Catfolk

Milah Shadow-Blade's page

16 posts. Alias of mcridill.


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female Catfolk Slayer 5, Magus(spellblade 5)

After reading the letter, Milah stows it away in her pack. Milah then heads to first inn she sees in the Jade district.


female Catfolk Slayer 5, Magus(spellblade 5)

I am good to go.


female Catfolk Slayer 5, Magus(spellblade 5)

still here.


female Catfolk Slayer 5, Magus(spellblade 5)

meow?


female Catfolk Slayer 5, Magus(spellblade 5)

Milah thought vengeance would ease her pain, but now the is a hole inside her. Milah is missing a goal and begins asking herself what now.

Curiousss, who elssse knew of this sssite and what do they have to sssay

Milah will open and read the letter left behind.


female Catfolk Slayer 5, Magus(spellblade 5)

Here


female Catfolk Slayer 5, Magus(spellblade 5)

Milah is on her way back to memorial she made just outside of Port Shaw, having just avenged her fallen kin. She stops at a stream nearby to wash all the blood that covers her fur.


female Catfolk Slayer 5, Magus(spellblade 5)

.


Here is her crunch.

Crunch:

N Medium Humanoid (Catfolk)
Slayer 5, Magus (spellblade) 5
Init +5, Perception +12(low light, Scent)

---------------------
DEFENSE
---------------------
AC 23, Touch 14, Flat-footed 18
HP 60 (5d10+10)
Fort +5 Ref +8 Will +5

--------------------
OFFENSE
--------------------
Speed 30 ft.
Scimitar+2 +11(+9)(1d6+6/18-20x2)
Force Athame+2,+11(+9)(1d4+6/19-20 x 2) Force Damage
Force Athame +1 +10(+8)(1d4+5/19-20 x 2) Force Damage
Master work Light Hammer +10(+8)(1d6+4/20 x2)
----------------------
STATISTICS
-----------------------
STR 19,DEX 18, CON 12,INT 16, WIS 12,CHR 10
Base Attack +5 CMB +9 CMD 23(24vs trip)

--------------------------
Special Abilities
--------------------------
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.

Senses Racial Traits

Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Slayer Talent: Trapfinding
The hunter gains Disable Device as a class
skill, and adds half his level to Perception skill checks
made to locate traps and to Disable Device skill checks
(minimum 1). Just like a rogue, the hunter can use Disable
Device to disarm magic traps. The slayer gains trap sense
as a rogue of the same level.

Magus Arcana: Spell-Scars
The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat. The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).

Sneak Attack: At 3rd level, if an slayer catches an
opponent unable to defend itself effectively from his
attack, he can strike a vital spot for extra damage. The
slayer’s attack deals extra damage equal anytime his
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the slayer f lanks his target. This extra damage is 1d6 at
3rd level, and increases by 1d6 every three levels thereafter.
Should the slayer score a critical hit with a sneak attack,
this extra damage is not multiplied. Ranged attacks can
count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a
sap, whip, or an unarmed strike), a slayer can make a
sneak attack that deals nonlethal damage instead of
lethal damage. He cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not
even with the usual –4 penalty.
The slayer must be able to see the target well enough to
pick out a vital spot and must be able to reach such a spot.
A slayer cannot use sneak attack while striking a creature
with concealment.

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Force Athame (Sp): At 2nd level, a spellblade magus can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a dagger of force in his off hand. The athame lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damage rolls equal to the level of the spell sacrificed (maximum +5), and is considered a weapon the spellblade is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the magus's physical weapon and to the athame for no additional cost). The athame acts as a dagger, but the hand holding it is still considered free for the purpose of casting spells and delivering touch attacks. The magus can use the athame as if he were fighting with two weapons, or can use that hand to cast spells as part of the spell combat class ability (but not both in the same round). Attacks with the athame are force attacks and deal force damage. This ability replaces the spellstrike class feature.

---------------------
Traits
---------------------
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Arcane Temper: +1 to Concentration and iniatitive

Lucky tattoo: Reroll any d20 once any session.

Meticulous: -2 to untrained skills
-------------------
Feats
-------------------
(1)Two Weapon Fighting, (3)Catfolk exemplar (scent). (5)Combat Casting (5C)Craft Magic arms and Armor.

Slayer Talents:
Double Slice

-----------------
Skills
------------------
Acrobatics +12(+11)
Stealth +14(+13)
Spellcraft +11
Survival + 11
Perception +12(+17vs traps)
Disable Device +14(+19vs traps)
Knowledge arcana +11
Knowledge planes +8,
Knowledge Dungeoneering +8
Knowledge Geography +8
Craft weapon +8
Craft armor +8
Climb +11(+7)
Swim +11(+7)

------------------
Gear
------------------
Scimitar+2 4106.67gp crafted
masterwork light hamme 100.33gp
Mythril Breastplate +2 3400gp crafted
Amulet of Natural Armor +1 2000gp
Backpack 2gp
Bedroll 1sp
Spell Component pouch 5gp
silk rope 10gp
Masterwork Thieves tools 100gp
Anvil 5gp
Craft Armor artisan tools 5gp
craft Weapon artisan tools 5gp
Vanish Scar Tatto CL 5, x5 750gp
10gp 9 sp

I decided against the elephant. As cool as having one would be, I could not find a good reason why Milah would want an elephant.


Here is milah's backstory just need to work on crunch some more.

Backstory:

Milah lived a relatively happy childhood. Her tribe had taught her to be self-sufficient. Milah was happy to spend her days out hunting and spend her nights having her parents teaching her how to fight. One day her tribe was attacked by unruly brigands. Milah hid under the bodies of her slain kinsfolk, watching in horror as her friends and family were slaughtered and the brigands looted what little they had.

Milah lived the next few years alone in the wilderness, swearing one day she would be strong enough avenge her fallen kinsfolk. Milah feeling she would need better equipment and gear if she was going to exact her revenge. Milah eventually made her way to Port Shaw. Her knowledge of the wilds proved a boon and was able to use this to advance among the ranks of the Cartographers and Explorer guild.

One day Milah stumbled upon a mysterious man who boasted his tattoos were lucky. Milah decided to to take the man up on his offer. The day after getting her tattoo, Milah learned the whereabouts of those that had slain her kin. Soon afterwards, Milah began preparing on how to exact her revenge.

Using illusion magic, Milah was able to lure them into a trap. From there, Milah would sneak up on her prey,taking down each target one by one. Vanishing almost immediatly after each kill, her enemies were barely able to catch a glimpse of her before falling themselves. Milah could smell their fear grow as their numbers thinned.


almost done with her crunch and just need to update her backstory to reflect change in campaign. I have about 1000 gp left and am thinking about using it to buy and train an elephant.


Heres my first submission, I have ideas for another two i have been working hhopefuly iw ill be able to get them done before cutoff.

Still need to look up what new equipment is available but that should be the only thing I would have to update for Milah.

Theme is martial Scientist.

Crunch:

N Medium Humanoid (Catfolk)
Slayer 1, Magus (spellblade) 1 (Martial scientist)
Init +5, Perception +8(low light, Scent)

---------------------
DEFENSE
---------------------
AC 18, Touch 14, Flat-footed 14
HP 12 (1d10+2)
Fort +3 Ref +6 Will +3

--------------------
OFFENSE
--------------------
Speed 30 ft.
Masterwork,Cold iron Scimitar +6(+4)(1d6+4/18-20x2)
Dagger +3 (1d4+2/19-20 x 2)
----------------------
STATISTICS
-----------------------
STR 18,DEX 18, CON 14,INT 18, WIS 12,CHR 10
Base Attack +1 CMB +5 CMD 19(20vs trip)

--------------------------
Special Abilities
--------------------------
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action. Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.

Senses Racial Traits

Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.

---------------------
Traits
---------------------
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Arcane Temper: +1 to Concentration and iniatitive

Axe to grind +1 to damage rolls if only you threaten the creature.

Meticulous: -2 to untrained skills
-------------------
Feats
-------------------
Two Weapon Fighting, Catfolk exemplar (scent), Martial Studies.

-----------------
Skills
------------------
Acrobatics +8(+7)
Stealth +10(+9)
Spellcraft +8
Survival + 7
Perception +8
Disable Device +6(+5)
Knowledge arcana +8
Knowledge planes +8,
Craft weapon +8
Craft armor +8
Climb +8(+7)
Swim +8(+7)

------------------
Gear
------------------
Masterwork Cold Iron Scimitar 110gp crafted
dagger .34gp
Masterwork chain shirt 83.34gp crafted
Backpack 2gp
Bedroll 1sp
Spell Component pouch 5gp
silk rope 10gp
Masterwork Thieves tools 100gp
Anvil 5gp
Craft Armor artisan tools 5gp
craft Weapon artisan tools 5gp
74gp 2 sp 2cp


Backstory:

Milah lived a relatively happy childhood. Her tribe had taught her to be self-sufficient. Milah was happy to spend her days out hunting and spend her nights having her parents teaching her how to fight. One day her tribe was attacked by a clan of orcs. Milah hid under the bodies of her slain kinsfolk, watching in horror as her friends and family were slaughtered.

Milah lived the next seven years alone in the wilderness. As chance would have it she encountered a wandering swordsman from Flint. The gentleman was intrigues on how milah was able to weave both swordplay and magic in combat and recruited her to join the war college in Flint.

While other students harbored negative feeling towards her for bewing a catfolk, she did not allow this to get in the way of her studies. Between her natural talents and drive to learn she was able to distinguish herself from her peers and drew the attention of the RHC.

Thisss battle will be my masterrrpiece


Milah sniffs arounds.
I smell a rat.
Milah searchs for her quarry.
The Thrrill of the hunt


Here is my second submission. I always thought spellblade was an interesting archetype that just fell short. Gestalt fixes a few of the flaws.

Crunch:

N Medium Humanoid (Catfolk)
Slayer 1, Magus (spellblade) 1
Init +4, Perception +8(low light, Scent)

---------------------
DEFENSE
---------------------
AC 18, Touch 14, Flat-footed 14
HP 13 (1d10+3)
Fort +4 Ref +6 Will +3

--------------------
OFFENSE
--------------------
Speed 30 ft.
Masterwork,Cold iron Scimitar +6(+4)(1d6+4/18-20x2)
Dagger +3 (1d4+2/19-20 x 2)
----------------------
STATISTICS
-----------------------
STR 18,DEX 18, CON 14,INT 18, WIS 12,CHR 10
Base Attack +1 CMB +5 CMD 19(20vs trip)

--------------------------
Special Abilities
--------------------------
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action. Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.

Senses Racial Traits

Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.

---------------------
Traits
---------------------
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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

Axe to grind +1 to damage rolls if only you threaten the creature.

Meticulous: -2 to untrained skills
-------------------
Feats
-------------------
Two Weapon Fighting, Catfolk exemplar (scent)

-----------------
Skills
------------------
Acrobatics +8(+7)
Stealth +10(+9)
Spellcraft +8
Survival + 7
Perception +8
Disable Device +6(+5)
Knowledge arcana +8
Knowledge planes +8,
Craft weapon +8
Craft armor +8
Climb +8(+7)
Swim +8(+7)

------------------
Gear
------------------
Masterwork Cold Iron Scimitar 110gp crafted
dagger .34gp
Masterwork chain shirt 83.34gp crafted
Backpack 2gp
Bedroll 1sp
Spell Component pouch 5gp
silk rope 10gp
Masterwork Thieves tools 100gp
Anvil 5gp
Craft Armor artisan tools 5gp
craft Weapon artisan tools 5gp
74gp 2 sp 2cp


Backstory:

Milah lived a relatively happy childhood. Her tribe had taught her to be self-sufficient. Milah was happy to spend her days out hunting and spend her nights having her parents teaching her how to fight.One day her tribe had decided to send many of their best warriors to aid Kenabres. A group of bandits saw this as a prime opportunity to raid her tribe. Milah survived by hiding underneath the bodies of her slain kinsfolk.

With no where to call home, all alone Milah eventually wandered to Kenabres. From there she tried to find the rest of her tribe that had made its way to the Worldwound. Milah quickly got in over her head and was rescued by a mysterious woman.

Milah now has honed her skills through working as a mercenary.

Plot Hooks:
Milah still wonders who that mysterious woman who saved her a few years back.

Milah still wants revenge against the bandits who slew her tribe.

Milah does not know what happen to the members of her tribe who left to help fight demons.

Thisss battle will be my masterrrpiece

Milah will be taking the trickster mythic path and might dual path champion.


Crunch:
CN Medium Humanoid (Human, +2INT)
Arcanist 1
Init +2, Perception +1

---------------------
DEFENSE
---------------------

AC 14, Touch 12, Flat-footed 12
HP 8 (1d6+2)
Fort +1 Ref +2 Will +3

--------------------
OFFENSE
--------------------

Speed 30 ft.
Ranged Crossbow,light +2(1d8+2/20x2)

----------------------
STATISTICS
-----------------------

STR 10,DEX 14, CON 13,INT 18, WIS 12,CHR 14
Base Attack +0 CMB +0 CMD 12

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

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to twice the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her
arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.

Flame Arc (Su): The arcanist can create an arc of flame by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of fire damage plus 1d6 points of fire damage for every two arcanist levels beyond first (to a maximum of 10d6 at 19th level). The target may attempt a Reflex saving throw to halve the damage.

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Traits
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Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Ancient Explorer
You are a student of ancient history, and you've come to explore the crumbling and vine-choked ruins of the cyclops empire, which have lain abandoned among the isles for thousands of years.

You went to a tavern last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal.

Benefit You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.
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Feats
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Armor, Proficiency light
Point Blank shot

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Skills
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Spellcraft +8
Use Magic Device +6
Knowledge Arcana +8
Knowledge Local +9
Knowledge history +9
Knowledge Engineerng +8
Appraise +8

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Gear
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Leather Armor (10gp), Light crossbow (35gp) Bolts x 40 (4gp) Wizard's Kit (21gp)


Background:
Hans Gewitter was born to honest working farmers. His parents tried to prevent Hans practicing magic by having him perform menial labor all day. Han grew tired of this quickly and argued with his parents that they were holding him back and hee wanted nothing more than to go and explore the world.His parent would have none of it After one heated argument when Hans was 10 he left because he was tired to being held back. a Week later out of food, luck would have it he met a travelling wizard by the name of Laene Ridace. She was impressed by the combined natural talent and ability to study and learn. After completing his apprenticeship Han set on a journey to learn more lost cultures and to expand his magical knowledge. Hans arrived in Shackles in hopes of learning more of lost cyclopian ruins.

Personality; Hans natural talents made him a little arrogant. think himself smarter than most others but usually is not to stuck up about it. He is however willing to help those willing to learn not wanting to deny anyone the opportunity he missed as a young child. He does not take orders well especially from people from whom he thinks are lesser than him, however once someone earns his respect he can be fairly loyal.
Han's biggest fear is settling down and living an ordinary life especially after having just tasted a life of adventure and learning.


Elena Layke Cleric

Background/Personality:

Elena was always a free spirit going wherever her whims took her. Wherever she went she was willing to help whether it be healing the sick or wounded or taking care pesky goblins. Elena much prefers to solve problems through talking rather than fighting but will regretfully close to those who fail to accept peaceful negotiations. Elena believes that power means you should wield it to help others. Saddened when awakening that all her friends have died, she however sees this as an opportunity to to make new friends and a whole new world to explore.

crunch:
About Elena Layke
NG Medium Humanoid (Human, Dual Talent +2WIS/+2CHR)
Cleric (Healing Defense) 1
Init +1, Perception +4

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DEFENSE
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AC 19, Touch 11, Flat-footed 18
HP 11 (1d8+3)
Fort +4 Ref +1 Will +6

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OFFENSE
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Speed 20 ft.
Melee Morning Star +2(1d8+2/20x2)

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STATISTICS
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STR 14,DEX 12, CON 14,INT 8, WIS 18,CHR 16
Base Attack +0 CMB +2 CMD 13

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Special Abilities
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Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

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

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

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

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

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

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Defense Domain
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

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Traits
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Beacon of Faith: You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.

Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
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Feats
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Extra Channel.
You can channel energy two additional times per day.

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Skills
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Diplomacy +8

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Gear
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Four Mirror Armor (45gp), Heavy Steel Shield (20), Morningstar (8gp), Cleric's Kit(16gp)
51 gp remains