Shaija

Joel VA's page

Organized Play Member. 17 posts (119 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 5 aliases.


RSS


dot


I took average gold for class.


Flynn Miller
Male Human (Chelaxian) Hunter 1

Crunchy Bits:

NG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+2/19-20)
Ranged longbow +3 (1d8/×3)
Hunter Spells Known (CL 1st; concentration +3):
. . 1st (2/day)—cure light wounds, gravity bow{super}APG{/super}, summon nature's ally i
. . 0 (at will)—create water, light, purify food and drink (DC 12), resistance
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 12, Int 12, Wis 15, Cha 11
Base Atk +0; CMB +2; CMD 15
Feats Extended Animal Focus, Point-Blank Shot
Traits deft dodger, iron liver
Skills Climb +5, Handle Animal +4, Knowledge (geography) +5, Knowledge (nature) +5, Perception +6, Profession (trapper) +6, Stealth +6, Survival +6, Swim +5
Languages Common, Elven
SQ animal companion, animal focus, wild empathy +1
Other Gear studded leather, arrows (40), longbow, longsword, hunter's kit, 14 gp
--------------------
Special Abilities
--------------------
Animal Companion (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:
Flynn was born to a familly of trappers in a small village of 20 - 30 families called Aerdale located on the northeast edge of the Verduran Forest. Flynn spent much of his life learning the family trade and ventured into the forest often. He had contact with the druids in the forest, and they traded regularly with elves in the area.

The village was small enough to escape the attention of the Grey Gardners for years. Two years ago, that changed. Two members of the gardners showed up and began asking questions about a former town resident. He had left a few years earlier, and the town remembered as being a good person. Quickly the questioners turned aggressive. After two townspeople were hung, the town rebelled and drove the gardners away. Several days later a large contingent of soldiers and gardners arrived and began to burn the buildings.

The townspeople began to defend themselves, but Flynn's parents knew it was a lost cause and sent him to get the help of the druids if he could. Flynn ran through the woods, but was spotted and followed. The older man caught him quickly, and was about to kill him when a small form darted from the forest. It was a young panther, one he had noticed following him for several weeks, but since he had not felt threatened, in fact, he felt a kinship, he never mentioned it to his parents. With the help of the panther, he defeated the gardner, and found the druids. They went back to Aerdale, but were too late. The entire town had been burnt to the ground, and the bodies had been piled in the middle.

The druids assisted in laying the bodies to rest and invited him to join them for a time sensing the bond he shared with the small black leopard, they knew what he was to become. He began training with them. After a year, they sent him to train with some local rangers. His bond with with the panther, which he named Shadow, has strengthened. They have now set out for Andor to see where their new life takes them.

Shadow:

Shadow
Leopard
N Small animal
Init +5; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 12 (+5 Dex, +1 size, +1 natural, +1 dodge)
hp 18 (+2)
Fort +4, Ref +8, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+1) and
. . 2 claws +3 (1d2+1)
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 17 (21 vs. trip)
Feats Dodge
Tricks Attack, Down, Seek
Skills Climb +5, Stealth +13 (+17 in Undergrowth); Racial Modifiers +4 Stealth in Undergrowth
SQ animal focus, attack, down, seek
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Down [Trick] The animal will break off combat on command.
Hunter's Trick (Aiding Attack) (Ex) The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger’s next turn gains a +2 circumstance bonus on that attack roll.
Hunter's Trick (Chameleon Step) (Ex) The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Hunter's Trick (Distracting Attack) (Ex) The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Hunter's Trick (Heel) (Ex) The ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of o
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Trip (Ex) You can make a trip attempt on a successful attack.


Stat Roll 1:

4d6 ⇒ (1, 3, 1, 6) = 11 - 10
4d6 ⇒ (6, 3, 1, 4) = 14 - 13
4d6 ⇒ (2, 1, 3, 4) = 10 - 9
4d6 ⇒ (3, 3, 5, 6) = 17 - 14
4d6 ⇒ (3, 3, 5, 4) = 15 - 12
4d6 ⇒ (4, 6, 2, 4) = 16 - 14

Stat Roll 2:

4d6 ⇒ (6, 4, 5, 5) = 20 - 16
4d6 ⇒ (4, 2, 4, 2) = 12 - 10
4d6 ⇒ (1, 1, 1, 3) = 6 - 5
4d6 ⇒ (5, 2, 5, 5) = 17 - 15
4d6 ⇒ (6, 1, 3, 6) = 16 - 15
4d6 ⇒ (4, 4, 5, 4) = 17 - 13

Point Buy+:

20 + 1d6 - 24 ⇒ 20 + (4) - 24 = 0

I guess I'll be using 24 point buy.
Thinking Hunter, not sure on race just yet.


I am posting Falendrel, an elven paladin. I have some unspent gold and a few little things to fix up here and there. Hit points only reflect level 1. I'm going to throw caution to the wind and let you roll.

Falendrel
Elf Paladin 9
LG Medium humanoid (elf)

Crunch:

Init +7; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 19 (+9 armor, +5 Dex)
hp 18 (9d10+8)
Fort +9, Ref +11, Will +9; +2 vs. enchantments
Immune sleep, charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 elven curve blade +16/+11 (1d10+6/18-20)
Ranged masterwork composite longbow +15/+10 (1d8+3/×3)
Special Attacks channel positive energy 4/day (DC 17, 5d6), smite evil
Spell-Like Abilities (CL 9th; concentration +12)
. . At will—detect evil
Paladin Spells Prepared (CL 6th; concentration +9):
. . 2nd—sacred space{super}ARG{/super}, weapon of awe{super}APG{/super} (DC 15)
. . 1st—bless weapon, endure elements, lesser restoration
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 10, Int 10, Wis 10, Cha 16
Base Atk +9; CMB +12; CMD 27
Feats Extra Lay on Hands, Furious Focus[APG], Lunge, Power Attack, Weapon Finesse
Traits ease of faith, warrior of old
Skills Diplomacy +14, Handle Animal +8, Heal +5, Knowledge (religion) +8, Perception +2, Ride +8, Sense Motive +8, Spellcraft +7; Racial Modifiers +2 Perception
Languages Common, Elven
SQ aura of courage, aura of good, aura of resolve, divine bonds (weapon [2/day] 2/day), weapon familiarity, lay on hands, mercies (mercy [cursed], mercy [diseased], mercy [fatigued])
Combat Gear +1 arrows (50); Other Gear celestial armor, +2 elven curve blade, masterwork composite longbow, belt of incredible dexterity +2, bracers of armor +1, headband of alluring charisma +2, ring of feather falling, 1,017 gp, 5 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6, 9/day) (Su) You can heal 4d6 damage, 9/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 5d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Smite Evil (3/day) (Su) +3 to hit, +9 to damage, +3 deflection bonus to AC when used.

Appearance:
Falendrel stands just over 6 feet tall and is well built for an elf weighing 170 lbs. He has long white hair and emerald blue eyes.

Background:

Born in the great lands of Kyonin, Falendrel spent his youth learning all of the traditional elven things, swordplay, magic etc. However, when studying history and reading books, he felt himself drawn to the great warriors that fought evil for the sake of goodness. Upon reaching his maturity, he left the eleven lands for Lastwall.

He spent many years fighting the orc hordes and destroying the undead that crept down into the region. Three years ago, he was defending a keep near the Hold of Belzken border. It appeared all was lost. He asked a mage at that castle to send a message to his parents in Kyonin as he was sure he would not make it through the night. Hours later, a gate opened in the keep and 100 elven archers came through. The orc horde was destroyed before it even reached the keep walls. Falendrel was approached by the leader of the archers. "You will be called upon to repay this debt."

Falendrel now heads back to his home to fulfill his debt, so that he may return to holding back the tide of evil waiting to sweep the land.


Dot


I submit Shaladriel for consideration.

Shaladriel Moonblade
Half-Elf Inquisitor (Spellbreaker) 5 (Pathfinder RPG Advanced Player's Guide 38; Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (elf, human)

Crunch:

Init +8; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge)
hp 38 (5d8+10)
Fort +6, Ref +4, Will +7; +2 vs. enchantments, +1 vs. illusion spells
Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy mace +5 (1d8+2)
Ranged masterwork composite longbow +7 (1d8+2/×3)
Special Attacks bane (5 rounds/day)
Spell-Like Abilities (CL 5th; concentration +5)
. . At will—detect alignment
. . 5 rounds/day—discern lies
Domain Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—touch of good
Inquisitor (Spellbreaker) Spells Known (CL 5th; concentration +8):
. . 2nd (3/day)—cure moderate wounds, delay poison, invisibility
. . 1st (5/day)—cure light wounds, deadeye's lore{super}UC{/super}, ear-piercing scream{super}UM{/super} (DC 14), magic weapon
. . 0 (at will)—create water, detect magic, detect poison, light, read magic, stabilize
. . Domain Good
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 19
Feats Dodge, Far Shot, Point-Blank Shot, Skill Focus (Perception)
Traits elven reflexes, patient optimist
Skills Bluff +6, Climb +6, Diplomacy +6 (+8 to influence hostile or unfriendly creatures), Handle Animal +3, Heal +9, Intimidate +2, Knowledge (nature) +6, Knowledge (religion) +6, Perception +16, Sense Motive +5, Stealth +8, Survival +11, Swim +3; Racial Modifiers +2 Perception
Languages Common, Elven
SQ cunning initiative, defense against magic, elf blood, foil casting, judgement 2/day, stern gaze, strong-willed, track +2
Combat Gear +1 arrows (50), potion of cure light wounds (4), potion of cure moderate wounds, potion of remove fear; Other Gear +1 agile breastplate, masterwork light steel shield, heavy mace, masterwork composite longbow, backpack, masterwork, bedroll, belt pouch, trail rations (5), waterskin, 271 gp, 9 sp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Defense Against Magic +1 (Illusion) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Far Shot Halve the range increment penalty for extended range.
Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core
Inquisitor (Spellbreaker) Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Patient Optimist You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Touch of Good (6/day) (Sp) Grant +2 to skill checks, ability checks and saving throws for 1 rd.
Track +2 Add the listed bonus to survival checks made to track.

Judgements:

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Appearance:
Shaladriel stands slightly shorter than the average half-elf at only 5' 10" as his human mother was only 5' 1". He has black hair and emerald green eyes with flakes of gold througout, and skin much paler than the average Chelaxian.

Background:
Growing up a half-elf in Isger can be difficult. Growing up a half-elf even more so. Sheladriel was born to a human mother and elf father in the settlement of Logas. He was raised by his mother and father. His father was a ranger that worked the nearby forest, and his mother was a cleric in the local temple to Erastil. He was taught the use of the longbow and tracking by his father and the tenets of his faith by his mother.

Starting when he was ten, there were rumblings in the town that goblins had been more active than usual, and his father set out to investigate. That was the last he saw of him. Two days later, it happened. The forest erupted as goblinkind by the thousands poured out and swarmed the town. Shaladriel was ushered with the other children to the town center to be protected from the coming hoard. His mother went to help defend the walls and provide healing to those in need. She worked diligently for weeks, then she fell. A group of Hellknights arrived just in time to save the town from utter destruction.

Once the fighting was done, the dead were buried and the reconstruction began. Sisters from the monasteries in the mountains began to show up to take the many orphans. They started with the human children, females were gathered up first. Gnomes, dwarves and elves were taken in with families of their own kind or transported to other areas if possible. Sheladriel was lucky, a kindly old ranger that had been too old to fight, but had become good friends with his father took him in. He was able to continue his training in woodcraft. He watched as the town attitudes shifted under the influence of Cheliax and vowed to break their influence over the community, and bring back the worship of Erastil.

Since obtaining his majority, Sheladriel has spent most of his time and resources keeping the goblin population in the Chitterwood under control, while looking for signs of his father. He has also worked to keep the influence of Erastil strong in the area, much to the chagrin of the Hellknights, for what good is law without compassion. Recently he received a letter asking him to come to Dustpawn. He has decided to go. A break from the constant harassment of the Hellknights would be quite welcome.


Dot - Will be submitting an Inquisitor (Spellbreaker) of Elastril.


I submit Korm for your consideration.

Korm :

Male Half-Orc Fighter (Two-Weapon Fighter) 1 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +4, Ref +2, Will +0; +1 trait bonus vs. fear effects
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d4+3/19-20) and
. . dagger +4 (1d4+3/19-20) and
. . dagger +4 (1d4+3/19-20) and
. . dagger +4 (1d4+3/19-20) and
. . dire flail +2 (1d8+3/1d8+1)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (dire flail), Two-Weapon Fighting
Traits Against the Technic League, resilient, strong heart
Skills Climb +5, Intimidate +5, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, weapon familiarity
Other Gear armored coat, dagger, dagger, dagger, dagger, dire flail, backpack, bedroll, belt pouch, trail rations (5), waterskin, 20 gp, 4 sp
--------------------
Special Abilities
--------------------
Against the Technic League +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Strong Heart You can stand strong against even the most terrifying foes. You gain a +1 trait bonus on saves against fear effects, and the DC of Intimidate checks made against you increases by +2.

background:
Born to half-orc parents living near the town of Torch, Korm lived a fairly isolated youth. His parents never truly felt welcome in the community due to their heritage. They felt truly lucky as Korm grew and showed few signs of his orcish background.

Korm's father had been a soldier, in Nirmathas when he was younger and had mastered the unusual dire flail, passing on the knowledge to Korm. When he was fouteen, his father was killed by members of the Technic League, when he defied their orders, and Korm has sowrn revenge. His mother has recently moved moved back to Nirmathas deciding she would rather face the racism of the locals than the oppression of the league. She tried to convince Korm to accompany her, but he refused having sworn to avenge his father's death. He has moved into town where he will more easily get word of the league's movements.

Appearance:
Korm stands 6' 10", a giant of a man with dark red hair, and a furrowed brow. Other than size and brow, he appears human.


Shaladrel:

Male Elf Rogue 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) and
. . dagger +3 (1d4+2/19-20) and
. . rapier +3 (1d6+2/18-20)
Ranged longbow +3 (1d8/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 10, Int 14, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 15
Feats Weapon Finesse
Traits fencer, mwangi scholar
Skills Acrobatics +6, Appraise +6, Climb +5, Disable Device +7, Escape Artist +6, Knowledge (dungeoneering) +6, Perception +6, Perform (dance) +5, Sleight of Hand +6, Stealth +6, Use Magic Device +5; Racial Modifiers +2 Perception, silent hunter
Languages Common, Elven, Gnome, Polyglot, Sylvan
SQ weapon familiarity, trapfinding +1
Other Gear studded leather, arrows (40), dagger, dagger, longbow, rapier, backpack, masterwork, bedroll, grappling hook, parchment (10), hemp rope (50 ft.), scroll case, scroll case, thieves' tools, trail rations (5), waterskin, 23 gp, 4 sp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mwangi Scholar +1 Knowledge (History) regarding the Mwangi Jungle.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

background:

A young elf born in Absalom, Shaladrel spent his childhood wandering the city and dreaming of something more. He began exploring outside of the city gates and decided he wanted desparately to explore the greater world. Being so close to the headquarters of the Pathfinder Scoiety, he decided that was his way out. He spent as much time as possible learning swordplay as well as the skills he would need to explore one of the many dungeons he read about in the library.

While exploring in the library, he learned about the southern continent and became greatly interested in the relics the jungles and temples might hold. He began studying the area in ernest including the language of the locals. He has not been accepted into the society, but hopes by taking this journey, he will discover something that will be sure to get him in.


Lunar Sloth:
Velisa's clan began to rely on her to make decision as to where they would go next or whom to add to the group. They would also make her "judge" in cases of internal theft. She didn't feel qualified to make those types of decisions and felt the only way to get away from their dependence on her was to leave the group.

When she left the clan, Riddleport was the closest settlement, so she hooked up with another Varisian clan that was passing by and accompanied them to Riddleport. She traded her skills in healing to pay her way.

Now that she is in Riddleport she has heard about the dark blot blocking the sky and stars, and feels that Desna would want the mystery solved, so she has begun to investigate. She is staying in a modest inn, but is thinking about taking a job soon to pay her way. She heard a friend she made while trading in another settlement is going to be at the the Gold Goblin Gambling Hall, and is hoping (s)he might be able to help her find a job or assist in solving the mystery of the blot.

Velisa is a devout follower of Desna, and especially believes in the power of harrow decks, thinking of following in her mother's footsteps. She is kind to others and more trusting than one would expect from a travelling Varisian.


Velisa has been in Riddleport for a few days, and has been investigating the shadow in the sky as she feels it is an afront to Desna.(Yes she worships Desna) She has heard a former acquaintance of hers is in town and will be attending the event at the Golden Goblin, and hopes to meet him/her there. Her funds are starting to diminish, and she may have to seek out work soon.


I would like to submit an Oracle of Dark Tapestry for your consideration.

Velisa Starmarked

Crunch:
Female Human (Varisian) Oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +2; Senses oracle's curses (clouded vision), darkvision 30 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +5; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy mace +1 (1d8+1)
Ranged light crossbow +2 (1d8/19-20)
Oracle Spells Known (CL 1st; concentration +4):
. . 1st (4/day)—cure light wounds, shield of faith
. . 0 (at will)—create water, detect magic, read magic, resistance
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 10, Wis 14, Cha 17
Base Atk +0; CMB +1; CMD 13
Feats Combat Casting, Extra Revelation[APG]
Traits into enemy territory, stoic optimism
Skills Diplomacy +7, Heal +6, Knowledge (religion) +4, Sense Motive +6, Spellcraft +4, Stealth +2
Languages Common, Varisian
SQ mysteries (mystery [dark tapestry]), revelations (cloak of darkness, touch of the void)
Other Gear hide armor, light steel shield, crossbow bolts (20), heavy mace, light crossbow, backpack, bedroll, waterskin, 18 gp, 9 sp
--------------------
Special Abilities
--------------------
Cloak of Darkness +4/+2 (1 hours/day) (Su) +4 AC, +2 Stealth.
Clouded Vision You cannot see beyond 30'
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Stoic Optimism You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair. You receive a +2 trait bonus on saving throws against fear effects.
Touch of the Void (1d6, 6/day) (Su) Melee touch attack deals 1d6 cold damage.

Background:
Velisa was born to a traveling harrow-reader mother. Her father is unknown to her, but is rumored to be Sczarni. Her mother gave birth to her alone under a night filled with stars. She was on her way to Galduria to find a mid-wife, but did not make it. The birthing was difficult, and she prayed to Desna to see her and her child through safely. There was a flaring of stars in the sky forming the outline of a butterfly. Her mother passed out. She awoke several minutes later to find a baby girl swaddled, lying on her chest with deeo violet eyes that appeared to hold the night sky in them, stars and all.

Velisa grew up travelling with her mother throughout Varisia. She was unable to assist with driving as she could not see more than 30 feet in front of her, but she found as time passed on, that she could see in the deepest darkness while others could not. Over time, her mother joined with a larger traveling group that included performers. Velisa was often consulted by others as they believed her to be marked by Desna. Feeling that the group has become too reliant on her, Velisa has set out on her own heading for the city of Riddleport and all its mysteries.

Appearance:
Velisa is small of stature standing a 5' 3" and weighing 135lbs. She has black hair and violet eyes that appear to be obscured by the night sky.


dot


I would like to submit Piotr for consideration. I haven't completed buying all the goods he'll need yet, but otherwise he is complete.

Piotr Dovesky:

Male Human (Ulfen) Fighter 1
NE Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +0 (+1 trait bonus vs. mind-affecting effects)
Resist issian
--------------------
Offense
--------------------
Speed 20 ft.
Melee greataxe +6 (1d12+6/×3)
Ranged longbow +2 (1d8/×3)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 16
Feats Combat Reflexes, Intimidating Prowess, Weapon Focus (greataxe)
Traits issian, killer
Skills Climb +3, Intimidate +9, Knowledge (dungeoneering) +5, Ride +0, Survival +4
Languages Common, Dwarven, Skald
Other Gear chainmail, arrows (20), greataxe, longbow, 54 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Issian +1 Will save vs. Mind-affecting.
Killer Add weapon's critical modifier to its critical bonus damage.

background:
Growing up in the far northern reaches of Brevoy, Peter is used to the harsh winters and rugged conditions of the region. Piotr was an outcast in the town he lived in. He thought it was because of his good looks and strength. The reality is that it was due to his terrible nature. Piotr killed his first animal at the young age of 7. It was a neighbor's pet. He claimed it growled at him, but he really just wanted to see what would happen when he took his knife to its gut.

The killings continued in his teens, but noone could prove it was him, but they all knew. At 14 Piotr was sent to the study the crafting of weapons with a nearby Dwarven hold. He never took to his studies, and the Dwarves sent him home within weeks.

At 18 he decided to head south and become an Aldori Swordlord. He struggled with techniques as they required speed more than strength. Each time he was beaten in sparring match he became angry. Several students would turn up with bruises and broken bones, unwilling to say what happened, but the teachers knew, for each had just won a match against Piotr. Piotr was thrown out of the school. Two weeks after, the teacher that threw him was found dead. Piotr is now heading south again to escape justice and maybe found a kingdom at the same time.

Physical Description:
Piotr is a towering well muscled man with shoulder lenght blonde hair and piercing blue eyes. His body is covered in scars due to his many fights through the years, but his face is unmarked.


I'd like to add Flynn Miller to the list.

Flynn Miller
Male Human (Chelaxian) Ranger 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d4+3/19-20) and
. . longsword +5 (1d8+3/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Weapon Focus (longsword)
Traits deft dodger, erastil's speaker
Skills Climb +3, Diplomacy +1, Handle Animal +4, Knowledge (nature) +4, Perception +5, Profession (farmer) +5, Ride +2, Stealth +2, Survival +5
Languages Common
SQ track +1, wild empathy +1
Other Gear scale mail, arrows (60), dagger, longbow, longsword, 30 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Erastil's Speaker You understand the importance of keeping the peace in your community, and you have learned how to speak to the faithful in ways that they understand. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Flynn grew up on the outskirts of town working the farm lands. When he was 15 years old, his parents were killed in a raid. He was quickly taken in by Arnama, and began his training as a ranger.

He has spent a lot of time exploring the local forests with Armana, and while she has taught him much, he is ready to head out on his own.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


stat roll: 4d6 ⇒ (4, 3, 2, 4) = 13 11
stat roll: 4d6 ⇒ (6, 6, 5, 4) = 21 17
stat roll: 4d6 ⇒ (1, 4, 1, 6) = 12 11
stat roll: 4d6 ⇒ (5, 6, 5, 3) = 19 16
stat roll: 4d6 ⇒ (3, 1, 4, 2) = 10 9
stat roll: 4d6 ⇒ (2, 1, 6, 6) = 15 14
stat roll: 4d6 ⇒ (3, 5, 3, 3) = 14 11
stat roll: 4d6 ⇒ (5, 5, 6, 5) = 21 16

11, 17, 11, 16, 14, 16

I will be posting a dwarf wizard shortly.