Edits: add combat casting and eschew materials as bonus feats, -1 to will saves, +3 to diplomacy -1 to bluff add perception +0 (+3 near familiar) to skills
Familiar:
Thrush
CN Magical Beast
Init +2; Senses Perception +9
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DEFENSE
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AC 17, touch 16, flat-footed 15 (+2 dex, +4 size, +1 natural)
hd 2d8, hp 6
Fort +0, Ref +4, Will +4
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OFFENSE
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Speed 10 ft, fly 40 ft average
Melee +3 bite (1d2-5)
Size 1ft, Reach 0ft
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STATISTICS
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +1; CMB -1; CMD 4
Feats Skill Focus (Perception)
Skills Fly +12, Perception +9, Diplomacy +0, Bluff -1, Know(Arcana) -1, Know(the Planes) -1, Spellcraft +0
Languages Common
Special Qualities Improved Evasion, Share Spells, Empathic Link, Alertness
I bet I wouldn't've forgotten that if it wasn't 3am!
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GEAR/POSSESSIONS
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Carrying Capacity Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 30.5 lb.
Items
Wand of enlarge person; wrist sheath, spring loaded; mystfocus (taking the form of a spiderweb of articulated periwinkle metal which reaches across the back of his left hand, fingertips to wrist, mimicking the movements of his fingers); crossbow, light; crossbow bolts, 20; scroll of protection from evil; scroll of memory lapse; scroll case, wooden; backpack; trail rations, 1; dagger; waterskin; blanket; bedroll; armoured kilt; holy symbol of Larafae Ilana
Money 21 GP 44 SP 38 CP
Background:
As a child Darvinen was raised to believe that his father was a very noble man. He was not. While a local power, the most accurate term would be warlord, for while actual fighting had long ceased there was reputedly nothing he would not do to gain power or influence. He often took Darvinen with him to negotiations, and typically sent him out of the room midway through, before things took a more sinister turn. One day, he decided to let Darvinen stay with him while he threatened a local merchants family for having made him look bad. Darvinen protested at first, then fell silent. Afterwards, he had a long talk with his father during which his father promised him that the only way to be successful was to push down those around him. His father then asked him to go and deal with a "problem" of his in a similar fashion. Darvinen tried to negotiate peacefully. His father did not see the solution he had reached as adequate, and bodies were found in the river the next day. Darvinen knew what had happened and resolved to leave immediately, bringing with him some stolen gold and equipment.
He fled to Andara, where things were not so prosperous, and was there relieved of some of his naiveté. And his gold. However, people seemed to take a liking to him wherever he went, and so with some luck he managed to find work in the library of a noble. But soon he felt apprehensive about his father following him, and realized that he had left quite an obvious trail. So he used the rest of his money to purchase safe and discrete travel to Bhelskar, far away from the Brezzentian empire and the influence of his family.
Arriving in Bhelskar the realization that everything from his old life is now gone has sunk in, and he has resolved to get really drunk (for the first time in his life) and then decide what to do later.
Appearance and Personality:
With a headstrong nature and convincing smile, Darvinen is used to influencing people in ways that he should not. His naivité has not completely left him, and the sights of pained Andara have almost been forgotten on the long boat ride. An idealist, he often doesn't see reality as it is, and reality is used to patiently sighing and making way for him. He is not very good at focusing on long term plans and often forges new ones as circumstances change.
He is a "devout" worshipper of Larafae Ilana, meaning he often invokes her and carries her symbol, but rarely remembers to worship regularly. He likes flirting and pursuing women, rarely managing to stay with one for very long. He has a strong sense of morality, and will go to great lengths to secure it, rarely noticing any harm that may befall him as a result. He believes most things people tell him and is generally trusting, which only makes him more trustworthy. He has seen bad people and believes that there are people in the world who should be killed, but only as a last resort when all else fails.
His appearance is a thing he takes care to upkeep, not ever being openly vain but often spending quite alot of time making sure everything is in its place. He typically wears a dark blue shirt with black pants that have red highlights, purchasing new ones whenever the old ones get ripped, tattered, bloodstained, etceteras. He has a very handsome face (note the 20 charisma!) , with deep brown eyes and hair and is clean shaven. His hands are rarely relaxed, though he does not gesticulate, rather resting them deliberately at his sides or on tables or walls.
I can post multiple times per day, particularly in the evenings (USA eastern standard time), and hope to be able to contribute to what looks like an awesome group.
I skimmed some of the sections (reading the rest fully), particularly races, but I'll try to come back to that later. For the most part it's all very interesting, and a lot of the questions I had were about mechanics. Most were answered in the initial recruitment thread, but I'm still wondering about energy points. While at first glance they seemed a bit imbalanced, a bit more comparing shows they are actually quite good through at least seventh or eighth level, maybe dropping off a bit after there. What I'm wondering, though, is if sleeping regenerates the, because if they only regenerate at one point per hour and with healing, that means that they don't automatically regenerate fully every morning. That sees problematic, is that intentional or will it/has it be/been changed?
The only other thing I'm wondering about is the casting times, in the initial recruitment thread you gave an example where someone cast burning hands using 2 "actions", and that this takes one round. what kind of actions are these? I assume this will be answered by reading the adventuring the party has done so far, if that's the case feel free to not answer this.
For now, Im thinking a human sorccerer from Brezzenta who fled because his father was a corrupt politician and he fond out about this abruptly. His high charisma and easygoing nature, not to mention the gold he brought with him, meant he was able to make his way fairly easily west, until he thought he was being followed and left via boat, ending up in Bhelskar.
I found this map on the original recruitment thread, its quite helpful. https://drive.google.com/file/d/0B_p00Fy4fK9FdHoyVjRCRWIzU3M/view
I like the idea of the way magic works, from a mechanical standpoint casters should be nerfed anyway, and flavorfully I've actually had very similar ideas on multiple occasions and like the concept of magic being potent more or less in various areas.
I have an idea for a human sorcerer, think captain Sparrow from pirates of the Caribbean but more...elegant. Now I'm going to go and read the setting and potentially submit a character.
Is there opposition to the Path of war materiel found on the srd?
They seem balanced enough and make combats considerably more fun, allowing martial characters to have more skill points and options outside of combat and give them some fun battlefield control and debuffing options.