Blue Hesmene

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Organized Play Member. 96 posts (678 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 6 aliases.


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Take care. Thank you for being open and communicative. Please continue to check in as best you can so we know you’re ok.


As far as I can tell, the outage broke all the old cookies and the new cookies wouldn’t overwrite the broken ones.

And if you can’t log in, you can’t see that there are new posts.

I figured I’d check the general forums to see if there was still something not working and fount those.


Ok. I’ll finish up the kasatha pilot and get that alias set up.


Honestly I would enjoy playing either version. Nuri the maraquoi is a caster and can be a healer. Nuri the kasatha is a warrior. Both can pilot, the kasatha slightly better. Not sure what would work better for the AP or for the group.


Eltonj has requested a more combat ready character. So, knowing a pilot was needed, I worked up another offering. It still needs some fine tuning and a background, but She could be another option for the party.

Nuri 2
Female kasatha ace pilot soldier 1
NG Medium humanoid (kasatha)
Init +3; Perception +2
--------------------
Defense SP 9 HP 11 RP 4
--------------------
EAC 15; KAC 17
Fort +4; Ref +3; Will +3
--------------------
Offense
--------------------
Speed 25 ft.
Melee tactical baton +4 (1d4 Blud; analog, operative) or
. . survival knife +4 (1d4 Slsh; analog, operative)
Ranged subzero hail pistol +4 (1d4 Cold & Pier; bleed 1d4) or
. . subzero hail pistol +4 (1d4 Cold & Pier; bleed 1d4)
Offensive Abilities primary fighting style (fourfold tactician[COM])
--------------------
Statistics
--------------------
Str 11 (+0); Dex 16 (+3); Con 14 (+2); Int 12 (+1); Wis 12 (+1); Cha 8 (-1)
Skills Acrobatics +7, Athletics +4, Perception +2, Piloting +10 (1 ranks), Survival +5; (reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots)
Feats Double Draw[COM][COM], Multi-weapon Fighting
Languages Akitonian, Common, Kasatha
Other Abilities desert stride, four-armed
Other Gear hidden soldier armor, subzero hail pistol with 1 battery (20 charges)[AR], subzero hail pistol with 1 battery (20 charges)[AR], survival knife, tactical baton, consumer backpack, datapad[AR], everyday clothing, personal comm unit, credstick (44 credits)


Hey, Eltonj tapped me to replace Kerchakorro. Should we work with the character I submitted (Nuri Zahgev) or should I work up a warrior replacement for Kerchakorro?


Good luck.


Good luck to those chosen.


Ok. I think I have a handle on this. Here's a proper write-up of my submission including background. Please let me know if something seems out of place or needs to be adjusted.

Nuri Zahgev

Stats:

Mesha maraquoi solar disciple mystic (sun shaman) 1
NG Medium humanoid (maraquoi)
Init +1; Senses blindsense (sound) 30 ft., low-light vision; Perception +8

Defense
SP 6 HP 11 RP 4
EAC 12; KAC 13
Fort -1, Ref +1, Will +5

Offense
Speed 30 ft., climb 20 ft., fly 20 ft. (Su, average, in space only)
Melee tactical baton +1 (1d4 Blud; analog, operative)
Ranged azimuth laser pistol +1 (1d4 Fire; burn 1d4)

Spells
Mystic Spells Known (CL 1st; ranged +1)
1st (3/day)—shooting stars (as magic missile), mystic cure, reflecting armor (DC 14)
0 (at will)—detect magic (at-will), psychokinetic hand (at-will), stabilize (at-will), telekinetic projectile (at-will)
Connection star shaman

Statistics
Str 10 +0, Dex 12 +1, Con 8 -1, Int 12 +1, Wis 17 +3, Cha 10 +0
BAB +0; CMB +0; KAC+8 21
Feats Toughness

Skills
Acrobatics +1; (Ranks:0, +1 Dex, -0 ACP)
Athletics +0; (Ranks:0, +0 Str, -0 ACP) (+8 when climbing)
Bluff +0; (Ranks:0, +0 class, +0 Cha )
Computers —; (Ranks:0, +1 Int)
Culture +5; (Ranks:1, +3 class, +1 Int)
Diplomacy +0; (Ranks:0, +0 class, +0 Cha )
Disguise +0; (Ranks:0, +0 class, +0 Cha )
Engineering —; (Ranks:0, +1 Int)
Intimidate +0; (Ranks:0, +0 class, +0 Cha )
Life Science +5; (Ranks:1, +3 class, +1 Int)
Medicine +5; (Ranks:1, +3 class, +1 Int)
Mysticism +7; (Ranks:1, +3 class, +3 Wis)
Perception +8; (Ranks:1, +3 class, +3 Wis, +1 theme)
Physical Science —; (Ranks:0, +1 Int)
Piloting +5; (Ranks:1, +3 class, +1 Dex)
Sense Motive +3; (Ranks:0, +0 class, +3 Wis)
Slight of Hand —; (Ranks:0, +1 Dex, -0 ACP)
Stealth +1; (Ranks:0, +0 Dex, -0 ACP)
Survival +9; (Ranks:1, +3 class, +3 Wis, +2 racial)
(reduce the DC of Physical Science checks by 5 when recalling knowledge about scientific questions concerning the sun and light by 5; reduce the DC of Mysticism checks by 5 when recalling knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane)
Languages Akitonian, Aklo, Common, Maraquoi

Other Abilities healing touch, prehensile tail, walk the void

Equipment and Encumberence
Weapons and Ammo azimuth laser pistol with 1 battery (20 charges), tactical baton
Armor and Defense second skin
Combat Gear
Other Gear consumer backpack (basic medkit, computer (tier 1), holy text book), everyday clothing, personal comm unit, religious symbol
Credstick 145 credits
Carrying Capacity
E / O - 5 Bulk / 11 Bulk
Encumberence
2 Bulk

Background and Description:

Pronouns
With seven genders, Maraquoi need more pronouns than him/her/they. Paizo has not released any official recommendations, so I did a little research and picks some that sounded like they might work. These are what I’ll use when doing my own writing, but others can do what they want.

Gender - Subject - Object - Possessive - Possessive Pronoun - Reflexive
Ilsha - ae - aer - aer - aer - aerself
qsha - qer - qer - qers - qers - qerself
susha - xe - xem - xyr - xyrs - syrself
uisha - ve - ver - vis - vis - virself
klsha - ke - ke - ker - kers - kerself
mesha - ey - em - eir - eirs - eirself
zysha - ze - zir - zir - zers - zerself

Background
Nuri Zeghav was born on Marata, but ey yearned for the stars. Something about Dawnflower’s Star drew em to seek the spaces between, the void. Ey studied be able to work abroad a starship and eventually found someone willing to take em on as crew. However, on eir first voyage, Besmaran pirates attacked shortly after leaving port. Seeing no use for ey, they threw em in the airlock and spaced eir. As the airlock doors opened, Nuri prayed to the divine suns. That prayer was answered in a way.

Surprised to find eirself still alive, Nuri found ey could somehow move in space under eir own power. Ey drifted slowly in the void toward eir last known location, the port eirs ship had left. Ey probably would have died of dehydration and starvation before actually reaching eir destination, but ey was picked up by a passing ship. On that ship was an android named Cedona returning from a research trip.

Since then ey has continued to travel the starways in search of the connections between the void, the stars, and life in the universe.

Description
Nuri is inspired by the character of Trance Gemini from Andromeda. Kind of innocent, kind of mystically zen. Not necessarily an actual sun’s avatar, but a worshipper of a sun (Sarenrae).


Looks like the submissions are lacking on magic/healing. So I've put together this submission. I still need to work up a background, but I felt I could use some advice on spell and language selection if anyone is willing.

Nuri Zehgav
Mesha maraquoi solar disciple mystic 1
NG Medium humanoid (maraquoi)

Stats:

Init +1; Senses blindsense (sound) 30 ft., low-light vision; Perception +8
--------------------
Defense SP 6 HP 11 RP 4
--------------------
EAC 12; KAC 13
Fort -1; Ref +1; Will +5
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft., fly 20 ft. (Su, average, in space only)
Melee tactical baton +1 (1d4 Blud; analog, operative)
Ranged azimuth laser pistol +1 (1d4 Fire; burn 1d4)
Mystic Spells Known (CL 1st; ranged +1)
. . 1st (3/day)—shooting stars (as magic missile), mystic cure, reflecting armor (DC 14)
. . 0 (at will)—detect magic (at-will), psychokinetic hand (at-will), stabilize (at-will), telekinetic projectile (at-will)
Connection star shaman
--------------------
Statistics
--------------------
Str 10 (+0); Dex 12 (+1); Con 8 (-1); Int 12 (+1); Wis 17 (+3); Cha 10 (+0)
Skills Athletics +0 (+8 when climbing), Culture +5, Diplomacy +4, Life Science +5, Medicine +5, Mysticism +7, Perception +8, Survival +9; (reduce the DC of Physical Science checks by 5 when recalling knowledge about scientific questions concerning the sun and light by 5; reduce the DC of Mysticism checks by 5 when recalling knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane)
Feats Toughness
Languages Akitonian, Aklo, Common, Maraquoi
Other Abilities healing touch, prehensile tail, walk the void
Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), tactical baton, basic medkit, computer (tier 1), consumer backpack, everyday clothing, holy text book [Sarenrae], personal comm unit, religious symbol [Sarenrae], credstick (145 credits)


Haven't played Starfinder, but I've looked through the rules. I used to be in a Dragonstar campaign back in the day. (It was a Sci-Fi D&D setting back for 3.0.)

I'm quite interested in trying this.


I'm going to drop out of those recruitment. The campaign is very tempting and I am very interested, but I am not able to find a voice for my character right now. Good luck to all who have submitted characters.


Ok. I think I have all the details fleshed out. Please let me know if something looks out of place.

May I introduce Junsef Dosensa Mada Zim Daelsu of Clan Iru, House Citru , greatbeast-hunter of the line of Rof known as Jun Citru. She is a hunter of large and unnatural creatures (giants, aberrations, and magical beasts). She quests for alchemical knowledge and fortune to bring prestige to her wounded clan.

F NG Kasatha Investigator 1/ranger 1 | HP: 11/11 | AC: 16 (T: 14, F: 12) | CMB: +3, CMD: 17 | F: +2, R: +4, W: +4 | Init: +2 | Perc: +6, SM: +0 | Speed 30ft | Inspiration 2/2 | Active conditions: None.

Stats:

Female Kasatha Gestalt (Investigator (criptid scholar, natural philosopher) 1 / Ranger (bow nomad, fortune-finder, trapper) 1)
Neutral Good Medium humanoid (Kasatha)
Init +2; Senses Perception +6

Defense
AC 16, touch 14, flat-footed 12 (+2 armor, +2 Dex, +2 dodge)
HP 11 (1d10+1)
Fort +2 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +4

Offense
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
machete +3 (1d6+2/19-20)
Ranged longbow +4 (1d8/×3) or
longbow +0/+0 (1d8/×3)
Special Attacks favored enemy (giants +2)

Spells
Investigator Formulas Known
1st—comprehend languages, cure light wounds, polypurpose panacea, true strike
Investigator Extracts Prepared (CL 1st; concentration +3)
1st—cure light wounds, polypurpose panacea

Statistics
Str 14 +2, Dex 15 +2, Con 10 +0, Int 15 +2, Wis 14 +2, Cha 8 -1
BAB +1; CMB +3; CMD 17
Feats Tool Optimizer, Weapon Focus (Bows)
Traits covered sniper, deadeye bowman, monster hunter
Drawbacks xenophobic
SQ alchemy (alchemy crafting +1), desert runner, desert stride, hinterlander, intuitive monster lore, multi-armed, natural philosopher’s inspiration (2/day), track +1, trapfinding +1, twin bows

Skills
Acrobatics +6; (Ranks:1, +3 class, +2 Dex, -0 ACP)
Appraise +2; (Ranks:0, +0 class, +2 Int) ^
Bluff -1; (Ranks:0, +0 class, -1 Cha ) (+2 vs. Giants)
Climb +3; (Ranks:0, +0 class, +2 Str, -0 ACP, +1 hinterlander)
Craft (alchemy) +6; (Ranks:1, +3 class, +2 Int) (+1 competence to craft item) ^
Craft (traps) +6; (Ranks:1, +3 class, +2 Int)^
Diplomacy -1; (Ranks:0, +0 class, -1 Cha)
Disable Device +7; (Ranks:1, +3 class, +2 Dex, -0 ACP, +1 trapfinding)
Disguise -1; (Ranks:0, +0 class, -1 Cha)
Escape Artist +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Fly +2 (Ranks:0, +2 Dex, -0 ACP)
Heal +6; (Ranks:1, +3 class, +2 Wis)
Intimidate -1; (Ranks:0, +0 class, -1 Cha)
Knowledge (arcana) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (dungeoneering) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (engineering) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers) ^
Knowledge (geography) +6; (Ranks:1, +3 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers) ^
Knowledge (history) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers) ^
Knowledge (local) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (nature) +6; (Ranks:1, +3 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (nobles) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers) ^
Knowledge (planes) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (religion) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (other) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers) ^
Linguistics —; (Ranks:0, +0 class, +0 Int) ^
Perception +6; (Ranks:1, +3 class, +2 Wis) (+2 vs. Giants) (+1 vs. traps)
Ride +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Sense Motive +0; (Ranks:0, +0 class, +2 Wis, -2 trait) (+2 vs. kasatha) (+2 vs. Giants)
Sleight of Hand —; (Ranks:0, +0 class, +0 Dex, -0 ACP) ^
Spellcraft —; (Ranks:0, +0 class, +0 Int)
Stealth +0; (Ranks:0, +0 class, +0 Dex, -0 ACP, +2 trait)
Survival +0; (Ranks:0, +0 class, +0 Wis) (+2 vs. Giants) (+1 vs. tracks)
Swim +0; (Ranks:0, +0 class, +0 Str, -0 ACP +1 hinterlander)
^ Background skill
Racial Modifiers +2 Stealth
Languages Common, Dwarven, Kasatha, Orc

Equipment and Encumberence
Weapons and Ammo arrows (40), dagger, longbow (2), machete
Armor and Defense lamellar cuirass
Combat Gear
Other Gear backpack, mw (alchemy crafting kit, bedroll, canteen, grappling arrow, silk rope, soap, torch (10), trail rations (5), waterproof bag (ink (black), ink pen, investigator formula book, journal)), bandolier (extracts), belt pouch (chalk (10), compass, flint & steel), explorer’s outfit
Coins 0 gp, 8 sp, 9 cp
Carrying Capacity
L / M / H - 66 / 133 / 200 lbs.
Encumberence
Light Load - 65.34 lbs.

Tracked Resources
Dagger - 1/1
Inspiration (+1d6, 2/day) (Ex) - 2/2
Torch 10/10
Trail Rations 5/5

Special Abilities
Alchemy +1 (Su) An investigator adds 1/2 his level (minimum 1) on Craft (alchemy) to create alchemical items, can ID potions by touch.
Covered Sniper Gain a +1 trait bonus on ranged weapon damage rolls as long as you have cover from your target.
Deadeye Bowman When using a longbow, if on ly a single creature is providing soft cover to your target, target does not gain the +4 cover bonus to AC.
Defensive Training +2 dodge bonus to AC.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaustion or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Favored Enemy (Giants +2) (Ex) +2 to Bluff, Knowledge, Perception, Sense Motive, and Survival checks; +2 to attack and damage; knowledge checks may be attempted untrained.
Hinterlander +1 (Ex) A fortune-finder adds 1/2 his level (minimum 1) on all Climb and Swim checks.
Intuitive Monster Lore +2 (Ex) Add Wis mod to knowledge check to ID foes.
Monster Hunter Gain a +1 trait bonus on attack and weapon damage rolls against aberrations and magical beasts.
Multi-Armed (Ex) Has one primary and three off hands.
Natural Philosopher’s Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Knowledge, Heal, and Survival checks to not cost daily uses if trained.
Tool Optimizer Improvised tools give no penalty. Treat normal tools as masterwork.
Track +1 A natural philosopher adds 1/2 his level (minimum 1) on Survival checks to follow tracks.
Trapfinding +1 A trapper adds 1/2 his level (minimum 1) on Perception checks to locate traps and on Disable Device checks. Can disarm magic traps.
Twin Bows (Ex) Can wield two bows at once.
Weapon Focus (Bows) Gain +1 bonus on all attack rolls from the Bows weapon group.
Xenophobic -2 on Diplomacy and Sense Motive checks vs. those of a different race or culture.

Background:

Junsef Dosensa Mada Zim Daelsu of Clan Iru, House Citru , greatbeast-hunter of the line of Rof had a fairly normal childhood as a member of her clan and house. She was born and raised as a nomadic hunter on the Felldales of Numeria. After 25 years of training as a hunter, her time of Tempering was at hand. A year’s walkabout refining her skills identifying queries and learning their defenses and weaknesses was briefly interrupted when she rescued a half-orc alchemist from a pack of hungerseed tieflings. His hands had been broken and he had to teach Jun the rudiments of alchemy to brew some healing extracts.

Returning to her clan with her refined hunting skills and newfound alchemical knowledge she found her clan decimated. An attack from suspicious humans had left her clan shattered. With little family remaining, Jun chose to continue her wanderings to gain alchemical mastery in the hope that further study might bring a prestige to her struggling clan. She set her sights on the Lost Coast, hoping to find scholars in Riddleport or Magnimar willing to train her, trading her hunting skills or further knowledge.

Only a few years away from her clan, she still finds it hard to trust those she thinks of as outsiders, especially after they killed most of her clan. She has spend some time defending Varisian caravans plying routes among the Storval Plateau. Word of the founding of a new Cathedral in the small town of Sandpoint has piqued her interest. Perhaps the ceremony will draw old Deadeye's gaze and allow her better odds of his intervention and assistance in her quest.

Description:

At just under seven feet, Jun’s 12 stones are stretched thing. She is tall and gangly with long delicate appearing limbs. Their thin, delicate appearance hides a graceful wiry strength. Her pale grey weathered skin is tight on her elongated frame. The black orbs staring out over the Varisian scarf wrapped round the lower half of her face look upon the world with a mix of interest and distrust. Loosely strapped to the heavy pack on her back, a longbow rests on either side, quick release knots ready to loose them at a moment’s need. Her long strides move her dusty leather boots and worn trousers over the terrain in a smooth practiced gait. A dagger and a machete hang from either side of her belt. The multihued leather plates that make up her armor are mostly tans, browns, and greens. A weatherbeaten cloak hangs from her shoulders, pinned to her back by her bulging pack. As she treads carefully through the wilderness, her lower arms are bent, hands resting on the hilts of the weapons at her hips. Her upper arms moving between the vials carefully strapped into the bandolier draped across her chest and the bows strapped to her back.

I'll create the profile for her if chosen.


Another RotRL campaign, and this one by a super reputable GM. Dotting with extreme interest. I've never managed to play this AP and would be very interested. I'm returning from an online hiatus, but expect to be available for the forceable future.


I've put together the crunch for my character, still working on typing up the background and details. Just thought I'd get this out there to have Monkeygod and Anthorg see if there were any issues.

Spoiler:
"crunch"]
Female Kasatha Gestalt(Investigator (criptid scholar, natural philosopher) 1/Ranger (bow nomad, fortune-finder, trapper) 1)
Neutral Good Medium humanoid (Kasatha)
Init +2; Senses Perception +6

Defense
AC 16, touch 14, flat-footed 12 (+2 armor, +2 Dex, +2 dodge)
HP 11 (1d10+1)
Fort +2 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +4

Offense
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
machete +3 (1d6+2/19-20)
Ranged longbow +4 (1d8/×3) and/or
longbow +4 (1d8/×3)
Special Attacks favored enemy (giants +2)

Spells
Investigator (Cryptid Scholar, Natural Philosopher) Formulas Known
1st—comprehend languages, cure light wounds, polypurpose panacea, true strike
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Prepared (CL 1st; concentration +3)
1st—cure light wounds, polypurpose panacea

Statistics
Str 14 +2, Dex 15 +2, Con 10 +0, Int 15 +2, Wis 14 +2, Cha 8 -1
BAB +1; CMB +3; CMD 17
Feats Tool Optimizer, Weapon Focus (Bows)
Traits covered sniper, deadeye bowman, monster hunter
Drawbacks xenophobic
SQ alchemy (alchemy crafting +1), desert runner, desert stride, hinterlander, intuitive monster lore, multi-armed, natural philosopher’s inspiration (2/day), track +1, trapfinding +1, twin bows

Skills
Acrobatics +6; (Ranks:1, +3 class, +2 Dex, -0 ACP)
Appraise +2; (Ranks:0, +0 class, +2 Int)
Bluff -1; (Ranks:0, +0 class, -1 Cha ) (+2 vs. Giants)
Climb +3; (Ranks:0, +0 class, +2 Str, -0 ACP, +1 hinterlander)
Craft (alchemy) +6; (Ranks:1, +3 class, +2 Int) (+1 competence to craft item)
Craft (traps) +6; (Ranks:1, +3 class, +2 Int)*
Diplomacy -1; (Ranks:0, +0 class, -1 Cha)
Disable Device +7; (Ranks:1, +3 class, +2 Dex, -0 ACP, +1 trapfinding)
Disguise -1; (Ranks:0, +0 class, -1 Cha)
Escape Artist +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Fly +2 (Ranks:0, +2 Dex, -0 ACP)
Heal +6; (Ranks:1, +3 class, +2 Wis)
Intimidate -1; (Ranks:0, +0 class, -1 Cha)
Knowledge (arcana) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (dungeoneering) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (engineering) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (geography) +6; (Ranks:1, +3 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (history) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (local) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (nature) +6; (Ranks:1, +3 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (nobles) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (planes) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (religion) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Knowledge (other) —; (Ranks:0, +0 class, +2 Int) (+2 vs. Giants) (+2 to ID weakness or powers)
Perception +6; (Ranks:1, +3 class, +2 Wis) (+2 vs. Giants) (+1 vs. traps)
Ride +2; (Ranks:0, +0 class, +2 Dex, -0 ACP)
Sense Motive +0; (Ranks:0, +0 class, +2 Wis, -2 trait) (+2 vs. kasatha) (+2 vs. Giants)
Stealth +0; (Ranks:0, +0 class, +0 Dex, -0 ACP, +2 trait)
Survival +0; (Ranks:0, +0 class, +0 Wis) (+2 vs. Giants) (+1 vs. tracks)
Swim +0; (Ranks:0, +0 class, +0 Str, -0 ACP +1 hinterlander)
* Background skill
Racial Modifiers +2 Stealth
Languages Common, Dwarven, Kasatha, Orc

Equipment and Encumberence
Weapons and Ammo arrows (40), dagger, longbow (2), machete
Armor and Defense lamellar cuirass
Combat Gear
Other Gear backpack, mw (alchemy crafting kit, bedroll, canteen, grappling arrow, silk rope, soap, torch (10), trail rations (5), waterproof bag (ink (black), ink pen, investigator formula book, journal)), belt pouch (chalk (10), compass, flint & steel), explorer’s outfit
Coins 1 gp, 3 sp, 9 cp
Carrying Capacity
L / M / H - 66 / 133 / 200 lbs.
Encumberence
Light Load - 65.44 lbs.

Tracked Resources
Dagger - 1/1
Inspiration (+1d6, 2/day) (Ex) - 2/2
Torch 10/10
Trail Rations 5/5

Special Abilities
Alchemy +1 (Su) An investigator adds 1/2 his level (minimum 1) on Craft (alchemy) to create alchemical items, can ID potions by touch.
Covered Sniper Gain a +1 trait bonus on ranged weapon damage rolls as long as you have cover from your target.
Deadeye Bowman When using a longbow, if on ly a single creature is providing soft cover to your target, target does not gain the +4 cover bonus to AC.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaustion or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Favored Enemy (Giants +2) (Ex) +2 to Bluff, Knowledge, Perception, Sense Motive, and Survival checks; +2 to attack and damage; knowledge checks may be attempted untrained.
Hinterlander +1 (Ex) A fortune-finder adds 1/2 his level (minimum 1) on all Climb and Swim checks.
Intuitive Monster Lore +2 (Ex) Add Wis mod to knowledge check to ID foes.
Monster Hunter Gain a +1 trait bonus on attack and weapon damage rolls against aberrations and magical beasts.
Multi-Armed (Ex) Has one primary and three off hands.
Natural Philosopher’s Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Knowledge, Heal, and Survival checks to not cost daily uses.
Tool Optimizer Improvised tools give no penalty. Treat normal tools as masterwork.
Track +1 A natural philosopher adds 1/2 his level (minimum 1) on Survival checks to follow tracks.
Trapfinding +1 A trapper adds 1/2 his level (minimum 1) on Perception checks to locate traps and on Disable Device checks. Can disarm magic traps.
Twin Bows (Ex) Can wield two bows at once.
Weapon Focus (Bows) Gain +1 bonus on all attack rolls from the Bows weapon group.
Xenophobic -2 on Diplomacy and Sense Motive checks vs. those of a different race or culture.


Ok, assuming the race is acceptable (it is Paizo). I'm thinking about a Kasatha Investigator/Ranger with some heavy archetype stacking including bow-nomad.

If a Kasatha might be a problem, I can re-asses and try something else.


Coming back from a major online hiatus and this looks very fun. Thanks to Monkygod and GM Anthorg for getting this running. Gonna see what I can come up with. Hopefully I'm not too late to get in the running.


Ok. I think I've worked it all out.

I'd like to present Shesik, a changeling ranger with the galvanic saboteur and trapper archetypes. A very grounded build for such a mystical race, but it seemed to work.

I hope she fits your vision for this campaign.
Thank you for your consideration.

“Crunch”:

Female Changeling (Sorrow-may) Ranger (Galvanic Saboteur/Trapper) 1
Neutral Medium humanoid (changeling)
Init +4; Senses Darkvision; Perception +6 (+8 to not be surprised in a surprise round of combat)

Defense
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
HP 11 (1d10+1)
Fort +2, Ref +5, Will +2; +2 racial bonus vs gaze attacks

Offense
Speed 30 ft.
Melee machete +4 (1d6+2/19-20) or
2 claws +5 (1d4+2)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (constructs +2)

Statistics
Str 14 +2, Dex 16 +3, Con 10 +0, Int 14 +2, Wis 15 +2, Cha 8 -2
BAB +1; CMB +4; CMD 16
Feats Weapon Focus (natural attacks)
Traits giant ambivalence, reckless, robot slayer
Drawbacks bitter
SQ reprogram, track +1, trapfinding +1

Skills
Acrobatics +6; (Ranks:1, +3 class, +3 Dex, -2 ACP, +1 trait)
Appraise +2; (Ranks:0, +2 Int)
Bluff -1; (Ranks:0, -1 Cha ) (+2 vs. constructs)
Climb +0; (Ranks:0, +0 class, +2 Str, -2ACP)
Craft (Traps) +6; (Ranks:1, +3 class, +2 Int)*
Diplomacy -1; (Ranks:0, -1 Cha)
Disable Device +6; (Ranks:1, +3 class, +3 Dex, -2 ACP, +1 trapfinding)
Disguise -1; (Ranks:0, -1 Cha)
Escape Artist +1; (Ranks:0, +3 Dex, -2 ACP)
Fly +1; (Ranks:0, +3 Dex, -2 ACP)
Heal +6; (Ranks:1, +3 class, +2 Wis)
Intimidate -1; (Ranks:0, +0 class, -1 Cha)
Knowledge (arcana) +6; (Ranks:1, +3 class, +2 Int) (+2 vs. constructs)
Knowledge (engineering) +3; (Ranks:1, +2 Int) (+2 vs. constructs)*
Knowledge (geography) +6; (Ranks:1, +3 class, +2 Int) (+2 vs. constructs)*
Linguistics +3; (Ranks:1, +2 Int)*
Perception +6; (Ranks:1, +3 class, +2 Wis) (+2 vs. constructs) (+2 vs. surprise) (+1 vs. traps)
Ride +1; (Ranks:0, +0 class, +3 Dex, -2 ACP)
Sense Motive +2; (Ranks:0, +2 Wis, +1 trait) (+2 vs. constructs)
Sleight of Hand —; (Ranks:0, +3 Dex, -2 ACP)
Spellcraft —; (Ranks:0, +0 class, +2 Int)
Stealth +1; (Ranks:0, +0 class, +3 Dex, -2 ACP)
Survival +6; (Ranks:1, +3 class, +2 Wis) (+2 vs. constructs) (+1 to tracking)
Swim +0; (Ranks:0, +0 class, +2 Str, -2 ACP)
*Background skills
Languages Common, Aklo, Dwarven, Hallit, Orc

Equipment and Encumberence
Weapons and Ammo machete, shortbow w/ 20 arrows
Armor and Defense leather lamellar armor
Combat Gear
Other Gear backpack (bedroll, canteen, grappling arrow, silk rope (50'), trail rations (5), trap making tools), belt pouch (flint and steel, twine (50’)), thieve’s tools
Coins 19 gp, 3 sp, 9 cp
Carrying Capacity
L / M / H - 58 / 116 / 175 lbs.
Encumberence
Light Load - 57.5 lbs.

Tracked Resources
Arrows - 20/20
Trail rations - 5/5

Special Abilities
Bitter Heal 1 less point when receiving healing from an ally’s class feature, spell, or sla.
Darkvision (60 feet) You can see in the dark (black and white only).
Favored Enemy (Constructs +2) (Ex) +2 to rolls vs. constructs foes.
Giant Ambivalence +1 bonus to Initiative and Sense Motive, +2 bonus to Perception checks to not be surprised in a surprise round
Reckless +1 to Acrobatics, Acrobatics is a class skill
Reprogram (Ex) Improve attitude of mindless constructs as wild empathy, intelligent constructs at -4 penalty.
Robot Slayer +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Focus (Natural Weapons) +1 bonus to attack rolls with natural weapons

“Description and Background”:

Description
Walking through the market square something about this strange young woman catches your eye. Tall and gangly, she moves with a quiet grace. A traveling pack hanging from her shoulder and layered leather armor speak of long travel. Dust and dried mud spot her soft leather boots and the ragged bottoms of her trousers.

Her dark wild hair hides her pale face as you watch while she fingers a set of cogs. Her long delicate fingers end in sharp claw-like nails. For a moment she turns her head and looks in your direction. The bitter sneer that mars her face is a momentary distraction from her disturbing gaze. Any other thoughts are lost as her mismatched eyes momentarily meet yours. One as pale as ivory the other a shining black from lid to lid.

Background
Shesik’s parents fled the Worldwound soon after their realization that her mother was with child. Unfortunately their travels south lead them into Numeria. Lost in the strange wastelands her father was slain before her birth. Between the demonic energies of what was once Sarkoris and the strange energies of the remains of the Rain of Stars there was little chance of a normal birth for Shesik.

Barely surviving the birth of her strangely deformed daughter, Shesik’s mother never truly recovered and wasted away within a handful of years. Raised in the wilds of Numeria by a Kellid barbarian tribe, Shesik never felt a belonging to the clan and left to wander alone at the age of 13. For the last three or four years she has managed to thrive in the wilderness surrounding Torch, scavenging and selling trinkets from various caches as well as parts gleaned from slain constructs.


I'm going to dot in on this.

Amon Toph ninja'd my preferred idea for an Android Investigator. Maybe I'll still roll one up. Lets see if something else coalesces.


I'm OK playing alongside K-9 as written. While certain of his abilities have high point counts, he does have limited use of a lot of his abilities.
He's really good with knowing things, but limited to high tech when it comes to doing things.
He's also a fairly known commodity for the players.


Ok, here's what I've been working on. I still need to stat up the gadget. The intent of the gadget is something akin to H.G. Wells' device from Warehouse 13 or Batman's batclaw device from the animated series.

Joe Stokes:

Name: Josephine (Joe, or Josie) Hope Stokes

Home TL: Victorian (4)

Attributes: (20CP)
Awareness - 4
Coordination - 3
Ingenuity - 5
Presence - 2
Resolve - 4
Strength - 2

Skills: (18SP + 2CP)
Athletics - 0
Convince - 0
Craft - 2
Fighting - 1
Knowledge - 1
Marksman - 3
Medicine - 0
Science - 3 (Physics)
Subterfuge - 4
Survival - 0
Technology - 4 (Gadgetry)
Transport - 0

Traits: (2CP)
Boffin (2CP)
Eccentric (Minor, Dresses as a boy) (-1CP)
Technically Adept (1CP)
Impaired Senses (Minor, Needs to wear glasses) (-1CP)
Insatiable Curiosity (-1CP)
Resourceful Pockets (1CP)
Time Traveller (Major, TL5) (2CP)
Outsider (-1CP)
Gadget (Grappling Hook Gun) (Major, 2 Story Points)

Biodata:

Personal Goal:
To see the world, (or worlds, now that she knows they're out there).

Description:
Joe Stokes looks like a 12 or 13 year old boy dressed in grungy, oil stained clothes. A once white shirt and leather vest under a once fine velveteen coat. Her much patched tweed knickerbockers soiled with dirt and grease. A flat baker's boy cap hides a messy head of curly hair. A pair of smoked spectacles rests on the bridge of her nose.
Josephine Hope Stokes is a 19 year old young woman approximately 5 feet tall and 95 pounds with a distinctly boyish figure.

Personality:
Curious to a fault, Josephine pokes her nose into everything. She eavesdrops whenever possible and loves to crawl into things to see how they work. She doesn't like wearing dresses or having to manage long hair. She hates being treated as the "weaker sex".

Background:
Josephine is a street urchin from 1850’s London. When younger she worked in the factories crawling into the machinery to repair it. As she got older it became harder to fit inside the tight spaces. A brush with smallpox in 1844 left her with a stutter and damaged eyesight, but miraculously little scarring. She was tossed out into the street where her mechanical skills earned her a place with a small gang of pickpockets. Never quite a full member, they still relied on her ability to design and build complicated, yet hidden, traps and secret passages to escape pursuit.

In 1851, Josephine and the gang are rounded up by Mercy Hartigan and forced to work on the CyberKing. Freed by the Doctor and Jackson Lake, she snuck into the TARDIS and later snuck out into 2010 while the Doctor was tracking a wormhole. (TV episodes "The Next Doctor" and "Planet of the Dead") She took a little while to get acclimated to the 21st century. Her temporal displacement drew the attention of the denizens of Trap Street and she hid there until she learned to get by in her future.

Living in Trap Street she "overheard" many stories of wondrous places throughout the universe. She hopes someday to find a way to visit as much of the universe as she can. Using her Victorian experience and modern knowledge combined with her technical abilities, she has managed to blend into certain Steampunk circles. Her travel in the TARDIS and living within the protections of Trap Street kept her safe from the cracks in time that reset the events involving the CyberKing.

Possessions:
Victorian urchin clothes
A few tools and spare parts stuffed in her pockets
Grappling Hook Gun (Major Gadget)

Character Points: 24
Skill Points: 18
Story Points: 10


Torchwood used a drug called RetCon to wipe memories. It was also used by Ashildur/Me in defense of the Trap Street.


I have a skeleton worked up, I'm waiting to hear from the GM about a few things. But I'm waiting to see what concepts ZenFox and Jezebel are thinking of before finishing up.

Basically I'm working on a victorian urchin with a talent for gadgets and booby traps who encountered the Doctor during the events of "The Next Doctor".


This is what I've gathered from the PDF. GM please correct me if I'm wrong.

Convince is the social skill, usually Presence + Convince vs Resolve + Convince.

Programming is probably going to be Ingenuity + Technology most of the time. Bonus to the roll if you have an Area of Expertise in Computers.

Melee combat is usually Strength + Fighting to attack or to block or parry an attack, Coordination + Fighting to dodge a melee attack.

Ranged combat would be Coordination + Marksman to attack, and Coordination + Awareness to dodge a known ranged attack.

Using a vehicle weapon or security system to do a ranged attack would be Ingenuity + Marksman.

Most knowledge rolls are going to be Ingenuity + Knowledge or Ingenuity + Science.

You can probably drive a car with just Coordination for most things. The base DC for driving in traffic is 12, probably 9 if there's no traffic. So 2d6 + Coordination + Transport. 9 should be pretty easy to hit, 12 a little harder without the skill.

Just remember there's a penalty for interacting with things outside your native TL unless you've spent points on the Time Traveler Trait. You'll need to take the Time Traveler Trait for each TL you familiarize yourself with, 2CP for "future" TLs, 1CP for "past" TLs.

Yeah, there are a few more Traits in the PDF that aren't in the Character Creation document. And probably more in some of the other books as well.


You get 18 skill points to be spent on a 1-to-1 basis. If you have a skill at 3 or above you can select one or more Area(s) of Expertise. Each Area of Expertise costs one skill point, but does not increase the primary skill.

If you have leftover Character Points from Attributes and Traits, you can spend them as skill points to get more than 18 at character creation.


Just an observation, Alyster appears to have 25 points allocated to skills.


So, the character I'd been thinking about has been a bit of a bodger, a tinker. I hadn't decided if that would be clockwork, a grease monkey, or an electrical engineer. That'd probably depend on the tech level and time period of her origin. Looking over the character creation guide and a quick scan of the book, I'd say the traits "Boffin" and "Percussive Maintenance" sound pretty in character and probably a moderately high Ingenuity.

On the plus side, it's a concept that can fit into a lot of party builds and various organizations.


Thank you for the selection. I'm downloading the sourcebook now.

I think, from the OP, our GM was looking more for a standard companion adventuring with the Doctor, but I would also like to here the GM's opinion.

I have a few character ideas and I'll see what I can put together.


ZenFox42 wrote:

I, like hustonj, have been a bit bewildered as to why the writers of the new series always go out of their way to "remove" the Doctor's access to a companion when they leave. Rose stuck in an unreachable alternate universe, River basically dead, Amy and Rory stuck in the 1930's (I think) that the Doctor can't reach (can't remember why), and Donna Noble with her mind wiped who will die if she even sees the Doctor.

In the first series, each companion just went their way, back to their old life.

Weird.

No necessarily, Romana 2 and K-9 Mk. II remained in E-Space with the understanding that the Doctor would never be able to return and retrieve them. Adric died a fairly complete and final death. Zoe and Jamie were returned to their own times with no knowledge of the Doctor or their adventures with him. Even during the First Doctor's tenure, Katarina performed a noble suicide, possibly aided by the idea that she was already dead.

The new series has increased the emotional value of companions and therefore that likelihood that the Doctor will do what he can to retrieve or reconnect with them. Therefore the writers need to provide more excessive reasons to separate the companions from further stories.


I've been a Dr. Who fan for a long time. I got started with old-school classic Who. My first Doctor was Tom Baker and I was thrilled to see it return to the air in 2005.

My Answers:

Favorite Doctor(s):
Classic Who: 7th Doctor, Sylvester McCoy. I loved how he maintained the light-heartedness of Patrick Traughton but brought in a certain sinister hint of a dark past.
Nu-Who: Maybe I'm cheating, but my favorite is the War Doctor. Followed closely by Matt Smith. Although Peter Capaldi has been growing on me.

Favorite Companion(s):
Classic Who: Ace. No question. Although I'll always have a soft spot for Romana 2 (Lalla Ward) and K-9.
Nu-Who: Clara. Although River and the Ponds and the Paternoster Gandhi all rank.

Favorite Episode(s):
Classic Who: I really love the final arc of the entirety of season 26 (Battlefield, Curse of Fenric, Ghost Light, and Survival). It showed a dark past (or possible future) to the Doctor and what he would do to meddle in the creation of his companions. But if I have to choose a single episode/serial, I'd have to pick Genesis of the Daleks. Which showed the fourth Doctor watching Davros creating the Daleks from the Kaled warriors and his attitude towards possible genocide.
Nu-Who: Heaven Sent.

Favorite Villain(s):
No contest, the Master in all his (and her) iterations. I am part fond of Missy and her own story arc.

I am truly interested to see where the series goes in October.


Ok, I think I have her finished. @DM_Rgnarok, please let me know if anything looks amiss or if you have any questions.

Character Submission:

Maraedra Uviel
Female elf investigator (cryptid scholar, natural philosopher) 5/oracle (seeker) 5/gestalt 5
N Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +15

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 40 (5d8)
Fort +1, Ref +7, Will +8; +2 vs. enchantments
Defensive Abilities uncanny dodge; Immune sleep

Offense
Speed 30 ft.
Melee +1 rapier +7 (1d6+2/18-20) or
   dagger +6 (1d4+1/19-20)
Ranged mwk longbow +7 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 14, 3d6)

Spells
Oracle (Seeker) Spells Known (CL 5th; concentration +11)
   2nd (5/day)—cure moderate woundshold person (DC 14), lesser restorationshare language (DC 14)
   1st (7/day)—blesscure light woundsdeadeye's loredetect undeadprotection from eviltracking mark (DC 13)
   0 (at will)—detect magiclightmendingread magicscrivener's chantstabilize
   Mystery Life
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Known (CL 5th; concentration +13)
   2nd—barkskindarkvision
   1st—blend, comprehend languagescrafter's fortune (DC 15), cure light wounds, heightened awarenessidentify, polypurpose panaceatrue strike
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Prepared (CL 5th; concentration +13)
   2nd (3/day)—barkskinblenddarkvision
   1st (5/day)—comprehend languagescrafter's fortune (DC 15), heightened awarenesspolypurpose panaceatrue strike

Statistics
Str 13 +1Dex 16 +3Con 11 +0Int 18 +4Wis 18 +4Cha 14 +2
Base Atk +3; CMB +6; CMD 17
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Focused Inspiration, Improved Initiative, Power Attack, Tool Optimizer
Traits scholar of the ancients, seeker of brightness (knowledge (dungeoneering)), self-taught scholar
SQ +1 skill point, alchemy (alchemy crafting +5), elven magic, herbalism +2, intuitive monster lore, investigator talents (expanded inspiration, infusion), keen recollection, keen senses, knowledgeable strike, natural philosopher’s inspiration (6/day), opportune advice, oracle's curse (powerless prophecy), revelation (channel), seeker lore, swift alchemy, track +2, trapfinding +2, weapon familiarity, weapon finesse

Skills 
Acrobatics +11,
Appraise +9,
Bluff +2,
Climb +1,
Craft (alchemy) +15 (+20 to create alchemical items),
Diplomacy +2,
Disable Device^ +15,
Disguise +2,
Escape Artist +3,
Fly +3,
Heal* +14,
Intimidate +2,
Knowledge (arcana)* +10 (+14 bonus spells) (+14 to ID foes),
Knowledge (dungeoneering)* +10 (+12 to navigate underground) (+14 to ID foes),
Knowledge (engineering)* +9 (+13 to ID foes),
Knowledge (geography)* +9,
Knowledge (history)* +10,
Knowledge (local)* +9 (+13 to ID foes),
Knowledge (nature)* +9 (+13 to ID foes),
Knowledge (nobility) +4,
Knowledge (other) +4 (+8 to ID foes),
Knowledge (planes)* +9 (+13 to ID foes),
Knowledge (religion)* +9 (+13 to ID foes),
Linguistics +12 (+13 to decipher unfamiliar language),
Perception*^ +15 (+17 vs. Traps),
Profession (herbalist)* +10 (+12 to find herbs),
Profession (midwife)* +10,
Ride +3,
Sense Motive* +8,
Sleight of Hand +8,
Spellcraft +12 (+13 to decipher scrolls, +16 bonus spells, +14 to identify magic item properties),
Stealth +3,
Survival +12 (+14 to avoid becoming lost)*,
Swim +1;
Free Inspiration *
Focused Inspiration ^ (d8)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Dwarven, Elven, Goblin, Orc, Shoanti, Sylvan, Thassilonian, Tien, Varisian

Equipment
Weapons +1 rapier, dagger, mwk longbow with 50 arrows
Armor and Defense +1 mithral shirt
Other Gear efficient quiver (mwk longbow with 50 arrows, grappling arrow (5)), handy haversack (alchemy crafting kit, bedroll, candle (10), canteen (2), crowbar, folding shovel, hammer, healer's kit, mess kit, piton (20), portable alchemist's lab, pot, silk rope (100 ft.), soap, trail rations (10), traveler's any-tool, waterproof bag (ink, inkpen, investigator starting formula book, journal, powder, scroll box (parchment (10)))),  bandolier (2) (acid (5), alchemist's fire (5), holy water (5), oil (5), potion of cure light wounds (5)), belt pouch (chalk (10), compass, flint and steel, mirror, twine (50'), ), belt pouch (coins), explorer’s outfit, silver holy symbol of Pharasma, spell component pouch, thieves' tools, wand of cure light wounds
Coins 5 pp, 15 gp, 10 sp, 19 cp (66.19 gp)
Carrying Capacity (L/M/H) 50 lbs. / 100 lbs. / 150 lbs.
Encumbrance Light Load (31.48 lbs.)

Tracked Resources
Acid - 0/5
Alchemist's fire - 0/5
Arrows - 0/50
Dagger - 0/1
Healer's kit - 0/10
Holy water - 0/5
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) - 0/6
Oracle Channel Positive Energy 3d6 (3/day, DC 14) (Su) - 0/3
Potion of cure light wounds - 0/5
Trail rations - 0/10
Wand of cure light wounds - 0/50

Special Abilities
+1 Skill Point (FCB) (5) +1 Skill Point
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Elven Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Focused Inspiration (Disable Device, Perception) Roll d8 (or d10 if normally rolling d8) when adding inspiration to selected skills.
Herbalism +2 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Improved Initiative You get a +4 bonus on initiative checks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Intuitive Monster Lore +4 (Ex) Add Wis mod to knowledge checks to ID foes.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Keen Senses +2 racial bonus on Perception checks.
Knowledgeable Strike +1d6 (Ex) As a move action end opportune advice and deal extra dam vs. foe type for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystery (Life) Deities: Gozreh, Pharasma, Sarenrae. Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Opportune Advice +1 (4 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.
Oracle Channel Positive Energy 3d6 (3/day, DC 14) (Su)Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tool Optimizer Improvised tools give no penalty.
Track +2 Add the listed bonus to Survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Finesse Use Dex instead of Str to attack with light weapons.

Background and Appearance
Born in Crying Leaf in the Mierani Forest about 124 years ago, Maraedra Uviel always had visions of the future, but could never share them before they came to pass. She was never particularly talented in the arcane, but did have a knack for learning. Even as she learned to survive in the wilderness and defend her people, she was always reading a book. Constantly interested in knowledge than in the arts, she never quite fit in. In her reading and her studies, she realized that her healing powers and her visions must be granted by Pharasma.

As her training progressed, Maraedra did what she could in the battle against the drow. Constantly finding that her visions arrived to late to help fight, she turned her training towards healing. When Aroden failed to appear in Cheliax and the Age of Lost Omens began, she realized the futility of her prophetic visions. Disillusioned with the constant battle to reclaim the ancient Elven capital, and uncertain about her visions, she began wandering in search of herself. She wandered Varisia for many years, doing a bit of this and a bit of that. Learning many trades and reading any books he could come across. 

An interest in ancient Thassilon granted her a purpose for a period. Maraedra spent a decade in Riddleport, studying the Cyphergate and learning from anyone that would teach her. She spent another decade in Magnimar, studying the Irespan. She traveled to many Thassilonian ruins, delving for information, learning their language. 

Eventually she began riding with human caravans, teaching those who were interested about the history of their land. As she traveled with the Varisian caravans, she rekindled her relationship with Pharasma. Hearing about the dedication of a new Cathedral in Sandpoint, she had a vision of goblins overwhelming the townsfolk. As quickly as she could, she abandoned the caravan the was with to make her way cross country for the ceremony. Unfortunately, Maraedra arrived much too late, the ceremony and the disastrous events around it already passed.

Maraedra Uviel stands about six feet tall and just over a hundred and ten pounds. She dresses in the native Varisian style, while practical it appears loose and flowing with many multicolored scarves. A pair of bandoliers cross her torso, their straps filled with flasks and vials. Her slight elven frame moves smoothly and delicately.


Here is a rough beginning to my character submission. Please let know if you have any commentary.

rough draft:

Maraedra Uviel
Female elf investigator (cryptid scholar, natural philosopher) 5/oracle (seeker) 5/gestalt 5
N Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +15

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 24 (5d8)
Fort +1, Ref +7, Will +8; +2 vs. enchantments
Defensive Abilities uncanny dodge; Immune sleep

Offense
Speed 30 ft.
Melee +1 rapier +7 (1d6+2/18-20) or
   dagger +6 (1d4+1/19-20)
Ranged mwk longbow +7 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 14, 3d6)

Spells
Oracle (Seeker) Spells Known (CL 5th; concentration +11)
   2nd (5/day)—cure moderate woundshold person (DC 14), lesser restorationshare language (DC 14)
   1st (7/day)—blesscure light woundsdeadeye's loredetect undeadprotection from eviltracking mark (DC 13)
   0 (at will)—detect magiclightmendingread magicscrivener's chantstabilize
   Mystery Life
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Known (CL 5th; concentration +13)
   2nd—barkskindarkvision
   1st—blend, comprehend languagescrafter's fortune (DC 15), cure light wounds, heightened awarenessidentify, polypurpose panaceatrue strike
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Prepared (CL 5th; concentration +13)
   2nd—barkskinblenddarkvision
   1st—comprehend languagescrafter's fortune (DC 15), heightened awarenesspolypurpose panaceatrue strike

Statistics
Str 13, Dex 16, Con 11, Int 18, Wis 18, Cha 14
Base Atk +3; CMB +6; CMD 17
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Focused Inspiration, Improved Initiative, Power Attack, Tool Optimizer
Traits scholar of the ancients, seeker of brightness (knowledge (dungeoneering)), self-taught scholar
SQ +1 skill point, alchemy (alchemy crafting +5), elven magic, herbalism +2, intuitive monster lore, investigator talents (expanded inspirationACG, infusion), keen recollection, keen senses, knowledgeable strike, natural philosopher’s inspiration (6/day), opportune advice, oracle's curse (powerless prophecy), revelation (channel), seeker lore, swift alchemy, track +2, trapfinding +2, weapon familiarity, weapon finesse

Skills 
Acrobatics +11,
Appraise +9,
Bluff +2,
Climb +1,
Craft (alchemy) +15 (+20 to create alchemical items),
Diplomacy +2,
Disable Device^ +15,
Disguise +2,
Escape Artist +3,
Fly +3,
Heal* +14,
Intimidate +2,
Knowledge (arcana)* +10 (+14 spells) (+14 to ID foes),
Knowledge (dungeoneering)* +10 (+12 to navigate underground) (+14 to ID foes),
Knowledge (engineering)* +9 (+13 to ID foes),
Knowledge (geography)* +10,
Knowledge (history)* +9,
Knowledge (local)* +9 (+13 to ID foes),
Knowledge (nature)* +9 (+13 to ID foes),
Knowledge (nobility) +4,
Knowledge (other) +4 (+8 to ID foes),
Knowledge (planes)* +9 (+13 to ID foes),
Knowledge (religion)* +9 (+13 to ID foes),
Linguistics +12 (+13 to decipher unfamiliar language),
Perception*^ +15 (+17 vs. Traps),
Profession (herbalist)* +10 (+12 to find herbs),
Profession (midwife)* +10,
Ride +3,
Sense Motive* +8,
Sleight of Hand +8,
Spellcraft +12 (+13 to decipher scrolls, +16 spells, +14 to identify magic item properties),
Stealth +3,
Survival +12 (+14 to avoid becoming lost)*,
Swim +1;
Free Inspiration *
Focused Inspiration ^ (d8)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Dwarven, Elven, Goblin, Orc, Shoanti, Sylvan, Thassilonian, Tien, Varisian

Equipment
Weapons +1 rapier, dagger, mwk longbow with 50 arrows
Armor and Defense +1 mithral shirt
Other Gear efficient quiver (mwk longbow with 50 arrows, grappling arrow (5)), handy haversack (alchemy crafting kit, bedroll, candle (10), canteen (2), crowbar, folding shovel, hammer, healer's kit, mess kit, piton (20), portable alchemist's lab, pot, silk rope (100 ft.), soap, trail rations (10), traveler's any-tool, waterproof bag (ink, inkpen, investigator starting formula book, journal, powder, scroll box (parchment (10)))),  bandolier (2) (acid (5), alchemist's fire (5), holy water (5), oil (5), potion of cure light wounds (5)), belt pouch (chalk (10), compass, flint and steel, mirror, twine (50'), ), belt pouch (coins), explorer’s outfit, silver holy symbol of Pharasma, spell component pouch, thieves' tools, wand of cure light wounds,
Coins 5 pp, 15 gp, 10 sp, 19 cp (66.19 gp)
Carrying Capacity (L/M/H) 50 lbs. / 100 lbs. / 150 lbs.
Encumbrance Light Load (31.48 lbs.)

Tracked Resources
Acid - 0/5
Alchemist's fire - 0/5
Arrows - 0/50
Dagger - 0/1
Healer's kit - 0/10
Holy water - 0/5
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) - 0/6
Oracle Channel Positive Energy 3d6 (3/day, DC 14) (Su) - 0/3
Potion of cure light wounds - 0/5
Trail rations - 0/10
Wand of cure light wounds - 0/50

Special Abilities
+1 Skill Point (FCB) (5) +1 Skill Point
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Elven Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Focused Inspiration (Disable Device, Perception) Roll 2d8 (or 2d10 if normally rolling d8) when adding inspiration to selected skills.
Herbalism +2 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Improved Initiative You get a +4 bonus on initiative checks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Intuitive Monster Lore +4 (Ex) Add Wis mod to knowledge checks to ID foes.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Keen Senses +2 racial bonus on Perception checks.
Knowledgeable Strike +1d6 (Ex) As a move action end advice and deal extra dam vs. foe type for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystery (Life) Deities: Gozreh, Pharasma, Sarenrae. Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Opportune Advice +1 (4 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.
Oracle Channel Positive Energy 3d6 (3/day, DC 14) (Su)Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tool Optimizer Improvised tools give no penalty.
Track +2 Add the listed bonus to Survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Finesse Use Dex instead of Str to attack with light weapons.

Background and Appearance
Born in Crying Leaf in the Mierani Forest about 124 years ago, Maraedra Uviel always had visions of the future, but could never share them before they came to pass. She was never particularly talented in the arcane, but did have a knack for learning. Even as she learned to survive in the wilderness and defend his people, she was always reading a book. Constantly interested in knowledge than in the arts, she never quite fit in.

When Aroden failed to appear in Cheliax and the Age of Lost Omens began, she became disillusioned with the battle to reclaim the ancient Elven capital and began wandering in search of herself. She wandered Varisia for many years, doing a bit of this and a bit of that. Learning many trades and reading any books he could come across. 

She spent a decade in Riddleport, studying the Cyphergate and learning from anyone that would teach her. She spent another decade in Magnimar, studying the Irespan. She traveled to many Thassilonian ruins, delving for information, learning their language. 

Eventually she began riding with human caravans, teaching those who were interested about the history of their land. As she traveled with the Varisian caravans, she rediscovered her faith in Pharasma. Hearing about the dedication of a new Cathedral in Sandpoint, she had a vision of goblins overwhelming the townsfolk. As quickly as she could, she worked her way there for the ceremony. Unfortunately, she arrived too late, the ceremony and the disastrous events around it already passed.


Always wanted to play RotRL. Let's give this a try.

3d6 + 6 - 3 ⇒ (5, 3, 3) + 6 - 3 = 14
3d6 + 6 - 3 ⇒ (3, 4, 3) + 6 - 3 = 13
3d6 + 6 - 1 ⇒ (4, 6, 1) + 6 - 1 = 16
3d6 + 6 - 1 ⇒ (5, 1, 2) + 6 - 1 = 13
3d6 + 6 - 1 ⇒ (1, 4, 4) + 6 - 1 = 14
3d6 + 6 - 2 ⇒ (2, 6, 5) + 6 - 2 = 17


I've never played RotRL. I've applied to several recruitments, but never been selected.

I have a decent amount of experience in RP, but I am pretty new to the Paizo boards.

I usually like playing skilled characters, but not sneaky thieves. So I wind up playing a lot of Investigators, but I am open to other options. (Bards or Rogues are always another route.)

As far as backgrounds go. If the charismatic supposed to be developed, I can draft a novel of a background. Although if the characters are supposed to have known each other before the start of the campaign, it can be nice to leave that open and allow them the ability to make stuff up in RP (ie. "Remember that time when...").

Thanks for the opportunity to apply, I hope you have a good game (whether or not I am selected ).


Sirusk wrote:
Asa, Cerastes, our oracle, has been one of our main healers but we certainly could utilize some additional healing potential if your extracts are shareable (I only sort of remember how to play the alchemist).

I took two Archetypes that work together to provide extra healing support. I can prepare any extract of the healing subschool as an infusion (other characters can use it), and once per day, I can use "touch injection" and simply hold the infused extract and apply it to someone I touch. But I've only got four spell slots per day (and I usually use one of those to be able to lug around my 140 lbs of gear).


I know this is a lot like Something Wicked's withdrawn submission, but I was already working in this direction when that post came up. Below is Asa Basmerit, also a Crypt-Breaker Alchemist. But with some interesting twists. As always the spell/extract selection and gear can be fine tuned after selection.

Background and Party Roll:

Background and Appearance
Asa Basmerit was born in a small village on the edge of the Osirian desert. Always a curious child, she managed to slip into places that her parents never expected. As she became a young girl, her elemental heritage became clear. Her mother revealed that somewhere down her lineage there had been a Djinni, but none remember exactly when. As her parents grew old she withdrew into her studies. Learning all she could about Alchemy and Ancient Osirion. Her love of secrets started her journeys into the ancient tombs. She worships Bastet and her similar love of secrets.
After her parents death Asa made a pilgrimage to Sothis. There she learned about healing others as well as much more about the ancient temples and cities. She started hiring out to explorers seeking treasure from the ancient tombs. Since then she has continued to refine her alchemical knowledge and expand her knowledge of Ancient Osirion.

Party Roll
Asa is a “full-roguish type” with added offense of bombs and utility of alchemy, extracts, and healing infusions. Eventually she will gain the added utility of curse breaking.

Crunch:

Asa Basmerit
Female sylph alchemist (chirurgeon, crypt breaker, wasteland blightbreaker) 3
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7 (+9 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.)

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 21 (3d8)
Fort +3, Ref +6, Will +2; +2 vs. [air] or [electricity] spells, or electricity damage

Offense
Speed 35 ft.
Melee dagger +3 (1d4+1/19-20) or
. . morningstar +3 (1d8+1)
Ranged bomb +6 (2d6+4 fire) or
. . mwk light crossbow +6 (1d8/19-20)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—feather fall
Alchemist Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—touch injection (healing subschool infusion only)[UC]
Alchemist (Chirurgeon, Crypt Breaker, Wasteland Blightbreaker) Extracts Known (CL 3rd; concentration +7)
. . 1st—ant haul[APG] (DC 15), bomber's eye[APG], comprehend languages, cure light wounds, identify, polypurpose panacea[UM], targeted bomb admixture[UC], true strike
Alchemist (Chirurgeon, Crypt Breaker, Wasteland Blightbreaker) Extracts Prepared (4)(CL 3rd; concentration +7)
. . 1st—ant haul[APG] (DC 15), comprehend languages, cure light wounds, polypurpose panacea[UM]

Statistics
Str 13, Dex 16, Con 10, Int 18, Wis 12, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Airy Step[ARG], Throw Anything, Tool Optimizer
Traits inquisitive archaeologist, osirionologist (osirion)
SQ +1 skill point (FCB), alchemy (alchemy crafting +3), breeze-kissed[ARG], crypt breaker's draught, discovery (precise bombs [4 squares]), feather fall, healing infusion, like the wind[ARG], poison use, swift alchemy, trapfinding +1

Skills
Appraise +8,
Craft (alchemy) +11 (+14 to create alchemical items),
Disable Device +12 (+8 to checks if more than five feet away from device),
Heal +6,
Knowledge (arcana) +9,
Knowledge (dungeoneering) +5,
Knowledge (engineering) +10,
Knowledge (history) +6,
Knowledge (local) +5,
Knowledge (nature) +8,
Knowledge (planes) +5,
Knowledge (religion) +5,
Linguistics +5,
Perception +7 (+9 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.),
Sleight of Hand +7,
Spellcraft +10,
Survival +5
Languages Ancient Osiriani, Aquan, Auran, Common, Ignan, Osiriani, Terran

Equipment
Weapons dagger, morningstar, mwk light crossbow with 20 bolts
Armor and Defense mithral shirt
Combat Gear crypt breaker’s draught (low-light vision), potion of cure light wounds (5), acid (5), alchemist's fire (5), alkali flask[APG] (5), bone bane (5), bottled lightning[UE] (5), efreeti cord[UI], efreeti switch[UI], holy water (5), liquid ice[APG] (5), tanglefoot bag (2)
Other Gear alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE] (2), bedroll, belt pouch, candle (5), canteen[UE] (2), chalk (10), crowbar, explorer’s outfit, flint and steel, grappling bolt[UE], hot weather outfit[APG],ink, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], portable alchemist's lab[APG], pot, scroll box[UE], soap, thieves' tool extenders, common, thieves' tools, trail rations (5), twine (50')[APG], 9 gp, 9 sp, 4 cp
Carrying Capacity 50/100/150 lbs.
Carrying Capacity (mwk Backpack) 58/116/175 lbs.
Carrying Capacity (Ant Haul) 150/300/450 lbs.
Carrying Capacity (Ant Haul and mwk Backpack) 174/348/525 lbs.
Encumberence 137.44 lbs.

Tracked Resources
Acid - 0/5
Alchemist's fire - 0/5
Alkali flask - 0/5
Bomb 2d6+4 (7/day, DC 15) (Su) - 0/7
Bone Bane - 0/0
Bottled lightning - 0/5
Breeze-Kissed (1/day) - 0/1
Crossbow bolts - 0/20
Crypt breaker’s draught (low-light vision) - 0/1
Dagger - 0/1
Feather Fall (1/day) - 0/1
Holy water - 0/5
Liquid ice - 0/5
Potion of cure light wounds - 0/5
Tanglefoot bag - 0/2
Touch Injection (healing subschool infusion only, 1/day) - 0/1
Trail rations - 0/5

Special Abilities
+1 Skill Point FCB (3) +1 Skill Point
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Crypt Breaker's Draught (Su)
Darkvision (60 feet) You can see in the dark (black and white only).
Feather Fall Can cast feather fall 1/day.
Healing Infusion (Sp, Su) Can prepare healing subschool extracts as infusions, replace them at will.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists.
Like the Wind +5 to your base speed.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tool Optimizer Improvised tools give no penalty. If you have at least 3 ranks in a skill, you can treat a normal tool associated with that skill as though it were a masterwork tool.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


This looks amazing. I'll have to take a look at the Player's Guide and see what I can com up with.


HP level 2: 1d8 ⇒ 8
HP level 3: 1d8 ⇒ 1
HP level 3 reroll: 1d8 ⇒ 5


A little late to the party, but I'm interested. I'll see if I can get something worked up.


Thank you for the opportunity.

For those who were accepted, good luck facing the Iron Gods

For those of us who were not, good luck in future recruitments.


I'm introducing Carn Gáldvik, Android galvanic saboteur, trapper Ranger raised by dwarves.

Crunch:

Neuter Android ranger (galvanic saboteur, trapper) 1
N Medium humanoid (android)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8

Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will +2; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep

Offense
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
   dwarven waraxe +4 (1d10+4/×3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks favored enemy (constructs +2)

Statistics
Str 16 +3Dex 14 +2Con 10 +0Int 16 +3Wis 14 +2Cha 6 -2
Base Atk +1; CMB +4; CMD 16
Feats Tool Optimizer
Traits adopted (Dwarf), nimble fingers, keen mind, robot slayer, warsmith
Languages Androffan, Common, Dwarven, Gnome, Hallit
SQ emotionless, exceptional senses, meticulous, repairing nanites, reprogram -1, track +1, trapfinding +1

Skills 
Acrobatics +0,
Appraise +1,
Bluff -4,
Climb +7,
Craft (blacksmith) +7,
Craft (traps) +7,
Diplomacy -4,
Disable Device +8,
Disguise -4,
Escape Artist +0,
Fly +0,
Heal +0,
Intimidate -4,
Knowledge (arcana) +7,
Knowledge (engineering) +7,
Knowledge (geography) +7,
Knowledge (local) +4,
Linguistics +4,
Perception +8,
Ride +0,
Sense Motive -4,
Stealth +6,
Survival +6 (+8 to avoid becoming lost),
Swim +1;
 Racial Modifiers +2 Perception, -4 Sense Motive

Equipment
Weapons dagger, dwarven waraxe, light crossbow with 20 bolts
Armor and Defense leather armor
Gear backpack (bedroll, canteen (2), grappling hook, hammer, mess kit, piton (10), scroll case (ink, inkpen, journal), silk rope (50 ft.), soap, trail rations (5)), bandolier (acid (2), alkali flask, oil (3)), belt pouch (chalk (10), charcoal (5), compass, flint and steel, mirror, twine (50')), thieves' tools;
Money 15 gp, 1 sp, 8 cp
Carrying Capacity L / M / H
76 / 153 / 230 lbs.
Encumberence
Light load, 72.48 lbs.

Tracked Resources
Acid flask - 0/2
Alkali flask - 0/1
Crossbow bolts - 0/20
Dagger - 0/1
Oil flask - 0/3
Repairing Nanites (2 hp, 1/day) - 0/1
Trail rations - 0/5

Special Abilities
+1 Skill Point FCB (1) +1 Skill Point
Adopted Add a racial trait. (Dwarf, Warsmith)
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Favored Enemy (Constructs +2) (Ex) +2 to rolls vs. constructs foes.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Martial Weapon Proficiency - All You are proficient with all Martial weapons.Meticulous -2 on all untrained skill checks
Nimble Fingers, Keen Mind (Brigh) You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.
Repairing Nanites (2 hp, 1/day) You are healed the first time each day you've taken more damage than twice your HD.
Reprogram -1 (Ex) Improve attitude of mindless constructs as wild empathy, intelligent constructs at -4 penalty.
Robot Slayer You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Tool Optimizer Improvised tools give no penalty.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Warsmith +1 trait bonus to damage vs. creatures/objects made of clay, crystal, earth, metal, or stone.

Fluff:

Background
Carn was found inert by a team of dwarven smiths from Torch. They had been out exploring for starmetal. When they returned to Torch and started investigating their find, Carn activated (possibly as a self defense mechanism to prevent further damage by the dwarves). Once activated, Carn was intensely interested in its surroundings. It wanted to learn everything it could about the world around it. Its memory banks were empty and is needed to learn.

The dwarves taught it about metallurgy and how to fight. They used Carn as a scout and bodyguard when out searching ruins and it quickly learned how to find and avoid various dangers and pitfalls. Also how to fight off the artificial creatures that tend to dominate such ruins in Numeria.

Eventually Carn learned enough to realize that his "parents" were simply using it as a tool and that they did not actually care about it. It wanted to use its abilities to help others not for the accumulation of wealth that the dwarves craved. Carn struck out on its own, offering its services to other people in Torch as a bodyguard when traveling in Numeria.

It was given its name by the Dwarves, the literal meaning is "One with bright scratches". It usually just goes by Carn or One. It spends its spare time at the temple of Brigh, trying to understand more about its own mechanical nature.

Personality
Carn is a bit reserved as it does not quite fit in. It tends to refer to itself as "this one", but does understand the concept of names and has no problem calling others by theirs. It tends to be somewhat humorless and has a tendency to miss sarcasm. Most of the time it does not use contractions.

With its incomplete programming it finds it difficult to do things that it does not have existing subroutines for. Often times being more awkward or clumsy than others would expect.

Appearance
Carn is practically featureless. It has no hair and no gendered appearance. Its pale skin is covered with a tracery of fine circuitry. It moves with a certain fluid grace, yet in stillness it is perhaps too artificial. It wears a hood and scarf over most of its face whenever it is in public in an attempt to hide its artificial nature from the Technic League


My concepts just aren't meshing with the mechanics. Nothing wants to gel into a playable character. I'll be dropping out of the running. Good luck to all those who managed to get theirs to work.


I love Iron Gods. Or at least the premise as I've never been in a game that made it past level one. I'll see if there's a character that wants to be made.


Ok, currently working on a magus. So, here's the wealth roll:
Starting wealth: 4d6 ⇒ (4, 5, 3, 2) = 14
So, 1140gp.

And HP
HP: 1d8 ⇒ 8


This week has been busier than expected. I won't be able to get my submission together tonight. Good luck everyone who did.


Rolls:

4d4 + 6 - 2 ⇒ (3, 2, 4, 2) + 6 - 2 = 15 (7)
4d4 + 6 - 1 ⇒ (1, 2, 3, 2) + 6 - 1 = 13 (3)
4d4 + 6 - 1 ⇒ (3, 3, 2, 1) + 6 - 1 = 14 (5)
4d4 + 6 - 1 ⇒ (2, 1, 3, 3) + 6 - 1 = 14 (5)
4d4 + 6 - 2 ⇒ (4, 2, 2, 3) + 6 - 2 = 15 (7)
4d4 + 6 - 1 ⇒ (2, 4, 3, 1) + 6 - 1 = 15 (7)

7 + 3 + 5 + 5 + 7 + 7 = 34

Ok, those are some pretty boring rolls, but I can work with a 34 point buy. I have a few ideas. Time to percolate.


I've always been interested in playing these early APs and have never had the opportunity.

Very much interested.


Ok, I think I have this sorted now. I will create the alias if chosen.

I would like to introduce Maedari Alkist of Dongun Hold

Crunch:

Female kasatha alchemist (grenadier) 5/gunslinger (gun tank) 5/gestalt 5
LN Medium humanoid (kasatha)
Init +5; Senses Perception +11

Defense
AC 27, touch 15, flat-footed 23 (+10 armor, +1 deflection, +2 Dex, +2 dodge, +2 shield)
hp 55 (5d10+5)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +5

Offense
Speed 30 ft. (20 ft. in armor)
Melee morningstar +7 (1d8+2) or
throwing axe +7 (1d6+1)
Ranged +1 revolver +7 (1d8+4/×4) or
   bomb +8 (3d6+3 fire) or
   tanglefoot bomb +8 (entangle) or
   throwing axe +8 (1d6+1)
Special Attacks bomb 8/day (3d6+3 fire, DC 15), deeds (deadeye, gun tank's resolve, gunslinger initiative, pistol-whip, quick clear, utility shot), grit (3), gun training +3 (revolver)
Alchemist (Grenadier) Extracts Prepared (CL 5th; concentration +8)
   2nd—barkskincure moderate woundsenlarge person (DC 14)
   1st—crafter's fortuneAPG (DC 14), expeditious retreatpolypurpose panaceaUM, true strikewaterproof

Statistics
Str 15, Dex 16, Con 12, Int 16, Wis 16, Cha 8
Base Atk +5; CMB +7; CMD 23
Feats GunsmithingUC, Hellknight Obedience, Martial Weapon Proficiency (kasatha spinal sword), Multiweapon Fighting, Quick Draw, Throw Anything
Traits adopted, firebug, gunworker, stolen fury
SQ +1 hp per die when healed by lawful divine spells, +1 skill point, alchemical weapon, alchemy (alchemy crafting +5), armor training, bullet defection, defensive training, desert runner, desert stride, discoveries (explosive missile, precise bombs [3 squares], tanglefoot bomb), gunsmith, jumper, multi-armed, mutagen (+4/-2, +2 natural armor, 50 minutes), scarred, stalker, swift alchemy

Skills 
Acrobatics -3 (-7 to jump),
Bluff -3,
Craft (alchemy) +12 (+17 to create alchemical items, +14 on Craft checks involving firearms, explosives, and alchemical weapons that deal fire damage),
Craft (armor) +10,
Craft (firearms) +11 (+13 on Craft checks involving firearms, explosives, and alchemical weapons that deal fire damage),
Craft (weapons) +10,
Disguise -6,
Intimidate +7,
Knowledge (arcana) +7,
Knowledge (dungeoneering) +4,
Knowledge (engineering) +7,
Knowledge (local) +7,
Knowledge (nature) +7,
Knowledge (planes) +8,
Knowledge (religion) +4,
Linguistics +4
Perception +11,
Spellcraft +11,
Survival +11
Languages Common, Dwarven, Gnoll, Kasatha, Osiriani, Sphinx

Equipment
Armor and Defense mwk Hellknight plate, heavy steel shield
Weapons mwk revolver with 6 metal cartridge, morningstar, throwing axe (6)
Ammunition black powder (30), metal cartridge (54)
Combat Gear mutagen, corrosenze (ash) (9)
Other Gear  handy haversackioun torch ioun stone, alchemist starting formula book, alchemy crafting kit, bandolier (2), bedroll, belt pouch, flint and steel, gunsmith's kit, mess kit, portable alchemist's lab, pot, trail rations (5)
Money 9 gp, 8 sp, 2 cp

Tracked Resources
Armor Attunement (1/day) - 0/1
Black powder - 0/30
Bomb 3d6+3 (8/day, DC 15) (Su) - 0/8
Corrosenze (ash) - 0/9
Grit Pool (3/day) - 0/3
Metal cartridge - 0/60
Mutagen: +4 Str, -2 Int, +2 Nat AC - 0/0
Mutagen: +4 Dex, -2 Wis, +2 Nat AC - 0/0
Mutagen: +4 Con, -2 Cha, +2 Nat AC - 0/1
Throwing axe - 0/6
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1

Special Abilities
+1 HP per die when healed by lawful divine spells +1 HP per die when healed by lawful divine spells
+1 Skill Point FCB (5) +1 Skill Point
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bomb 3d6+3 (8/day, DC 15) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Bullet Defection (+5) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks.
Deeds Use Grit to perform special abilities with your firearms.
Defensive Training +2 dodge bonus to AC.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Exotic Weapon Proficiency (Firearms) You make attack rolls with the weapon normally.
Explosive Missile Use bomb with ranged weapon.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training (revolver On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hellknight Obedience (Order of the Godclaw) Performing daily Hellknight reckonings grants you special boons.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Martial Weapon Proficiency - All Proficient with all martial weapons.
Multi-Armed (Ex) Has one primary and 3 off hands.
Multiweapon Fighting Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Precise Bombs (Su) Exclude up to 3 squares from splash damage of your bombs.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Scarred -5 on disguise checks and -2 on bluff checks.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tower Shield Proficiency You can use a tower shield and suffer only the standard penalties.

Background and description:

The memories fade with time. It doesn't help that the earliest were only fragments to begin with. Wandering Gerund with her tribe, in search of something. A night of terror, a swarm of things mutated by the Mana Wastes. Squeezing into a chest with her brother. Being found by a team of dwarven prospectors. The March across the dangerous wastes, back to Dongun Hold.

Newer memories are clearer, sharper, more complete. Their new parents, dwarves, teaching them a new language, a new lifestyle. Learning the art of the forge, a fascination with fire. Her brother's propensity for pranks. Learning about chemicals and reagents and reactions, about firearms and alchemy. Watching her brother break rules, trying to keep him in line. Surviving the devastating explosion his incaution created. Losing another family, her brother, her adoptive parents. A long recovery, massive scars. Exile, a hazy trip north, learning to pray to the Godclaw pantheon, finding a relative of her adoptive family in Kenabres.

The most recent memories still sharp and fine, with edges that cut like a blade. Finding it hard to fit in again with the burn scars marring her face. Being kidnapped by cultists. Surviving their dark ritual, only to feel some power growing within. Finding and joining the Hellknights. Questing against the chaotic fiends. Building her revolver.

The memories last forever. But the memories fade with time.

Please let me know if there is anything that might be unclear.


Ok, I still need to write up the background and finish purchases, but here's the rough of the crunch.

Unnamed Hellknight Concept

Crunch:

Female kasatha alchemist (grenadier) 5/gunslinger (gun tank) 5/gestalt 5
LE Medium humanoid (kasatha)
Init +5; Senses Perception +11

Defense
AC 27, touch 15, flat-footed 23 (+10 armor, +1 deflection, +2 Dex, +2 dodge, +2 shield)
hp 55 (5d10+5)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +5

Offense
Speed 30 ft. (20 ft. in armor)
Melee morningstar +7 (1d8+2)
Ranged +1 revolver +7 (1d8+4/×4) or
   bomb +8 (3d6+3 fire) or
   tanglefoot bomb +8 (entangle) or
   throwing axe +6 (1d6+1)
Special Attacks bomb 8/day (3d6+3 fire, DC 15), deeds (deadeye, gun tank's resolve, gunslinger initiative, pistol-whip, quick clear, utility shot), grit (3), gun training +3 (revolver)
Alchemist (Grenadier) Extracts Prepared (CL 5th; concentration +8)
   2nd—barkskincure moderate woundsenlarge person (DC 14)
   1st—crafter's fortuneAPG (DC 14), expeditious retreatpolypurpose panaceaUM, true strikewaterproof

Statistics
Str 15, Dex 16, Con 12, Int 16, Wis 16, Cha 8
Base Atk +5; CMB +7; CMD 23
Feats GunsmithingUC, Hellknight Obedience, Martial Weapon Proficiency (kasatha spinal sword), Multiweapon Fighting, Quick Draw, Throw Anything
Traits adopted, firebug, gunworker, stolen fury
SQ +1 hp per die when healed by lawful divine spells, +1 skill point, alchemical weapon, alchemy (alchemy crafting +5), armor training, bullet defection, defensive training, desert runner, desert stride, discoveries (explosive missileUC, precise bombs [3 squares], tanglefoot bomb), gunsmith, jumper, multi-armed, mutagen (+4/-2, +2 natural armor, 50 minutes), scarred, stalker, swift alchemy

Skills Acrobatics -3 (-7 to jump), Bluff -3, Craft (alchemy) +11 (+16 to create alchemical items, +13 on Craft checks involving firearms, explosives, and alchemical weapons that deal fire damage), Craft (armor) +10, Craft (firearms) +11 (+13 on Craft checks involving firearms, explosives, and alchemical weapons that deal fire damage), Craft (weapons) +10, Disguise -6, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +4, Knowledge (engineering) +8, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +8, Knowledge (religion) +4, Perception +11, Spellcraft +11, Survival +11
Languages Common, Dwarven, Gnoll, Kasatha, Sphinx

Combat Gear mutagenOther Gear mwk Hellknight plate, heavy steel shield, mwk revolver with 6 metal cartridge, metal cartridge (54), morningstar, throwing axe (6), handy haversackioun torch ioun stoneAPG, alchemist starting formula book, alchemy crafting kit, bandolier (2), bedroll, belt pouch, flint and steel, gunsmith's kit, mess kit, pot, trail rations (5), 554 gp, 7 sp, 9 cp

Tracked Resources
Armor Attunement (1/day) - 0/1
Bomb 3d6+3 (8/day, DC 15) (Su) - 0/8
Grit Pool (3/day) - 0/3
Metal cartridge - 0/54
Metal cartridge - 0/6
Mutagen: +4 Con, -2 Cha, +2 Nat AC - 0/1
Throwing axe - 0/6
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1

Special Abilities
+1 HP per die when healed by lawful divine spells +1 HP per die when healed by lawful divine spells
+1 Skill Point +1 Skill Point
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bomb 3d6+3 (8/day, DC 15) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Bullet Defection (+5) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks.
Deeds Use Grit to perform special abilities with your firearms.
Defensive Training +2 dodge bonus to AC.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Exotic Weapon Proficiency (Firearms) You make attack rolls with the weapon normally.
Explosive Missile Use bomb with ranged weapon.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hellknight Obedience (Order of the Godclaw) Performing daily Hellknight reckonings grants you special boons.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Martial Weapon Proficiency (Kasatha spinal sword) You make attack rolls with the selected weapon normally.
Multi-Armed (Ex) Has one primary and 3 off hands.
Multiweapon Fighting Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Precise Bombs (Su) Exclude up to 3 squares from splash damage of your bombs.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Scarred -5 on disguise checks and -2 on bluff checks.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tower Shield Proficiency You can use a tower shield and suffer only the standard penalties.

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@Dragonofashandflame, I'm considering some sort of Alchemist and/or Gunslinger (or some combination of Feats and/or Archetypes to create similar abilities). Would you allow a character to use the Gunsmithing feat to craft advanced firearms such as a revolver or rifle?