpoint, they are Lily Carmichael, Gil Addie, Jon Addie, and Silvia Hensley. He does have two cousins who live in Sandpoint. Borden Addie loads and unloads cargo for boats that ply the rivers and seas. Sarah Dorsek is married to Val Dorsek, who is a guard in Sandpoint.

He is on pretty good terms with all of his family on his mother's side, but is exceptionally close to his family who lives in Sandpoint because he saw them the most. Val Dorsek was one of his best friends as a child. When he is in town, he stays with them.

friends:

Will has two friends who live in the Fogscar mountains. A pair of half-orc trappers named Ormi and Alv trap the nothern half of the fogscar mountains and Will and his father would meet with them several times a year to keep track of the movement of the goblin tribes roaming through the mountains in order to keep safe. They taught him how to speak and understand goblin and orc.

Will has several friends among the farmers near Sandpoint as well as in Sandpoint itself. Besides his cousins, he is friends with Jesk from the Cracktooth Tavern, enjoying his antics and satirical jokes.
He is familiar with Das Korvut because as a trapper he requires his services but doesn't much care for the man and the feelings are mutual.

Having sold furs at the Rovanky Tannery for years, Will is on very good terms with Larz.

Grand Lodge

I will be working on a more detailed background when I get home later tonight. But I know Will won't be getting an animal companion. Going with the other option.

Grand Lodge

Here is my submission.

WILL HALSEY
Male Human Ranger 1
CG Medium humanoid (human)
Init +3; Senses Perception +6,

Basic Statistics:

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
(AC in Melee is 17, touch 13, flat footed 14 (+3 armor, +1 shield, +3 Dex)
hp 11 (1d10)+1
Fort +3, Ref +5, Will +2

OFFENSE
Speed 30 ft.
Ranged shortbow +4 (1d6/x3), within 30 ft. +5 (1d6+1)
Melee handaxe +3 (1d6+2/x3)
Special Attacks Humanoid (Goblinoid) +2,

STATISTICS
Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 16

Feats, Skills, Languages, and Possessions:

FEATS
Point-Blank Shot - +1 on attack and damage within 30ft with ranged weapons.
Precise Shot – Negate the -4 penalty on ranged combat when target is in melee.

SKILLS
Climb +5 (+1 Rank, +3 Class, +2 Str, -1 Armor Check)
Heal +6 (+1 Rank, +3 Class, +2 Wis)
Intimidate +3 (+1 Rank, +3 Class, -1 Cha) [+4 against civilized folk]
Knowledge (Dungeoneering) +6 (+1 Rank, +3 Class, +2 Int)
Knowledge (Nature) +6 (+1 Rank, +3 Class, +2 Int)
Perception +6 (+1 Rank, +3 Class, +2 Wis)
Stealth +6 (+1 Rank, +3 Class, +3 Dex, -1 Armor Check)
Survival +7, (+1 Rank, +3 Class, +2 Wis +1 Trait), [Follow or identify tracks+8] [Find Food +8]
Swim +5 (+1 Rank, +3 Class, +2 Str, -1 Armor Check)

BACKGROUND SKILLS
Profession-Trapper +7 (+1 Rank, +3 Class, +2 Int, +1 Trait)
Knowledge (History) +6 (+1 Rank, +3 Class, +2 Int)

LANGUAGES - Common, Goblin, Orc

POSSESSIONS
studded leather; outfit (traveler's); shortbow; arrow (x50); shield, light wooden; handaxe; skinning knife; Tribal Fetish (Guidance); Backpack, [Canteen ; blanket; mess kit; rations (trail/per day) (x4); whetstone; chalk (1 piece) (x6); mirror (small/steel); wire; 50gp, 10sp, 10cp] Weight 57.2 Ibs (light load is 58Ibs and under)

Special Abilities and Traits:

SPECIAL ABILITIES
Bonus Feat - Humans select one extra feat at 1st level.

Heart of the Wilderness - Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

Favored Enemy Humanoid (Goblinoid) (Ex) - You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Track (Ex) - You gain +1 to Survival checks made to follow tracks.

Wild Empathy (Ex) - You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

TRAITS
Mentored (Profession (Trapper)) - A tutor or private instructor guided you in learning your art, profession, or trade, and through your education, you became capable of teaching and guiding others. Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another's skill check with any skill.

Tireless Avenger - You restlessly pursue your enemies. When you're in pursuit of one of your favored enemies, the DC for the Constitution check to avoid taking lethal damage during a forced march is 10 + 1 per extra hour, instead of 10 + 2 per extra hour.

Savage - People from Sandpoint call you "barbarian," and think you primitive. You come from the wild lands beyond "civilization" and while the locals may think you ignorant, hard lives breed hard men and one of your kind is worth ten of theirs. You know how to survive where "civilized" men would wither and die. You gain +2 to survival checks to find food in the wild and +1 for any other survival checks. Survival and knowledge (nature) are always class skills for you. You also gain a +1 to intimidate checks against "civilized" folk, and attempts to intimidate you suffer a +2 to the DC. You may hustle for 1 extra hour in overland travel without negative effects. You begin play with a tribal fetish, a small bag full of ceremonial materials. It functions as a potion or oil of a 0-level spell, except that in order to activate it one crushes it or breaks it instead of drinking it.

Background and Personal Info:

BACKGROUND
Will’s father Edmun was trapper in the Fogscar Mountains, and his mother Silvi was a farmer’s daughter from Sandpoint that ran off with him. After getting married at the Windsong Abbey on their way up to the mountains, they settled into life, and soon had a baby boy. They named him Will after his mother’s father. Although no farmer is pleased to have his daughter run off to live in the mountains with a savage, his attitude softened somewhat when he met his grandson, and Will grew up spending late spring and early summer with his mother’s family, and the rest of the year living in the mountains.

Will loved the mountains and forests, and quickly took to trapping and hunting with his father. He became pretty good with a bow, and learned how to set snares and fish in the lakes. Often during the early fall when his father would set out to set the first traps of the year, Will would fish in the mountain lakes and streams to build up a supply of smoked fish for the winter. During his sixteenth year while he was out fishing, a small band of Goblins found his father’s cabin and attacked, killing his mother and ransacking the house. Will and his Father set out to track down the goblins and bring vengeance upon their heads. For three days Will and Edmun followed them until they finally found them. Setting traps around the goblin camp, they began to rain arrows on the unsuspecting goblins. Several died, and several more got caught in the traps as they tried to flee, but handful of them turned with their weapons and attacked the two trappers. Will tried his best to fend up of the goblins, but soon found he was no match for the three that were trying to gang up on him. In a fit of anger his father Edmun stepped in and cut down two of them were they stood, as the goblin attacking him drove a knife into his back. Watching his father collapse with a knife sticking out of his back lent Will a cold anger and he quickly struck down the goblin in front of him with his hatchet, and then parried the last remaining goblin’s club stroke and buried his hatchet in the creature’s chest.

With ruthless efficiency, he killed the trapped goblins, and returned to his home. He continued trapping and hunting as his father before him, but he also began to go out of his way to hunt down goblins, and quickly learned how to track them and kill them efficiently. He even gave some thought to hunting Goblins in the Mushfens, although the idea of living in a swamp help no appeal to him, so he continued his life in the mountains, coming back to Sandpoint to trade. He certainly never thought he’d find adventure in Sandpoint, but life has a way of throwing the unexpected at you.

ABOUT ME
I’m relatively new to Play by Post. I’m playing two games right now, both as clerics. One is Dragon’s Demand, and one is a Campaign set in Victorian England. Off and on, I’ve played pen and paper tabletop games since 2003. I have also played my fair share of D&D based video games like BG, NWN, and DDO. I have never played a Rise of the Runelords game.

Grand Lodge

Fogscar Mountains might be a good idea. I know in American History there were trappers who took off all winter to live in the Rockies, and came back to "Civilization" in the summer to trade their pelts. I noticed there were some small forests in a Sandpoint Hinterlands map I found online, but couldn't tell if they were big enough to trap in. Since they aren't, I'll revise the backstory to reflect that.

Grand Lodge

Putting together a Ranger. Would he be able to take the Savage social class trait even though he's not Shoanti? I'll go with Peasant if not, but it doesn't really fit either since he's spent his whole life as a trapper in the wilderness, occasionally visiting Sandpoint to trade with his (recently deceased) uncle who he learned the trade from and served as an apprentice to.

Grand Lodge

Name: Eustace Horace Jefferson
Virtue: Intelligent
Vice: Refuses to admit when he's wrong
Five questions for you to answer in character:
Why did you need to board a bulk transport so quickly, taking only a single holdall with you?
-Being laughed out of the academy for your philosophical theories about the effects of interplanetary travel on the human psyche is too much to bear. Who needs those fools?

What are the three most important items in the holdall?
-An encyclical holo-tool, a hardback paper edition of "Jurgen's Primer on Philophy: First Edition", and a fine tailored suit.

If you came across men intimidating a woman and her child and extorting her for her ration card, what would you do?
-Call the authorities and leave. It's none of my business, but I'm not going to risk my neck for the proletariat.

When under pressure and faced with a complicated problem, how do you react?
- I think through the situation calmly and react accordingly; taking into account all of the variables. (If I can't I turn into a chicken with its head cut off and am useless. I'm not going to say that out loud though.)

What was the last thing going through your head before you went into cryosleep?
-I'll show those fools...

Grand Lodge

I'm interested. Rolling

2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13

Aaand, twenty point buy.

Looking at making an Inquisitor, hopefully will get it up in the next day or two.

Grand Lodge

I'll be removing my submission. Got into two c pbps this week and don't have time for a third.

Grand Lodge

I'm on central time. I can generally post throughout the day.

Grand Lodge

Thanks for including me as well. Looking forward to this.

Grand Lodge

Hmm, I need to add Background Skills to Brother Thomas. I would go with Craft(Jewelry) +5 and Lore(Irish Poetry) +5.

Grand Lodge

Sapiens wrote:
And that makes three Irish folks out of five current, if we set up a folk music band I call dibs on the violin.

I know how to play the Irish Tin Whistle, so I'm game, hahah.

Grand Lodge

1 person marked this as a favorite.

This is my Submission for a Half-Orc Summoner named Gavrin Dooli.

Character Sheet:

GAVRIN DOOLI
Male Half-Orc summoner 1
NG medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +2,
Languages Common, Draconic, Giant, Orc, Thassilonian

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Defence
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AC 15, touch 12, flat-footed 13
hp 10 (1d8+2)
Fort +3, Ref +3, Will +5

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Offense
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Speed 20 ft. (4 squares)
Ranged light crossbow +2 (1d8/19-20)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +0; CMD 12

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Spells
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Known Summoner Spells (CL 1st, Concentration +4):
1st (2/day) - enlarge person (DC 14) , rejuvenate eidolon, lesser
0th (at will) - acid splash , daze (DC 13) , guidance (DC 13) , light
CLASS Spell-Like Abilities: summon monster 1 ( 6/Day)

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Abilities and Skills
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Abilities: Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 16

Skills:
Diplomacy +8(+1Rank, +3Class, +3Cha, +1Trait)
Intimidate +6(+3Cha, +2Trait +1Trait)(+10 if Eidolon is Large from Enlarge Person)
Knowledge (Arcana) +7(+1Rank, +3Class, +2Int, +1Trait)
Knowledge (History) +7(+1Rank, +3Class, +2Int, +1Trait)
Perception +2(+2Wis)
Spellcraft +6(+1Rank, +3Class, +2Int)
Stealth -1(+2Dex, -3Armor Check)
Use Magic Device +7(+1Rank, +3Class, +3Cha)

Background Skills:
Craft (Armorsmithing) +6(+1Rank, +3Class, +2Int)
Lore (Desnan Faith) +6(+1Rank, +3Class, +2Int)

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Possessions:Medium Load 49.9Ibs
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outfit (scholar's); studded leather; dagger; Light Crossbow; Crossbow Bolts (10); ; Backpack; Blanket; Bread (Loaf) (x5); Canteen; Cheese (Hunk) (x2); Mess Kit; Waterskin (Filled); Canteen; Belt Pouch; Spell Component Pouch;

Gold Remaining: 45gp

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Feats
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Extra Evolution
The Summoner gains one extra evolution point to their evolution pool. They can take this feat once at level 1, and again at level 5 and every 5 levels after that.

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Special Abilities
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Weapon and Armor Proficiency
Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.

Cantrips
A summoner learns a number of cantrips, or 0-level spells, as noted on Table 1-5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Eidolon
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link (Su)
At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Summon Monster I (Sp)
At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

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Racial Traits
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Intimidating (Ex)
Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Orc Blood (Ex)
Half-orc count as both humans and orcs for any effect related to race.

Sacred Tattoo (Alternate)
Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Weapon Familiarity (Ex)
Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

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Chosen Traits
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Scholar of the Ancients (Campaign Trait)
Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Trustworthy
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Twinned Presence
Your eidolon-and your connection to it-makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.

Toros Agathion Eidolon:

Toros is an Agathion with a humanoid shape who looks like a fox with grey fur.

TOROS
Male Eidolon eidolon 1
NG medium outsider (Biped)
Init +1; Senses Darkvision (60 ft.), Perception +4,

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Defense
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AC 15, touch 11, flat-footed 14 (+4 Natural Armor, +1 Dex)
hp 7 (1d10+1)
Fort +3, Ref +1, Will +2, +4 bonus on saving throws against poison and petrification.
Resistances: Electricity 5

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Offense
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Speed 30 ft. (6 squares)
Melee bite +4 (1d6+3/x2)
Melee claw +4/+4 (1d4+3/x2)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +4; CMD 15
Atk Options Power Attack (-1AB, +2Damage)

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Abilities and Skills
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Abilities Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Skills
Disable Device +5(+1Rank, +3Class, +1Dex)
Perception +4(+1Rank, +3Class)
Stealth +5(+1Rank, +3Class, +1Dex)
Survival +4(+1Rank, +3Class)

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Evolutions
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Bite (Ex)
The eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Claws Arms (Ex)
The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks that deal 1d4 damage. This is a Primary Attack.

Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Improved Natural Armor (Ex)
The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.

Limbs (Arms) (Ex)
The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Limbs (Legs) (Ex)
The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Eidolon Progession Lv.1
Starting at 1st level, agathion eidolons gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and petrification.

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Special Abilities
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Link (Ex)
A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Resistance (Ex)
The eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.

Resistance to Electricity (Ex)
You may ignore 5 points of Electricity damage each time you take electricity damage.

Share Spells (Ex)
The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Bonus Skills
The Summoner may choose an additional 4 skills the Eidolon gains as class skills. (Acrobatics, Disable Device, Heal, Survival)

Background:

Five Things about my Character
1. Gavrin Dooli is a half-orc from Sandpint Village. His mother, Margol Dooli was a Blacksmith who had been captured and made a slave by a tribe of Giants in the Mindspin Mountains. His father was an orc named Urgash, who was also a slave. Margol turned to Urgash for protection in return for becoming one of his women. When she became pregnant she knew she would rather risk escape than see her child grow up as a slave to giants. She was able to successfully escape and fled as far west as she could, ending up in Magnimar.

When she gave birth she named her son Gavrin. Gavrin was nothing like either of his parents. He lacked his father’s orcish strength, and his mother’s skills. While he could be quite charismatic, he had trouble connecting with anyone because of his heritage as a half-orc. Instead he often found that he turned to his love of history, and his devotion to Desna. He spent much of his time studying ancient ruins as a young boy. One time he found himself in more trouble than he could handle, and when he called out for divine aid, an Agathion answered. An anthropomorphic grey fox appeared before the charging skeletons that had been guarding an old ruin he’d been exploring and ripped them to pieces.

Today he spends much of his time exploring old ruins and various temples to Desna. He has come to Sandpoint to see firsthand the Swallowtail Festival he had heard about.

Description: Gavrin is about 5’ tall. He has tanned skin with a slight greenish tint to it, black hair, and brown eyes. He short and slightly overweight. Unlike the typical orcish stereotype, Gavrin is not very strong, although he does bear an orcish tattoo on his left bicep that he got in Magnimar a few years ago. It has the orcish word for “Freedom” written on it, in honor of his father, who helped his mother to escape from slavery when she became pregnant with him.

Personality: Gavrin is fairly attractive for a half-orc, and gets along well with most people, but he tends to spend most of his time talking about other people instead of himself. He tends to keep his own inner thoughts and emotions closed off from others, and it takes a long time for him to trust anyone. He was teased as a child for being a half-orc and is a little touchy about that. He is both ashamed and intrigued by his orcish heritage, and has an irrational fear of centipedes.

Grand Lodge

Alright, I've put together a submission for Brother Thomas, a Benedictine Monk who is studying at St. John’s Seminary in London. His roommate and best friend was murdered and he swore to his best friend's sister he would try to find out why he had been killed.

Thomas is a cloistered cleric archetype from Ultimate Magic.

Character Sheet:

BROTHER THOMAS
(Benedictine Monk, Seminary Student)
Male Human cleric 2 (Cloistered Cleric[UM])
NG medium humanoid (human)
Init +2; Perception +4,

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Defence
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AC 15, touch 12, flat-footed 13 (+3 Armor, +2 Dex)
hp 20 (2HD)
Fort +4, Ref +2, Will +6,
+1 trait bonus against fear effects
+2 trait bonus on all saving throws against emotion spells and effects.

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Offense
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Speed 30 ft. (4 squares)
Melee masterwork quarterstaff (two handed) +4 1d6+3)
Ranged masterwork sling +4 (1d4+2)
Ranged acid (flask) +3 (1d6)
Ranged alchemist's fire (flask) +3 (1d6)
Base Atk +1; CMB +3; CMD 15
Abilities: Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 13

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Prepared Spells
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Cleric (CL 2nd, Concentration +5, Casting Defensively +9):
1st - bless , divine favor, protection from evil[domain]
0th - guidance, light , stabilize
Deity: Jesus Christ; Domains: Good

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Feats
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>>Armor Proficiency, Light
You may wear any light armor without penalty.

>>Combat Casting
Gain +4 concentration when casting spells defensively

>>Toughness
Add +3HP and from level 4 on add +1HP/level

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Skills [4(Cloistered Cleric)+1(Human Trait)=5/level]
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>>+5 Diplomacy= +1(Ranks) +1(Cha) +3(Class)
>>+7 Heal= +1(Ranks) +3(Wis) +3(Class)
>>+5 Knowledge (Arcana)= +1(Ranks) +3(Class) +1(Breadth of Knowledge)
>>+5 Knowledge (Dungeoneering)= +1(Ranks) +3(Class) +1(Breadth of Knowledge)
>>+5 Knowledge (History)= +1(Ranks) +3(Class) +1(Breadth of Knowledge)
>>+5 Knowledge (Local)= +1(Ranks) +3(Class) +1(Breadth of Knowledge)
>>+5 Knowledge (Planes)= +1(Ranks) +3(Class) +1(Breadth of Knowledge)
>>+5 Knowledge (Religion)= +1(Ranks) +3(Class) +1(Breadth of Knowledge)
>>+4 Perception= +1(Ranks) +3(Wis)
>>+7 Sense Motive= +1(Ranks) +3(Wis) +3(Class)

>>[+2 to all skill checks related to Magical Glyphs, Runes, Scrolls, Symbols, and other writings.]

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Possessions (Light Load 60.5)
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masterwork quarterstaff; studded leather; vestments (cleric's); bread (loaf);
bullet (10); alchemical silver bullet (5); cold iron bullet (5); cheese (hunk); healer's kit(10 uses); holy symbol (silver); Holy Bible; Common Book of Prayer; inkpen; journal; potion of cure light wounds (5); acid flask (5); alchemist's fire (2); Canteen; Belt Pouch; Spell Component Pouch; Masterwork Backpack; Masterwork Sling.

500gp left

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Special Abilities
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>>Aura (Ex)
A cleric of a good deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

>>Aura of Good (Ex)
You project a moderate good aura.

>>Breadth of Knowledge
You gain a +1 bonus on Knowledge skill checks and can make Knowledge checks.

>>Channel Positive Energy (Su)
You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 4 times per day.

>>Diminished Spellcasting
You choose only one domain from your deity's list of domains, and your number of non-domain spells per day for each spell level is one less than normal (for example, a 4th-level cloistered cleric has three cantrips, two 1st-level spells, one 1st-level domain spell, one 2nd-level spell, and one 2nd-level domain spell). If this reduces the number of spells per day for that level to 0, you gain only the bonus spells you would be entitled to based on your Wisdom score for that level, plus your domain spell for that level.

>>Spontaneous Casting
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

>>Well-Read (Ex)
You gain a +2 bonus on skill checks, caster level checks, and saving throws if such rolls pertain to mundane or magical glyphs, runes, scrolls, symbols, and other writings.

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Domain [Good]
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>>Touch of Good (Sp)
You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 6 times per day.

>>Domain Spells:
1st—protection from evil

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Chosen Traits
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>> Fearless Defiance
Upon overcoming your fear, you become a scourge to your enemies. You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against your favored enemies for 1 round.

>>Grief-Filled
You are no stranger to loss and intense emotions. You gain a +2 trait bonus on all saving throws against emotion spells and effects.

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Racial Traits
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>>Bonus Feat
Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

>>Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Background:

Brother Thomas was born on a small farm a few days north of the city of Cork. He was born Joseph O’Malley to his parents, Seamus and Muire O’Malley. When he was five years old his parents were murdered in a most gruesome fashion while he was asleep. He vaguely remembers hearing them screaming and hearing something that he can only describe as the noise a fish makes if you filet it alive. Anything else he might have seen or heard he has blocked out of his mind.

As a child he was sent to Glenstal, a Benedictine Abbey east of Limerick. He quickly showed an aptitude for learning and was apprenticed to the librarian. When he was fifteen he joined the monks and took the name Thomas. As a young man he developed a deep faith in God, and found that as he spoke to God, God spoke back. He soon discovered that sometimes God would work miracles through him as well.

When he was seventeen the abbot called him into his office to tell him that a new seminary had been opened in London, and the dean of the school was an old friend. He needed an assistant librarian, and Thomas was perfect for the job. When he turned 18 he shipped off to attend St. John’s Seminary.

While there he took to his new job with great enthusiasm, and took to his studies just as quickly. He soon became fast friends with the other library assistant, a young man named William Miller. For three years they studied and worked together until tragedy struck. One night William stayed late into the night studying at the library, and the next morning Thomas found him brutally murdered. Laying on the table covered in blood was a book on exorcisms. On a page next two it written in blood were the words “Kyrie Iglesion, Xriste Iglesion” in Koine Greek.

The police could find nothing to build a case with, and quickly abandoned the case. At the William’s funeral his sister Margaret asked Thomas to look into William’s death. She handed him an old medallion that was so tarnished and corroded it was unrecognizable, and told him she had found it in a locked chest under his bed. She was certain William had been killed for something he was studying, and somehow the amulet was tied to it.

And so he begins his search for the truth.

Grand Lodge

What would be the domains and weapon proficiency for Christian clerics?

Grand Lodge

Here is my submission for Gavel Dulcimer, a Human Bloodrager. If a Barbarian would fit your game better let me know, and I'll adjust.

Crunch:

GAVEL DULCIMER
SHOANTI HUMAN BLOODRAGER 1
CG Medium humanoid (human)

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DEFENSE
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 15 (1d10+5)
Fort +4, Ref +2, Will +0
Init +2; Senses Perception +4

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OFFENSE
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Speed 30 ft., Fast Movement
Melee greatclub (two handed) +4 (1d10+4/x2)
Melee dagger +4  (1d4+3/19-20/x2)

Ranged dagger (thrown) +3  (1d4/19-20/x2)
Ranged dart +3  (1d4/x2)

Bloodraging:
Melee claw +6/+6  (1d6+5/x2)
Melee greatclub (two handed) +6 (1d10+7/x2)

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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
*Base Atk +1; CMB +4; CMD 16
*Feats Power Attack, Toughness
*Skills Acrobatics +2 , Climb -1 , Escape Artist -2 , Fly -2 , Intimidate +7, Perception +4, Ride -2, Spellcraft +4, Stealth -2, Survival +4, Swim -1
*Traits dirty fighter, omen
*Languages Common
*SQ abyssal bloodline, bloodrage, bonus feat, fast movement, skilled, weapon and armor proficiency
*Gear scale mail, greatclub, claw, dagger, dart (5), outfit (traveler's), barbarian's kit, buckler, backpack
*Weight - 80.2lbs - Medium Load

*Wealth:
Platinum- 6
Gold- 6
Silver- 2
Copper- 10

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FEATS
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*Power Attack
Sacrifice -1AB in order to add +2 to damage. Increase by 50% if using a two-handed weapon.

*Toughness
Add +3 to HP, and then at level 4 on, add +1HP/level.

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SPECIAL ABILITIES
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*Bloodrage (Su)[7rounds/day]
You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 7 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect.

*Abyssal Bloodline Generations ago, a demon spread its filth into the essence of your bloodline.

*Bloodline Power:Claws (Su)
You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full-attack action using your full base attack bonus. They deal 1d6 damage.

*Fast Movement (Ex)
Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.

*Weapon and Armor Proficiency
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

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Basic Traits
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*Dirty Fighter
You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

*Omen
You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence.

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Racial Traits
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*Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

*Bonus Feat
Humans select one extra feat at 1st level.

Background:

Coajah was born under the sign of a blood red star, which the Shaman of his tribe interpreted as an omen of blood and death. He grew up with a sense in his tribe of being feared and shunned. His only friend was his older sister Bajira, who taught him to fight back when she provided him cover. When he was approaching adulthood the power of the abyss in his blood was manifested during a time when a group of young warriors in his tribe were taunting him, and their taunting turned violent. In this instance his sister was not there to protect him, and n a rage his fingers elongated into claws and he tore gaping wounds in their arms and legs before the tribal elders knocked him unconscious. The young men who had taunted him were saved by the Shaman from bleeding out. Coajah was exiled and traveled to Magnimar. He hopes to redeem his actions in the sight of the spirits and his ancestors, even if he cannot ever return home to his people. He has taken the name Gavel, in order to represent his desire to see justice brought to the powerless, for he was powerless once himself.

He is about 6'4", and weighs 235 lbs. He has light brown tanned skin, dark brown hair, and light brown eyes that glint red around the edges of his irises when he is bloodraging. While he is quite jovial and quick to joke around, he feels a deep sense of shame for his former lack of control, and has come to the decision that he must learn to master himself and the magic in his blood if he is ever going to be more than a monster.

*****Have a Goal: Strive to be the best at something, to create something, to see a place, to get married, or to achieve some other goal. Whatever it is, have something you want above all other things.

Gavel's goal is to redeem himself in his own eyes, and to conquer the rage and power that flows in his blood. He believes the best way to do this is to help people, to act as a defender. His experience has taught him that authorities aren't always the best at doing this, so he is more than willing to take matters into his own hands, even if it "fudges" the acceptable laws.

******Have a Reputation: Maybe you’re a great juggler, or maybe you slipped on the stairs in front of the whole town. Whatever it is, it’s something locals remember about you.

Gavel has spent the last three years defending caravans and travelers on the roads in and out of Magnimar. He has garnered a reputation as a fierce warrior who can be kind and jovial one moment, then fierce and ruthless if violence is called for. While he has a tendency to balk at commanding officers who stay in the back lines while others fight at the front, he has an appreciation for anyone who has a strong sense of battlefield tactics, since once he is in the fight his mental focus narrows to what is in front of him.

*****Have a Friend: Whether a friend from school, a coworker, an army buddy, or someone you saved, have someone you’re close to and whom you wish well.

Gavel's best friend in Ellimar, an elven merchant who travels between Mierani Forest and Magnimar with goods. Gavel saved his life once when a group of bandits hunting the road turned out to be more than the elven magus could handle.

*****((Have a Home: It might be a neighborhood you love, your parent’s house, or a room you rent; in any case, it’s the place you call home.

Gavel lives in the city district of underbridge. He rents a spare room from a local herbalist name Isilin Morwent who was looking to make a little extra coin, and having a hulking caravan guard living in your attic never hurts when it comes to thieves and robbers either.

******Have a Signature Item: A signature item is something that is recognizably yours, be it a weapon with a distinctive grip, a piece of jewelry, a lucky charm, or your favorite scarf.

In his belt Gavel carries a dagger with an ornately carved bone handle. It is the only thing he was given when he was exiled of his families, and he treasures it because with it he surviving the trek through the wilds of Varisia all the way to the lowlander's civilization.

*****Have a Problem: Maybe you don’t have any money, a member of your family is sick, or you’re trying to get home. Whatever the issue is, you’re doing your best to solve it.

On his last caravan trip, Gavel offended a new guard named Arvur who was mocking him by calling him a horser. He used his biting wit to intimidate the man down, and then mocked him in combat the next day when they were attacked and Arvur froze. Unfortunately on the trip back Arvur tried to prove himself in another attack and recklessly threw himself in the front. He suffered grievous wounds and lost one of his legs. Without the money to pay for a healer he has become bed-ridden and is relying on his wife and parents to support him. Gavel feels responsible and is looking for a way to help the man, paying for his healing if possible, or supporting him financially if not.

*****Have a Secret: Maybe you can’t read, left your crewmates to die, or made your long-lost sister run away. This should be something that would embarrass or endanger you if others found out.

Gavel isn't the first Shoanti to be exiled in his family for uncontrollable magic in his blood. His great-uncle was an abyssal bloodline sorcerer who was exiled for trying to manipulate the tribe for his own purposes. His grandson Torvau lives in Riddleport and is a Sorcerer like his grandfather. Once Gavel traveled to Riddleport and met Torvau. Torvau believes that if he and his second cousin united they could fulfill the omen of Gavel's birth and do terrible things. He may not be wrong...

*****Have a Reason to Be Brave: Maybe it’s to be like your hero, maybe it’s to repay a debt, maybe it’s for your child, but have a reason to occasionally face your fears.

Gavel's reason for being brave is that he fears his abyssal heritage and his rage as much as he values them. His desire to master these abilities is more about gaining control of himself than it is about growing in power. He also wants to redeem himself and prove the omen of his birth wrong.

Grand Lodge

Were in Golarion will the adventure start?

Grand Lodge

Ivan Baranoff is about 5'3" and weighs 220lb. He has reddish brown hair, brown eyes, and multiple scars.

His personality; he can quite talkative and friendly, but it is rare that he will actually open up and talk to others about himself. He tends to be distrusting unless someone proves they are trustworthy. His hatred of the undead runs deep.

Grand Lodge

Here is a character sheet for my cleric Georj Phildramond. I'm working on a backstory, but basically he is from Ustalav and spent most of his life fighting the schemes of the whispering way.

Crunch:
Georj Phildramond

Human Cleric 15 (Pharasma)
NG medium humanoid (Human)
Init +4; Perception +17

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DEFENSE
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AC 29, touch 12, flat-footed 29(+10 Armor, +5 Shield +2 deflect, +2 Natural)
145 hp (15d8+60 con +15 toughness)
Fort +16, Ref +11, Will +19

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OFFENSE
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Speed 20 ft.

Melee:
+3 Shocking Ghost Touch Morningstar
+19/+14/+9(1d8+1d6 shock+8/18-20x2)
Mwk Dagger
+17/+12/+7(1d4+5/19-20x2)

Ranged:
Masterwork Sling
+12(1d4+5/x2) Range 50ft

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STATISTICS
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Base:
Str 16, Dex 10, Con 14, Int 10, Wis 20, Cha 13
With Items:
Str 20, Dex 10, Con 18, Int 10, Wis 24, Cha 17
Base Atk +11/+6/+1; CMB 8; CMD 20

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Feats
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>>Lightning Reflexes(level 1 feat):
Gain +2 on reflex saves.

>>Improved Initiative(human bonus feat):
You get a +4 bonus on initiative checks.

>>Combat Casting(level 3 feat):
Gain +4 to concentration checks when casting defensively or grappled.

>>Power Attack(level 5 feat):
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point.

>>Extend Spell(level 7 feat):
Doubles the length of time for a spell, adds +1 to prepared spell slot level.

>>Toughness(level 9 feat):
Adds +3hp at level 1, and +1hp/level after level 3.

>>Armor Proficiency-Heavy(level 11 feat):
Gains proficiency with all heavy armor.

>>Shield Focus(level 13 feat):
Gain +1 to shield AC.

>>Spell Penetration(level 15 feat):
+2 bonus to penetrate spell resistance.

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Skills [2(Cleric) +1(Human) +1(FCB)=4×15=60] 60
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+ 16 Diplomacy= +10(Ranks) +3(Cha) +3(Class)
+20 Heal= +10(Ranks) +7(Wis) +3(Class) [+22 to stabilize]
+13 Knowledge(Planes)= +10(Ranks) +3(Class)
+13 Knowledge(Religion)= +10(Ranks) +3(Class)
+17 Perception= +10(Ranks) + 7(Wis)
+8 Stealth= +8(Ranks) +1 (Dex) -4 Armor Check +3 (Class)
+20 Sense Motive= +10(Ranks) +7(Wis) +3(Class)

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Spells per day:
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0 at will: Create Water, Detect Magic, Light, Stabilize.
1st level: (x2]Bless, Detect Undead, Divine Favor, (x2)Hide From Undead, Cure Light Wounds (domain)
2nd level: Consecrate, (x2)Communal Protection From Evil, (2)Lesser Restoration, Silence, Cure Moderate Wounds(domain)
3rd level: Daybreak Arrow, (x2)Dispel Magic, Magic Circle Against Evil, Magic Vestment, Prayer, Water Breathing(domain)
4th level: Divine Power, Holy Smite, (3)Greater Magic Weapon, Cure Critical Wounds(domain)
5th level: Disrupting Weapon, (x2)Flame Strike, Spell Resistance, True Seeing, Ice Storm (domain)
6th level: Greater Dispel Magic, (+3)Undeath to Death, Heal(domain)
7th level: 3+1 Ethereal Jaunt, Regenerate, Summon Monster 7, Elemental Body 4 (domain-water only)
8th level:1+1 Holy Aura, Mass Cure Critical Wounds(domain)

Languages Common, Elven, Sylvan
Current Load: 80 lbs. [Light Load]

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Gear/Possessions:
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Starting gold: 240,000
Current gold: 35,000
Current silver: 5
Current copper: 5

+1 Ghost Touch Full Plate | 17,800gp | 50 lbs.
+2 Spell Resist DC13 Heavy Shield(wood) | 16,307gp | 7 lbs
+3 Shocking Ghost Touch Morningstar | 50,308gp | 6 lbs
Mwk Dagger | 302gp | 1 lb.
Mwk Sling | 300gp | 1 lb
+1 Bullets (10) | 400gp | 5 lbs.
Cloak of Elvenkind | 2500gp | 1lb
Ring of Protection +2 | 8000gp | -
Amulet of Natural Armor +2 | 8000gp | -
Belt of Physical Might +4 str/con | 40,000gp | 1 lb
Headband of Mental Prowess +4 wis/cha | 40,000gp | 1 lb
+3 Cloak of Resistance | 9,000 | 1 lb
Potion of Cure Serious Wounds (3) | 2250gp | 1.5 lb

backpack | 2gp | 2 lb
Bag of Holding 2 | 5000gp | 25 lbs
belt pouch | 1gp | .5 lb
Flint and steel | 1gp | -
torch | 2cp | 1 lb
trail rations (1 days) | .5gp | 1 lbs
waterskin | 1gp | 4 lbs
Outfit, Explorer's | - | 8 lbs.
Wand of Cure Serious Wounds | 11250 | 1lb
Potion of Enlarge Person (3) | 150gp | 1.5 lb
Masterwork Chain Shirt |400gp | 25 lb

Mule | 8gp | - (Rest of gear on mule)
bedroll | 1sp | 5 lbs
Iron pot | 8sp | 4 lbsa
rope (50ft) | 1gp | 10 lbs
soap | 1cp | 1 lb
trail rations (4 days) | 2gp | 1 lb
Torch (4) | 8cp | 4 lb
Feed (5) | 1sp | 50 lbs
Potion of Darkvision | 300gp | .5 lb
Potion of Invisibility | 300gp | .5 lb

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Class Features:
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>>Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

>>Spells
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

>>Channel Energy (Su) [8d6 6/day DC 20]
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

>>Spontaneous Casting:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

>>Domains
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

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Domains
-----------

>>Healing Domain:

Granted Powers:
Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp)[10/day]
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su):
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells:
1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds

>>Water Domain

Granted Powers:
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Icicle (Sp) [1d6+7, 10/day]
As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex) [DR 20/cold]
At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells:
1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water only).

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Racial Traits
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>>Attributes
+2 to One Ability Score
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

>>Medium
Humans are Medium creatures and have no bonuses or penalties due to their size.

>>Normal Speed
Humans have a base speed of 30 feet.

>>Bonus Feat
Humans select one extra feat at 1st level.

>>Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

------------
Chosen Traits
------------

>>Battlefield Disciple
You are skilled at supporting your allies in the heat of battle. You gain a +2 trait bonus on Heal checks made to stabilize a dying creature. In addition, when you successfully use the aid another action in combat to grant an ally a bonus on her next attack roll, the bonus you grant increases by 1.

>>Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves

Grand Lodge

Thinking I'm going to put together a cleric of Pharasma. Might take a bit though.

Grand Lodge

How do you feel about unchained classes? Thinking about submitting an unchained rogue or summoner if allowed.

Grand Lodge

Here is my character, Francis Firestar, a Cleric of Sarenrae.

10 Minute Background:

Francis Firestar 10 minute background

Five things about Francis:
1. Francis is a very evangelistic servant of Sarenrae. He believes strongly that having true faith in, and living according to the teachings of Sarenrae and other benevolent gods like her has the power to change the world more than anything else, even miracles themselves. Not that he isn't willing to use miracles himself.
2. Francis is incredibly strong for a cleric. While he tries to be diplomatic he is often willing to resort to knocking a few heads quicker than most fellow clerics of Sarenrae.
3. Even though Francis became a cleric in Absalom, he prefers rural communities to large cities.
4. Francis is currently traveling the Taldan countryside. Seeing firsthand the plight of the poor peasants is having a profound impact on him.
5.While most clerics of his faith prefer the graceful curve of the scimitar, Francis prefers larger heavier weapons. They reflect his bull-headed personality a little bit more.

Two goals for my character.
1. I would like to see my character lead someone who has lost faith in the divine to become a follower of Sarenrae.
2. I would like to see my character overcome his shame at disappointing his father and mother.

Two secrets about my character (one he knows and one he doesn't. )
1. Francis Firestar is his chosen name, not his birth name. He was born Tertius Serimus, and is a disowned son of a minor noble family connected to the Darahan noble house in Taldor.
2. His best friend as a child, Miletus Rosteles, sees his faith as a betrayal and rebellion. Melitus would kill him if given the chance.

Three people tied to Francis.
1. Rosilyn Serimus is Francis’s sister and the only member of his family he still on good terms with. He writes her a letter every month and tells her where he is if he'll be there long enough for her to write him back.
2. Sara Aldas was a good friend of Francis’s while he was living in Absalom. She was training to be a paladin, and is the daughter of a member of the diplomatic staff of Andoran’s envoy to Taldor.
3. Farseed Thule was an initiate alongside Francis early during his clerical training. Francis caught Farseed cheating and told him to tell their teachers the truth and trust in their forgiveness. Farseed attacked Francis in anger. This didn't end well for Farseed. Francis thrashed him, and then he was punished and demoted. Rather than continue his training he chose to abandon his faith in Sarenrae and become an inquisitor of Calistria. He hasn't forgotten Francis, nor forgiven him.

Three of Francis’s memories.
1. Francis remembers learning Falconry with his mother and sisters every summer while his father and older brothers went hunting.
2. Francis remembers the look of rage on his father's face the day he discovered a copy of “The Birth of Light and Truth”, Sarenrae’s holy book, hidden in his room.
3. Francis remembers the first time he was invited to have a part in the Burning Blades festival. He can remember the heat of his flaming weapon and the comforting warmth of the sun.

Background Notes

Francis was born Tertius Serimus. The Serimus family is a minor noble family connected to the Darahan noble house in Taldor. He was born the youngest child with five older brothers and two sisters. Since his mother was older she had difficulty giving birth and had to call upon a cleric to aid her.

Tertius was often bullied by his older brothers until he was twelve years old. With a single punch he knocked out his older brother Grocius. This earned him the grudging respect of his brothers, and led his father to have high hopes for him to become a prominent knight in Taldor’s service.

Sarenrae had other plans for Tertius however, and when he was fourteen he began to have dreams about a flaming dove. In secret he began to study the faith. He soon became a devoted follower of Sarenrae. He was able to keep this a secret from his family for two years. While a younger son of a noble family certainly could honorably pursue a vocation in the clergy, Sarenrae has a less than stellar reputation within Taldor. And since the Serimus family had a centuries old tradition of fighting on the frontlines against Qadira, Tertius’s father gave him an ultimatum; abondon his faith or be disowned and shunned.

So Tertius travelled to Absalom’s Temple of the Shining Star. Three years later he emerged as Francis Firestar, a newly ordained cleric of Sarenrae. He chose to return to Taldor in the hopes of proving that you can be a faithful Sarenite and be loyal to Taldor at the same time. Francis decided adventuring and aiding those in need was the best way to do this so he set off to visit small towns and villages in order to offer them aid. He is willing to work with anyone who shares his desire to help others.

Starting Gold: 4d6 ⇒ (3, 6, 3, 1) = 13 130. Right smack dab on average. Heh.

Character Sheet:

Francis Firestar
Human Cleric of Sarenrae 1
(Pathfinder Core Rulebook)
NG Medium humanoid (human)
Init + 0, Perception + 3
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17(+5 armor, +2 Shield)
hp 12 (1d8+1, +3 toughness)
Fort +3, Ref +0, Will +6;
--------------------
Offense
--------------------
Speed 20 ft.
Melee Morningstar +3, (1d8+3/×2) or
Ranged Sling +0 (1d4+3/×2)
Cleric Spells Prepared (CL 1st; concentration +4, +8 casting defensively)
...0-Guidance, Light, Stabilize.
...1st- Bless, Magic Weapon, Cure Light Wounds(domain)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 12, Int 10, Wis 16, Cha 12
Base Atk +0; CMB 3; CMD 13
Feats: Combat Casting, Toughness
Traits: Indomitable Faith, Sacred Conduit
Skills: Diplomacy +5, Heal +7, Sense Motive +7;
Languages: Common
Other Gear: Scale Armor, Heavy Wooden Shield, Morningstar, Sling, 10 Bullets, Wooden Holy Symbol, Trail Rations (5), Blanket, Flint and Steel, Waterskin, Backpack, Spell Component Pouch, Traveler’s Outfit, 45gp
66lbs light load
--------------------
Special Abilities
--------------------
Aura - as the spell Detect Evil

Channel Energy 4/day(positive) - 1d6 healing for living, or 1d6 damage for undead, in a 30ft radius burst. Standard action, no attacks of opportunity. DC=13 will. Must present holy symbol.

Domains - The Cleric gains access to two domains associated with her deity. (Healing, Fire)

--------------------
Domain Powers
--------------------
>Healing<
Rebuke Death (6/day 1d4+1 healing):
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells:
1st—cure light wounds

>Fire <
Fire Bolt (6/day 1d6+1 fire damage):
As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells:
1st—burning hands

Grand Lodge

Here is my first submission for Jeremias Vangriant, a halfling hunter in Nirmathas.

Background:

Jeremias grew up a slave in Cheliax. His owner was a huntmaster for a noble who lived a few leagues north of Senara. He grew up having suffered much as most slaves do, but he got to work with animals. It was the one thing he could find solace in.

One day when his master was out guiding a hunt for a wolf he stumbled on the wolf's den. He found one cub that he secretly started to feed and rear after it's mother was killed and mounted on the castle wall. He named her Boudica.

After a year his master finally discovered what Jeremias was doing and started to beat the tar out of him. Somehow Boudica was able to sense what was happening and tore into the huntmaster’s hut through the window. With a snarl she tore out his hamstrings and seized him by the throat, crushing it instantly in her jaws.

Together they fled north to Nirmathas. A land that valued freedom and autonomy suited Jeremias very well. Feeling a deep sense of shame that he couldn’t bring any fellow slaves with him, he fights on the behalf of his newly adopted nation to protect her freedom. Stalking through the Southern Fangwood with his companion and his trusty bow, you'd better watch your step if you threaten the freedom of Nirmathas, or you might find the feathered shaft of an arrow and the sharp bite of a wolf closing in on you.

Jeremias Crunch:

Jeremias Vangriant
Halfling Hunter 4(Neutral Good)
(Advanced Class Guide)
Small humanoid
Init + 5, Perception + 11
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15(+4 armor, +3 Dex, +1 Size) AC 20 with shield
hp 27 (4d8+4)
Fort +6, Ref +8, Will +4(+6 fear)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Mwk Battleaxe +6 (1d6+2/×3) or
Ranged Mwk Comp Longbow +7(1d6+2/×3)

--------------------
Statistics
--------------------
Str 14 Dex 16, Con 12, Int 10, Wis 15, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats: Point-Blank Shot, Deadly Aim
Traits: Courageous, Reactionary
Skills: Climb +8, Handle Animal +7(+13 with Animal Companion), Heal +6, Intimidate +7, Knowledge (geography) +6, Knowledge (nature) +6, Perception +11, Ride +9 Spellcraft +7, Stealth +14, Survival +9(+11 for tracking), Swim +6
Languages: Common
Other Gear: +1 Studded Leather Armor , Heavy Shield, Mwk Battleaxe, Mwk Composite Longbow, 40 Arrows, Dagger, Oil and Whetstone, Backpack, Compass, Hunter’s Kit.

--------------------
Spells
--------------------
At Will: Create Water, Detect Magic, Guidance, Know Direction, Resistance, Stabilize.
4/day: Aspect of the Falcon, Cure Light Wounds, Gravity Bow, Pass Without Trace.
2/day: Barkskin, Hide Campsite.

--------------------
Special Abilities
--------------------

Animal Companion (Ex)
At 1st level, a hunter forms a bond with an animal companion. A hunter begins play with any one of the animals available to a druid. A hunter may also teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to 1/2 its hit dice + its Wisdom modifier.

If the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level.

Animal Focus 4min/day
Apply aspect of an animal to self as a swift action. The hunter can use this ability for a number of minutes per day equal to class level. Also can be used on animal companion for free.

Commonly used aspects are;Bull +2 str, Owl +4 stealth, Tiger +2 dex.

Commonly used aspects by AF are; Bat darkvision 60ft, Bull +2 str, Falcon +4 perception, Owl +4 stealth, Tiger + 2 dex. Falcon is always on, switch to bull for combat.

Nature Training (Ex)
A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion

Wild Empathy
1d20+4 diplomacy check on animals only. Magic beasts with -4 penalty.

Precise Companion
Gain Precise Shot or Outflank as bonus feat. (Precise Shot negate -4 penalty to ranged combat if target is in melee.)

Track (Ex)
At 2nd level, a hunter adds 1/2 her level to Survival checks made to follow tracks.

Hunter Tactics (Ex)
The hunter automatically grants her teamwork feats to her animal companion.

Bonus Teamwork Feats
At level 3 and every 3 levels thereafter a hunter gains a teamwork feat. Newest one changeable 2/day. (Coordinated Shot)

Improved Empathic Link (Su)
At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Boudica AC Crunch:

Boudica
Wolf Animal Companion 4(True Neutral)
(Pathfinder Core Rulebook )
Medium Animal
Init + 6, Perception + 10(+6 in combat.)
--------------------
Defense
--------------------
AC 18 touch 14, flat-footed 14(+4 natural armor, +3 Dex, +1 Dodge)
hp 28(4d8+12)
Fort +6, Ref +7, Will +3;
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite plus trip + 6(1d6+3/19-20×2)
Or Melee Bite plus trip + 7(1d6+4/19-20x2) using aspect of the bull.
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 19
Feats: Weapon Focus-Bite, Dodge
Skills: Stealth +9(+13 aspect), Perception +6(+10 aspect)

--------------------
Special Abilities
--------------------
Low Light Vision

Scent - The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Also track by smell DC10 +2/hour.

Link - The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells - The druid may cast a spell with a target of “You” on his animal companion

Evasion - If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

--------------------
Tricks
--------------------
Attack (all for 2), Defend, Down, Track, Seek, Come

Skirmisher Tricks 3/day
Rattling Strike(shaken 1d4 rounds)

Grand Lodge

@jgray, the vampire government held his sister and mother hostage in order to cow the family into submission. Unfortunately they turned women into vampires and they were destroyed when the vampire queen was vanquished.

This has made Ivan very cynical and bitter, and his trust is hard earned. That's part of how he was able to discover there were cultists infiltrating the family business.

I forgot his appearance. He is about 5'6", and built like a bull. He has short dark brown hair and twin scars running parallel down one cheek.

Grand Lodge

I'm interested. Thinking about a halfling hunter for Nirmathas, and a goblin alchemist for Molthune.

Grand Lodge

Sounds like fun. Here is my submission. Ivan Baranoff is a Mordavian human fighter.

Background:

Ivan grew up in Mordavia. The second son of a prominent merchant named Latian,he grew up in the shadow of his older brother Grocius. His brother was both smarter and more charismatic than he was. Never having the business sense to make lucrative contracts, he felt a deep sense of shame.

Thankfully he was able to fit in with the guards. He may not have had any skill with his words, but he could wield a sword and shield with great effect.

When a group of cultists tried to infiltrate his family's business, he uncovered their plot to gain influence in the community and led a handful of guards to root them out and defeated their leader in one on one combat. Finally finding a way to make a difference, Ivan left to pursue a life of adventure.

Crunch:
Ivan Baranoff
Human Fighter 3(Lawful Neutral)
(Pathfinder Core Rulebook )
Medium humanoid
Init + 6, Perception + 0
--------------------
Defense
--------------------
AC 24 touch 12, flat-footed 22(+9 armor, +3 Shield, +2 Dex)
hp 31 (3d10+9)
Fort +6, Ref +3, Will +3(+4 against fear);
--------------------
Offense
--------------------
Speed 20 ft.
Melee Longsword +8(1d8+4/19-20×2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +7; CMD 19
Feats: Weapon Focus-Longsword, Power Attack, Improved Initiative, Iron Will, Shield Focus.
Skills: Climb +8, Intimidate +6, Knowledge Dungeoneering +5, Ride +8, Survival +6, Swim +8
Background Skills - Blacksmithing +6, Knowledge Engineering +6
Languages: Common
Other Gear: Full Plate Armor, Heavy Shield, Longsword, Fighter’s Kit, Tunic and Breeches, Travelers Any-Tool.

--------------------
Special Abilities
--------------------
Bravery +1 - +1 to saves against fear

Armor Training 1 - subtract 1 from armor check penalties, and add 1 to max dex bonus.

Grand Lodge

Here is my Submission for Isaiah Namara,a pint sized bottle of rage

Background:
Being a halfling is never easy when you are a slave in Cheliax. For Isaiah it was no different. At a young age his parents were sacrificed to Asmodeus, leaving him in the care of an old Ulfen slave named Brindolf. In secret he learned how to tap into the only thing that offered him any sense of freedom, the rage that simmered underneath the surface of his subconscious.

One day his master invited some members of the Technic League to come to his castle for business. During dinner Isaiah’s master brought Brindolf and Isaiah out for entertainment, with the intent of using them as fodder in an example of some robot soldiers.

In the ensuing combat Brindolf leapt in front of Isaiah to protect him and was skewered on the robot’s blades. After that the next thing Isaiah remembers is standing over two broken robots holding a table leg.

For most halflings this would be a death sentence. But the Technic League saw the value in a slave who could destroy two robots with a chunk of wood. They offered to buy him on the spot and took him back to Numeria.

Crunch:
Isaiah Namara
Halfling Barbarian 1(True Neutral)
(Pathfinder Core Rulebook )
Small humanoid
Init + 3, Perception + 6
--------------------
Defense
--------------------
AC 19 touch 12, flat-footed 13(+4 armor, +1 Shield, +3 Dex, +1 Size)
hp 14 (1d12+2)
Fort +5, Ref +4, Will +1;
--------------------
Offense
--------------------
Speed 20 ft.
Melee Longsword +5(1d6+2/19-20×2) or
Ranged Halfling Sling Staff +5(1d6+2/×3)
--------------------
Statistics
--------------------
Str 14 Dex 16, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats: Weapon Focus-Longsword
Skills: Acrobatics +5, Climb +8, Intimidate +4, Knowledge-Nature +6,Perception +6, Ride +7, Survival+4, Swim +6,
Languages: Common, Goblin, Elven
Other Gear: Hide Armor, Light Shield, Longsword, Dagger, Halfling Sling Staff, 30 Bullets, Oil and Whetstone, Backpack, Compass, Bedroll, Flint and Steel, Mess Kit[UE], Pot, Soap, torch (2 ), Trail Rations (5), Waterskin, Small Tent, 90gp
Weight:55lb
--------------------
Special Abilities
--------------------
Rage 6 rounds/day - Adds +4str and con, +2 will saves, -2AC. Fatigued for double rounds.

Fast Movement - +10 movement speed

Grand Lodge

Here is my submission of Fredrick Alphonse, a Mesmerist.

Crunch:

Fredrick Alfonse
Human Mesmerist 4(Lawful Good)
(Pathfinder Occult Adventures)
Medium humanoid (human 20 years old)
Init + 3, Perception + 7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 29(4d8+4)
Fort +3, Ref +7, Will +7;
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk club +3, (1d6-1/×2) or
Ranged mwk light xbow +7(1d8/×2)
Mesmerist Spells
(CL 4th concentration +11)
...0(at will)-Detect Magic, Detect Poison, Detect Psychic Significance, Light, Ghost Sound(DC13), Prestidigitation
...1st(4/day)-Color Spray (DC14), Undetectable Alignment, Forbid Action (DC14), Forced Quiet(DC14)
...2nd (2/day)-Stricken Heart, Invisibility
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +2; CMD 15
Feats: Combat Casting, Point-Blank Shot, Precise Shot.
Traits: Rostlander, Criminal
Skills: Bluff +12, Diplomacy +10, Disable Device +9, Disguise +8, Escape Artist +8, Intimidate +7, Knowledge(Arcana) +6, Knowledge(Dungeoneering) +6, Knowledge(Local) +9, Knowledge(Religion)+6, Perception +7, Sense Motive +7, Spellcraft +7, Stealth +10, Use Magic Device +10
Background Skills:Knowledge(History)+9, Craft (Jewelry) +9)
Languages: Common, Aklo, Undercommon
Other Gear: Mithral Chain Shirt, Masterwork Light Crossbow, 40 bolts, 20 Cold Iron Bolts, Masterwork Club, Dagger, Spell Materials Pouch, Backpack, Compass, Paper Sheet (2), Bedroll, Flint and Steel, Ink, Inkpen, Mess Kit[UE], Pot, Soap, trail rations (5), waterskin, Wand of Cure Light Wounds (50 Charges) 15pp 10gp, 10sp
--------------------
Special Abilities
--------------------
Consummate Liar
A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Hypnotic Stare (Su)
A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; the creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.

Mesmerist Tricks (5/day)
Mesmeric Mirror
An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.

Psychosomatic Surge
Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist's level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.

Shadow Splinter
The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist's Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker's actual target. This second creature takes an amount of damage equal to the amount by which the attack's damage was reduced. This shadow doesn't require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can't be triggered if there's no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.

Painful Stare (Su)
When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

Towering Ego (Su)
At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.

Bold Stare (Su)
At 3rd level and every 4 levels thereafter, a mesmerist's hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can't be changed later. The mesmerist can't choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist's bold stare improvements affect the target as long as it is affected by the mesmerist's hypnotic stare.
Psychic Inception
The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it's under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn't end the effect, but does allow the creature to act normally for that round.

Touch Treatment (Su) (6/day)
At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.

Minor Conditions: Fascinated, shaken.

Moderate Conditions: Confused, dazed, frightened, sickened.

Greater Conditions: Cowering, nauseated, panicked, stunned.

A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment. This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.

Fluff:

Fredrick born the illegitimate son of a minor landless noble named Rupert Alfonse. His mother was a barmaid who his Father raped. When it became clear she was with child she lost her job and Rupert refused to take her in and wanted nothing to do with them. This ring true through the early years Fredrick's life. It wasn't until he was 8 years old that his father caught wind of his “unique” gifts of persuasion.

It didn't take long for Rupert to utilize his son's gifts. Over the next four years Rupert used Frederick to negotiate business deals as well as convince the local Lord to give him a few holdings and increase his station in court. This all fell apart when Fredrick was 12. Rupert tried to con a visiting Noble who also happen to have a court bard with him. The bard broke the enchantment and then the Lords condemned Fredrick's father. The bard asked for clemency for Fredrick and took him on as a foster son.

It soon became clear that while Fredrick had the gifts of persuasion, he was no bard and couldn't play a single musical instrument. Feeling a deep sense of Shame and wanting to prove himself when he was 16 Frederick left and went to the outskirts of the Kingdom to fight against threats and to try and rehabilitate bandits. While he was not a bard he soon discovered that his powers of persuasion were increasing in strength the more he tried to use it to help people instead of trick them.

Finally his foster father found him and handed him a charter to explore the stolen lands. It seemed like the perfect opportunity for Frederick to prove himself. He bought some supplies and headed to the stolen lands.

Grand Lodge

How do you feel about Mesmerists? I think one might fit well into a skills role.

Grand Lodge

I would be interested.

Grand Lodge

I'd love to get in on this adventure.

Elias Shrin is a magus who served as a bodyguard for a fledgling necromancer. The Necromancer suffered a sudden and horrific death during an experiment gone wrong. His attempts to create an advanced zombie ended in him being torn limb from limb. Elias tried to attack the zombie but his weapons bounced off its resistant hide. Finally in a fit of desperation Elias reached deep inside himself and drew out arcane energy he didn’t know he had. His axe glowed with blue light as he destroyed the zombie.

After contacting some of his former master’s associates, he came in contact with the professor who helped him to tap into his arcane power. After learning a few cantrips he left to explore on his own and hone both blade and spell

Elias Shrin
Human Magus 1 (True Neutral)
(Pathfinder Ultimate Magic)
N Medium humanoid (human)
Init + 4, Perception + 0
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Defense
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AC 15, touch 12, flat-footed 13(+3 armor, +2 Dex)
hp 14(1d8+6)
Fort +5, Ref +2, Will +2;
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Offense
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Speed 30 ft.
Melee Battle Axe +4, (1d8+4/×3) or
Ranged Acid Splash+2(1d3/×2)
Magus Spells Prepared (CL 1st, CL 2nd against Dispel; concentration +4, +8 when casting defensively )
...0-Acid Splash, Light, Ghost Sound
...1st-True Strike, Chill Touch
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Statistics
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Str 18, Dex 14, Con 16, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats: Combat Casting, Intensified Spell, Toughness
Traits: Resilient Caster, Chance Savior
Skills: Climb +8, Intimidate +3, Knowledge (dungeoneering) +7, Swim+8, Spellcraft +7, Use Magic Device +3;
Languages: Common, Draconic, Elven, Infernal
Other Gear: Studded Leather Armor, Battle Axe, Dagger, Magus Starting Spellbook, Spell Materials Pouch, Backpack, Compass, Paper Sheet (2), Bedroll, Flint and Steel, Ink, Inkpen, Mess Kit[UE], Pot, Soap, torch (2 ), trail rations (5), waterskin, Tent, 40 gp
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Special Abilities
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Arcane Pool (4/4)
+1 weapon enhancement for 1min

Spell Combat:Attack and Cast Spell in same round with -2 attack penalty. In addition, trade up to -3 attack for +3 concentration on spells cast defensively.