Dragon-Charming Bard

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Karlia Moondancer Background:

Karlia stared up at the moon for the umpteenth time that night. It was full and gorgeous and she couldn’t help but be enamored by it. Narrah, the Goddess of the Moon was beautiful indeed. The hooting of an owl outside caused her eyes to veer from the subject of her adoration. Then surprise flitted through her mind as she watched someone moving in the shadows, heading away from her house with a limp. Recognizing the limp she knew without a doubt it was her grandfather. The old injury he had sustained in fighting had been causing him fits recently.

”What is he doing out this late at night? He always tells us to stay in at night.”
Curiosity burned in her as she watched her grandfather lift his arm. The owl she heard before flew to her grandfather’s arm and rested there hooting softly. Her grandfather stroked its feathers before it took off again heading across the fields and towards the woods. Her grandfather, with his distinctive hobble, kept going following the flight of the owl.

”Should I follow him? He said to stay in. Grandpa always said that the woods hide the protectors. Maybe grandpa is going to visit the protectors! Oh, I must go see them. Maybe they will want food.”

Scrambling quickly she got dressed as her siblings slept soundly. Grabbing her cloak she would creep out of the room and sneaks past their sleeping hound who was snoring. Grabbing some bread she would slip out of the house and hurriedly followed her grandfather.

Karlia awoke with a start looking around. The sound of hooting outside jarring her out of the dream she had been having. It had been years since she had followed her grandfather into the woods. Even then, her memory of that event was hazy at best; flashes of dancing around a campfire, dancing with creatures that were half beasts and half man, some all beasts. Traces of exaltation and exhilaration accompany the thoughts along with sorrow.

Her parents had died shortly after; a fire in their stables had taken them as they rescued the family horses. Her grandfather passed a year after them due to old age and her and her younger siblings were left orphaned. Karlia, the eldest, was only 8 at the time. While the locals had been supportive, the small town helping how it could, there was nothing they could really do as the family farm was taken and most of their stock “acquired” for others. They had managed to keep four of their breeding stock because they had escaped the pen before the auction. The girls had found them a week later in the woods chomping on their favorite clover.

She was now 16 and had managed to make a living with the help of a local huntress named Eleivian. She was the mysterious sort and a lone wolf but had taken pity on the girls and their predicament when she found them huddled under a tree during a rainstorm with the horses. The girls never questioned why she had pointed ears and she never questioned the girls why they were in the woods and not with the other villagers.

Another hoot and then the sound of their small shack door opening. It wasn’t much, a one room hovel the girls had created with the help of some of the locals. It was on the edge of the woods near the old farm. Her hair stood on end as she heard a soft snicker. Seeing three forms slide in, the light of the dying fire illuminating the scarred face of Rodger “Pudgy” Mcfarl, a nasty man if there was any. He fancied himself better than everyone else and that anything he wanted belonged to him; including her younger sisters and herself. His two goons, Sordreth Dies and Caluim Regnour had sick grins on their faces.

Eleivian had left earlier the day before to sell furs she had stocked up on at town about a day’s ride away.

”Hello there pet; we have come to collect what is ours.” Said Rodger as him and his men lunged forward as she scrambled to get out of under their blanket. Her sisters awoke with a scream as they were grabbed. She screamed as Rodger back handed her as she shoved him away. Pain shot through her cheek as she nearly fell from the impact. Seeing Sordreth yank at her sister’s clothes she felt something lodge in the pit of her stomach.

She wasn’t strong enough to fight three of them but that is when it happened. Light filled the room for a brief moment as the full moon’s light filtered in. Then as the window, just a hole in the side of the hovel really, suddenly darkened as a loud hoot filled the air. Outstretched talons raked at Sordreth’s face as she felt herself yanked back by Rodger. Rage filled her, he was hurting her, her family, and she knew she had to fight him with everything she had. Calling out to the gods above she went to claw his face as she let out a howling scream that sounded animalistic.

Indeed it was as the moon answered her call. Her hand turned into the claws of a mountain lion raking across his face as him and Rodger both reeled from the attack.

The next words out of Rodger’s mouth as he cuffed her again were best left unsaid as she felt her head spin. The one moment she was Kalia, the next she was a furry amalgamation of woman and beast as she lunged for his throat. Darkness descended inside the hut as Sordreth and Caluim let go of her sisters and went after her.

When the room once again brightened enough to see, three men lay dead beneath her and she howled her triumph over those that would hurt her and her family. She wasn’t without her own injuries as she turned to her siblings who were cowering in the corner like frightened prey. Licking her lips tasting the blood of the men on her fangs she felt powerful and wild. The owl settled onto something its wing injured as her sister slowly uncurled.

”K…k…karlia? I…is that you?”
Her rough growling voice returned, ”Yes.” but it came out more as a soft growl.

Feeling power start to leave her, Karlia came more into focus over the instincts and she looked down at the men. Feeling horrified and yet…realizing it would have been worse if those men had lived she looked up at her siblings.

She expected their reactions to be fear and loathing but instead she was suddenly grabbed in a hug by the both of them. The three girls held each other as they cried together.

When Eleivian returned home the next morning and heard the story she told the girls not to tell anyone and she would handle it.

The bodies were taken in and Eleivian sold it as a wild animal attack which wasn’t far from the truth.

After that, Karlia realized the owl had always been there watching over the family and after that transformation, she could commune with it as she worshipped the moon. As the years progressed she gained more control over her gifts and could bestow them upon others with effort.

She was now 24 and had made quite the reputation with her friends in protecting the village. Her siblings had grown up now and she was free to travel on her own now. Though, like clockwork her siblings would get letters from her about her travels. They were a very close knit pack, and while it was painful to leave them, she felt it necessary to spread her Goddess's gift and teachings.

Karlia's Personality:

Karlia is group oriented and will do everything in her power to make the group better able to handle what is to come. She can sometimes come off as overprotective or motherly because of raising her siblings but she does have good intentions. Overall she is friendly and warm to meeting new people but if something strikes her as off she can be wary and skittish.

Sorry her background and Gear isn't complete but it is 1 am for me so I posted what I had. It sucks being away from internet and cell signal when you are trying to build something.

Hope you enjoy Background/writing sample/ and gear will be done tomorrow.

Defense: :

AC: 13 =10 +0 armor, +3 dex
Touch: 13 =10 +3 dex
Flat-footed: 10 =10 +0 armor
HP: 19 (3d8+3 (2,6,8)
CMD: 26 =10 +2(BAB) +2(Dex) +2(Str)

Fort: +5=+3(class) +1(Con) +1(resistance)
Ref: +6 =+3(class) +2(Dex) +1(resistance)
Will: +6 =+3(class) +2(Wis) +1(resistance)

Offense: :

Speed: 30 ft.
CMB +2 =+2(BAB) +2(Str)
BAB: +2
Melee: +4

+4 Short Bow (1d6/x3, 60 ft., P)
Special Attacks:

Spheres: :


Talents: (4 Shifter) (5 Witch)
Blank Form*
Bend Space*

Spheres (2)
Ranged Teleport
Energy Weapon
Teleport Object

Beastial Reflexes
Size Change
Avian Transformation
Animalistic Transformation

*Thick Darkness
*Lingering Darkness

CL 3, concentration +6
Magic Skill Bonus 3
Magic Skill Defense 14
Spell Pool Witch 6
Spell Pool Shifter 5

Statistics: :

Karlia Moondancer
CG, Human, Medium Humanoid (human), 24 years, 5 ft. 10 in., 170 lb.
Gestalt Sphere Witch//Shifter 3
Init +2; Senses: Perception +8, SM +8
Str 14 (+2)
Dex 14 (+2)
Con 12 (+1)
Int 16 (+3)
Wis 14 (+2)
Cha 13 (+1)
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.

Omen Reader (Magic)You may cast read magic as a spell-like ability which you may use at-will as a standard action. For the purpose of this spell-like ability, your effective caster level is equal to 1/2 your HD (minimum 1).

Combat Options:

SoP Drawbacks and Boons: :

Somatic Casting
Wild Magic

Easy Focus

Feats: :

->Combat Expertise (-Melee Accuracy, +Dodge | INT 13)
->Deadly Aim (-Ranged Accuracy, +Ranged Damage | DEX 13, BAB +1)
->Power Attack (-Melee Accuracy, +Melee Damage | STR 13, BAB +1)
->Improved Unarmed Strike
->Weapon Finesse
Endurance (Class)
1)Aspect of the Beast Night Senses(Lowlight)
2)Extra Magical Talent: Divination Sphere
3)Craft Wondrous Item


7 per level =4(class) +3(Int)
[+1 favored class @ lvl 1-3]
24 total
9 Acrobatics 3 +2(dex) +3(class) +1 (trait)
9 Kn. (Arcana) 3 +3(int) +3(class)
9 Kn. (Nature) 3 +3(int) +3(class)
8 Perception 3 +2(wis) +3(class)
8 Sense Motive 3 +2(wis) +3(class)
9 Spellcraft 3 +3(int) +3(class)
8 Survival 3 +2(dex) +3(class)
7 Use Magic Device 3 +1(cha) +3(class)

Background Skills
9 Craft: Calligraphy 3 +3(int) +3(class)
8 Handle Animal 3 +2(wis) +3(class)


Racial features: :

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial 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 skilled.
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive 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.

Automatic Bonus Progression:
3rd - Resistance +1

Witch Class Features: :


Ward:: Effect: The warded creature receives a +2 deflection bonus to AC and a +2resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Slumber:: Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Shifter Class Features: :


At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.

Wild Empathy (Ex)

A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.
Quick Transformation

The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.
Beastial Traits:

Trackless Step (Ex)

You no longer leave a trail if you do not wish to.

Gear/Possessions: :

Carrying Capacity: Light lb. Medium lb. Heavy lb.
Current Load Carried
Money: 3000 GP

Background: :

3. Memories, mannerisms, or quirks
Appearance, personality:

Sphere Abilities:


As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Form

Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.

Darkvision 60 ft
Low-light vision
2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.

You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Animalistic Transformation

You may grant the form of a land animal or magical beast with your shapeshift. The form has a head and 4 legs with all the benefits of being a quadruped. The target gains a 40 ft land speed, which increases by 20 ft per 5 caster levels. The target also gains the Scent ability, a bite attack (Primary, 1d6, 1d4 small) and a +2 natural armor bonus which increases by 1 per 5 caster levels.

In addition, you may grant the following traits to any form:

A land speed as that granted by Animalistic form (grants 2 legs if the target lacked a land speed).
2 hoof attacks (Secondary, 1d4, 1d3 small). This may be granted once per pair of legs beyond the first.

Avian Transformation

You may grant the form of a flying animal or magical beast with your shapeshift. The target gains a head, 2 legs, 2 wings, and a 30 ft land speed. The target gains low-light vision and 2 talon attacks (Primary, 1d4, 1d3 small) and a +2 natural AC bonus, which increases by 1 for every 5 caster levels. The target takes no damage when falling and may glide, moving with a speed of 30 ft with maneuverability (poor), but falling 1 ft for every 5 ft traveled. At 5th caster level, the target gains a fly speed of 30 ft with maneuverability (poor). This improves by 20 ft for each 5 additional caster levels.

In addition, you may add the following traits to any form:
2 talon attacks as those granted by the Avian form. This may be granted once per pair of legs the creature possesses. The target must possess wings or another means of being airborne to attack with talons.
2 wings and its benefits or flight speed as that granted by the Avian form.
2 wing attacks (Secondary, 1d4, 1d3 small) May be given once per pair of wings possessed.

Bestial Reflexes

You may add the following traits to your forms:
Lunge: Choose one natural attack. As a full-attack action, you may make a single attack at double your normal reach with that weapon with a +4 bonus to your attack roll.

Leaping attack: As a standard action, you may jump, making a single attack at any point during the leap. You do not provoke an attack of opportunity for leaving a threatened square.

Pounce: You may make a full-attack after a charge.

Trample: As a full-round action, you may move up to your move speed, moving over and dealing slam damage (1d6+1-1/2 Str modifier, 1d4+1-1/2 Str modifier small) to any creatures smaller than yourself. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they may attempt to avoid you, making a Reflex save for half damage (DC 10 +1/2 your HD + your Str modifier). A trampling creature can only deal trampling damage to each target once per round, no matter how many times it moves over that creature.

Size Change

As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, plus an additional size category per 5 caster levels. You cannot enlarge beyond Huge size, nor reduce a creature beyond Diminutive size. Creatures gain a +1 bonus to attack rolls and to AC, as well as a +2 bonus to Fly checks and a +4 bonus to Stealth checks for every size category they are reduced, and suffer a -1 penalty to attack rolls and AC, as well as a -2 penalty to Fly checks and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the charts below; these increases and decreases are cumulative for each category increased or decreased (thus, moving from Medium to Huge would cumulate in a +8 bonus to Strength and a -4 to Dexterity).


As a standard action, you may create a sphere of darkness with a radius of up to 10 ft + 5 ft per 2 caster levels, centered anywhere within Medium range. This darkness radiates from a central point, and cannot extend through walls. You must concentrate to maintain this sphere, but you may always spend 1 spell point as a free action to make the darkness last for 1 minute per level without concentration. You must remain within Medium range of the darkness to sustain it through concentration.
In this darkness, bright light (including daylight) becomes dim light, imposing a 20% miss chance to attacks. Normal light and dim light become absolute darkness. Sources of normal light only produce dim light in a 5-foot radius, and sources of dim light disappear. This is not subject to Spell Resistance, but creatures with Darkvision may see in this darkness as normal. You may always dismiss one of your darkness effects as a free action.
Talents designated as (darkness) add additional effects to a sphere of darkness. Only one such talent may be applied to an individual sphere of darkness, but areas of darkness with different effects may overlap. Individual darkness effects do not stack with themselves.
If a Light sphere effect is created inside a darkness effect, the creator of the Light sphere effect must pass a magic skill check against the creator of the darkness effect. If the check succeeds, the Light sphere effect functions normally. Otherwise, it functions as any other light source, as described above.


(Meld) talents allow the caster to grant himself and others the ability to interact with darkness in new ways. The caster must touch a target as a standard action to grant them the benefits of a (meld) talent.

Thick Darkness (darkness)

You may create a darkness effect that counts as difficult terrain. Creatures move at half speed through your darkness, cannot run or charge, and cannot make 5-ft steps.

Lingering Darkness

When you cease concentrating on a darkness effect, you may choose to have the darkness remain for two rounds before dissipating.


As a standard action, you may enhance a creature or object within Close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. When you gain the enhancement sphere, you gain the following enhancement:

Enhance Equipment

You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item.
Talents marked as (enhance) grant you new enhancements you may bestow.

Energy Weapon (enhance)

You may enhance a weapon, granting it the corrosive, flaming, frost, or shock special weapon qualities. The weapons deal an extra point of damage for every 2 caster levels possessed.

Versatile Weapon (enhance)

You may enhance a weapon, causing it to ignore an amount of damage reduction equal to your caster level. This only works against damage reduction that can be bypassed (thus, it would work against DR 5/cold iron, but not against DR 5/-).


You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.

Bend Space

Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.

Teleport Object

You may teleport objects independent of people. The object cannot weigh more than 10 pounds per caster level, and it cannot be in the possession of another creature (in their hand or on their person). If a creature is willing, you may teleport the object directly into their hand or onto their person.
If you possess the Ranged Teleport talent, you may, as a readied action, catch an projectile out of the air that passes within range, redirecting it against another target if you wish. The creature who initiated the attack is allowed a Will save to negate this effect, and you must make an attack roll against the new target, but using your casting abiity modifier in place of Dexterity when making the attack. Damage is still determined by the creature who initiated the attack.

Ranged Teleport

You no longer need to be touching another creature in order to teleport them, although the creature must still be within Close range to be affected in this manner.



You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.

When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.

A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Divine Shapechanger

If you possess the Alteration sphere, you may divine for creatures with the shapechanger type. The strength of a shapechanger aura is determined according to Chart: Shapechanger. If a creature is not a shapechanger, but is under the effect of a Shapeshift Alteration sphere (or similar) ability, it shows up with a dim aura.

Divine Dark

If you possess the Dark sphere, you may divine the surrounding area at a medium range (100 ft + 10 ft per caster level). While under the effects of divine dark, you may see clearly in all forms of darkness, even magical darkness as if having the see in darkness ability.

Divine Shadow

If you possess the Dark sphere, you may divine the presence of creatures or objects native to the Plane of Shadow. When divining the presence of such creatures refer to Chart: Animals and Plants to determine the strength of the creature’s aura. Shadowstuff, such as that created from the fey adept class or those with the sphere specific drawback: Limited creation, shadowstuff count as originating from the plane of shadow for the purpose of this divination.

Divine Enhancement

Instead of using your divine ability to detect magic in general, instead you focus in on specifically what short-term effects creatures you have pinpointed are undergoing. If you possess the Enhancement sphere, you may divine all creatures you can see within range and determine which (if any) are benefiting from temporary bonuses, and the sources of the bonuses be they magical, alchemical, supernatural, etc.

Divine Warp

If you possess the Warp sphere, you may divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within medium range. In addition, when identifying the properties of portals, you gain a circumstance bonus to Knowledge (planes) checks equal to 1/2 your caster level (minimum +1).


-Automatic Bonus Progression (PF Unchained): In-use, with the normal table.

--Some rare items do have innate enhancement bonuses. Attunement in ABP overlaps (i.e. does not stack with) the natural enhancement bonuses on items, but you can attune to weapons and armor anyway to take a higher bonus.

-Automatic Feat Progression: If a feat has an Improved and/or Greater version (above its entry one), you automatically acquire the higher-level versions once you meet their prerequisites (or every other level after gaining the first, whichever is longer). Style Feats likewise advance. Other feat trees may be considered - ask the GM. Depending on the feats in question, additional limitations may be imposed at the GM's discretion.

-Background Skills (PF Unchained): In-use.

-Bonus Feats: Gain a feat at every level, rather than every other level. However, feats from levels cannot be spent on the same category (Combat, Metamagic, General, etc.) twice in a row. For example, you could not learn Weapon Focus at 3rd and then Weapon Specialization at 4th. (This does not apply to any bonus feats from your classes.)

-Combat Maneuvers: Attempting one of these does not provoke an attack of opportunity.

3d8 ⇒ (2, 6, 8) = 16

My idea is for a Heldring Sphere Witch with the Moon Patron and Narrah the Goddess she follows. Her hair is a fine silver blond.

Darkness, Teleport, and Enhancement will be her spheres of choice.

Her second class I would like to take Shifter but I wanted your thoughts on that. Working on her background and progression.

4d6 ⇒ (6, 1, 3, 6) = 16
4d6 ⇒ (6, 1, 1, 1) = 9
4d6 ⇒ (6, 1, 6, 4) = 17
4d6 ⇒ (1, 4, 6, 2) = 13
4d6 ⇒ (1, 4, 6, 1) = 12
4d6 ⇒ (6, 6, 6, 4) = 22

Since someone else is wishing to do wizard I will go Sorc.

Strength looks like the obvious 8.

Very much a "dragon" and loves to horde things! Often trying to bring every item she could think is useful.

I would like to know more about Narrah and I am definitely interested in Yidhra.

Spheres of Power would be new to me but reading up it looks interesting.

I of two minds one what types of heads to play myself.

One I want to be a bookworm/wizard who wants nothing more than to gather books and study. Mages are her favorite target when talking obviously fails.

The other is a sorceress who sees herself as a dragon. Believing (right or wrong) that she(they) is descendant of the powerful dragons that fly and some day will make it where they can.

This is an idea I could fully support. Count me in also!

There are ways with Pathfinder. I would be interested in playing such a thing myself and have been under a similar thing when a reversed Void card from a deck of many things struck down my body but left my spirit intact.

Look at how Ghost's are built and take away some of their offensive capabilities and only give them possession. Keep it when they are a ghost they can only see so far and communicate very slowly to spirits inhabiiting bodies. Price for death is you can assign a temporary/permenant negative level to the next creature they possess/to them.

This gives the added extra tactic of when do I leave the body.

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I have quite a few ideas but I want to see what other people put forward.

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Who else is playing this with me?

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Bodzilla I CANT WAIT To see your druid.

Okay, I kinda settled on a couple of ideas. Hashing out the details with Council at this time for the major drawbacks.

Right now I am leaning heavily towards Holy Tactician Paladin, Oracle of Battle, or Healing Cleric.

I think he means PART 1 will take us lvl 1 to lvl 5

Oh, I could do the Lady Knight as a Cleric.....

Hehe, well so the question is asked. On race building, what is the point buy for it?

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Oh, this is an interesting bunch already.

Seems we have a frontliner, a finesse fighter, a rogue. So need a spellcaster type ish.

I love playing all those things..... *bounces up and down* Must decide. Let me go look at Classes.

First idea had been a Lady Knight (Paladin or Cavalier)

But im gonna go look! So many interesting things. Oh the any race thing is mean :P

It never got off the ground. So never tested.

I was thinking Affable(or something that gave me diplomacy), and Transmuter.

And you are right my point buy is low. So stat will change to. 10, 11, 12, 14, 16, 15 (with the human bonus going into the wisdom)

Though looking at it almost everyone is a charisma type build. Not sure how much of a face I will be in the group but at least I can be good with buffing ^.^.

Wanderer, you have four traits listed under your traits line and three under description. Shouldn't you only have two?

I am working on picking mine out at the moment and doing equipment. Any suggestion for Traits?

Familiar enough. Not super steeped in it but I can do quick searches.

I am ready to build her an Avatar as Soon as you give us a go!

Until Tuesday

Rorek, I think your point buy is a little high. But sounds like a very interesting character.

Yay, we have a fourth!!!!

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

Ahh, yeah. The whole keep it from running and where you want it.

To me it all depends on how a horse, since I know them well, are trained. The horses reigned trained I can see that. Those knee trained I could argue it doesnt. Unless it's a snake. Only met one horse that would go after them. The others would get skittish so those would be a move action or more to keep under control

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

I would treat the rider as distracted, if a mount is fighting on its own independent of its rider without training. I believe this is a -2.

Having been on a horse that went to do its own thing against the dogs while I was trying to shooting a crossbow was distracting. I missed horribly myself. Had actually been delivering the crossbow out to my dad so he could target practice.

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

I raised horses and trained them for racing with my dad. We came under attack from a cougar and dogs that were not ours. and both times the horse attacked back while I held on. So I guess that means I was considered young.

My husky is odd. He doesn't bark or growl he just bares teeth and launches at people that threaten me.

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

Yeah, I've Always been under the impression animals will attack, when attacked, or run.

Horses even untrained will bite and stomp at things on their own. (Personal experience).


Female Human Druid 3
CN Humanoid
Init +0 [b]Senses perception +7
T: 10
FF: 10

Fort +2
Will +6

Speed 30 ft.
Ranged +2

Space 5 ft.; Reach 5 ft.

Str 10
Dex 11
Con 12
Int 14
Wis 16
Cha 14
Base Atk +2


CMD 10


You are an expert trainer of horses, hounds, falcons, or hunting cats.

Prerequisites: Handle Animal 1 rank; either the animal companion, divine bond (mount), or mount class feature; human.

Benefit: If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have the divine bond (mount) or mount class feature, this feat always affects horses.

You gain a +2 bonus on Handle Animal and Knowledge (nature) checks with creatures of that type of animal. Furthermore, you are treated as one level higher when determining the abilities of your animal companion or mount, as long as it is of the chosen type.

2. Fast Learner

You progress gain extra versatility.

Prerequisites: Int 13, human.

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

3.Spell Focus: Transmutation



Diplomacy +5+2+1
*Handle Animal +8(+2vs cats)(+5 for animal companion)
Intimidate +0+2+1
*knowledge (Nature) +8 +2(+2 vs cats)
*perception +9
Sense Motive+6
*Spellcraft +8
*Survival +9 +2

Total Points: 18+3

Languages Common, Druidic, Sylvan, Elven

Combat Equipment ---

Other Possessions


Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Woodland Stride--Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless step--Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Favored Class Bonus Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
CL: 3
DCs = 13 + spell level
Concentration: +

Spells Per Day
0th: 4
1st: 3
2nd: 2

Spells Prepared

Misc Class stuff
Proficiencies---Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).---

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Sense—+2 Survival, Know:Nature

Nature Bond: Animal Companion

Cat, Small (Black Leopard)

4th Level Statistics: Size Medium; Speed 50 ft.; AC +3 natural armor; Attack bite (1d6 plus trip), 2 claws (1d3); Ability Scores Str 18, Dex 20, Con 15, Int 2, Wis 12, Cha 6;Special Qualities low-light vision, scent, sprint
HP:40 4HD

AC: 19


Attack: 2 Claw: +9 1d3+4 Bite w/ trip:+9 1d6+4

Feats: Weapon Finesse, Combat Reflexes

Tricks:8 attack, come, defend, down, guard, and heel, track, Perform

Skill: 4 — Survival +4, Stealth +9

I haven't done traits, gear, or prepared spells.

Will post build when I get a chance, Been busy!

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

If you want help with the characters I am more than willing. ^.^

I had two firsts. Ended up invited to two different games at same time. But technically one was fleshed out first so I will use her.

We Gestalted. Trust me what a way to come into gaming. O.O I was so lost. But I will focus on the half of her that was her main part, not the wizard, as her wizard side was only picked up since someone said it would be good and I didn't master that class at all.

She was a 3.5 Druid that eventually went the shapeshifter route. She was all about changing forms to suit the needs of the group and believed whole heartedly in the concept of change. Nature was always moving evolving so should the world and so should she. I didn't have the system mastery until way later in gameplay to fully utilize her but she was usually the scout/face of the group. We rolled stats in order and I got meh physical but great wis and cha. So they made me the face cause it was fun for them to tease me and put me in the spotlight.

Funniest moment was when we met the big bad. We didn't know who he was at the time, because he showed up as an old man with a moral quandary. And I came up with an option outside of the group.

"I have a man who wants to save the world. Which path should he chose? Join everyone together and rule them all? Or conquer them all to put fear into their hearts to join behind a good leader?"

Most the party voted for the former and I said. "Neither, He should teach the people, to take care of themselves and live with what they have. An independent man is a more loyal man to those who lead by example and will follow without being asked."

I got lots of stares and a laugh. But GM told me after game was finished that he had to switch main bad guys because I succeeded so well in influencing him to my way of thinking. So his second killed him and took over ^.^

Anyways her base premise is a face style druid who loves shapeshifting.

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

There is also the spell Anthropomophic Animal You can get as a wizard when you get 3rd level spells.

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

Dotting to follow or if you allow join in on the experiment

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

Well if it's day it's all Cha skill checks.

But I am more inclined to the other myself. Less bonuses to track. Since most the module is probably "day" that is a good one.

1d4 ⇒ 1
1d4 ⇒ 3

Gold: 1d10 ⇒ 3
Silver: 1d8 ⇒ 2
Copper: 2d8 ⇒ (5, 3) = 8

Crazy Uncle's Hat with Crazy Uncle

1d100 ⇒ 97

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6


Make constructs that will actually help the party.

For your fighter a helper droid that will hand him potions so all he has to do is swig.

A miniature spider droid that can help you with your crafting. Ship repairer droids.

Golem Armor (sadly think iron man) If someone is interested. Even if not it was an "experiment" to try it out.

I'll be a heavy striker for any team!!

This is the Thoughts of My character and you can easily see how she could be good. Or with a few change of words downright evil. ^.^

For your reading enjoyment.

Not a Hero:

n every story it talks about fighters suiting up for a big battle and how their armor gleamed or glowed. A breastplate that reflected the sun’s light, a shield bearing their symbol that was as strong as the earth, hard boots that the mere sound of their approach put fear in the heart of evil. I was always enamored of those scenes as the bards would tell them. Everyone always envisioned the good guy being a knight or companion of a knight as this man or woman in gleaming armor. A hero is someone who stands on the field fighting and defeating the bad guy with honor.

Well, I guess that means I will never be a hero. I do suit up before my battles, but my armor is anything but shiny. It is a dark brown that is almost a red black that does anything but shine. Light seems to be absorbed when you look at it. I put on soft boots that soften my foot falls and gloves that cover my hands. I don’t go strolling onto a battlefield with a shield to help protect me. That would only hinder what I am good at. See, I am never considered a hero but evil still trembles at the thought of me being called. I am never seen, and I am never heard but my strikes are true. My symbol is one thing, always found in the body of the guilty when they are found. A huge gash marking the fact someone called vengence down on this man or woman for their evil deeds.

I have learned that to truly defeat evil, you can’t always meet it head on. You have to know it inside and out. Walk the path it does and then master that path so you may better hunt it. So, while many true heroes conquer evil, so will I, in my own way. Only known as the Slayer, I continue to hunt and deliver just vengeance to those that come to my attention.

I am still interested and finally have free time to write up the personality and finish equipment. ^.^ Getting to work.

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

I'm sorry. I did love this game.

Well for Jazzai, She would probably be fighting the hunger continuously while also fighting her need to be able to "see"

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

Yes Kankai is an albino. She often jokes she was scared white when she was younger.

Right now I have an idea. Doing Trickster with dual path champion. Specifically picking up the champion abilities that stop regen and healing. This is going to be a very martially centered rogue. But stealth will also be a big thing. I can still look for traps though! I made sure I wouldn't lose that so if we need it we have it.

Talents will be based around fienting and bleeding backstab. I may.. big may. Look into critical feats.

Katara Vardigan:

Katara Vardigan

Race: Human
Class: Slayer - Archetypes-Stygian
Stats:Str 16 (10) Dex 13 (3)Con 14 (5) Int 12 (2) Wis 10 (0) Cha 10 (0)

Racial Bonus: Con +2

HP: 13 AC: 15, FF 14, T 11 CMD: 14 Init: +1
Move: 30ft
Greatsword, Sling, Dagger, Javalins x3

Traits: Armor Training (-1 armor check penalty), Blue Basilisk Recruit (Start with Greatsword +1 AoO with longsword/greatsword)
Feats: Armor Proficiency Medium, Power Attack
Skills: Acrobatics +5, Perception +4, Stealth +5, UMD +1
Abilities 1st Studied Target, Track

Gear: Fighter Kit 9gp 29lbs, Greatsword, Lamallar (Leather) 60gp 25lbs

Alignment can be any if you do good or Evil! Ill post tomorrow after work personality!

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

Kankai The White:

Kankai The White
Female Tengu Rogue (Swordmaster) 3
CN Medium humanoid (humanoid, tengu)
Init +3; Senses Lowlight; Perception +10
AC 13, touch 13, flat-footed 1
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
Defensive Abilities
Speed 30 ft.
Melee Elven Curved Blade +4 (1d10+2/18-20) +1 to confirm
Dagger +4 (1d6+2/19-20)
Sling +5 (1d4+2)
Bite +4 (1d3+3)
Str 14, Dex 16, Con 12, Int 13, Wis 14, Cha 10
Base Atk +2; CMB +4 ; CMD 17

Feats: Combat Expertise

Traits: Chance Encounter, Spirit sense +2 Perception Vs. Invisible/ Surprise

Skills Acrobatics +3+6, Appraise +0, Bluff +3+3, Diplomacy +0, Disable Device +3+6, Know(Local)+1+4, Know(Nature)+0**, Know(Religion) +0, Linguistics +2+8, Perception +3+7, Sense Motive +2+5, Sleight of Hand +0, Stealth +3+7, Survival +0, Use Magic Device +1+3** ::

**=Trained Only

Languages Common, Tengu, Elven, Dwarven, Infernal, Abyssal, Celestial

SQ Favored Class Bonus: +1/2 To confirm Crits with Elven Curved Blade x3 (1.5)

Other Gear Elven Curved Blade 80 gp, 3x Dagger 6gp, Sling, Sling Bullets (10) 1 sp, Rogues Kit 50gp, 3gp 9Sp (This is based off starting wealth waiting on answer for other equipment)
Special Abilities
Sneak attack +2d6
RT:Fast Stealth
Trance: Dragon Style

Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.

Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Spirit Sense: You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Dragon Trance (Ex): Like the dragon, the swordmaster has honed the steadiness of her mind and body. When in this trance, a swordmaster gains the benefits of the Dragon Style feat .

Dragon Style::

Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

I think I have Settled on The Tengu. WIll post build in a second.

I had a question about items.

I know most of the party is concerned about new people coming in with anything they want so I wanted to know if you want me to roll to see if i could find the items or not.

Also, would I have WBL Or another amount.

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

Torn between a kitsune rogue disguise specialist and a tengu swordsmaster

Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

I should have the character finished by then. Sorry for the delay.

Sounds great to me actually. Fixed spelling and grammatical errors too. Sometime I hate autocorrect. Added Note to Shillelagh.

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