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I have two concepts more or less thought out: an Orc-bloodline tattoed sorceress, which should provide plenty of blasty damage, or a warpriestess of Desna focusing on the Starknife, which would have some healing and eventually work as more of a ranged attacker. I was leaning towards the sorceress as we'd still have a primary arcane caster and we have a good amount of martial leaning characters already. I'll see if I can get both concepts written down tonight, see what you guys prefer. ![]()
I've finished the details of Selina's character: Selina Stargazer Stats:
Female Aasimar Shaman NG Medium Outsider (native) Humanoid (human) Init +5; Senses Darkvision; Perception +9 (+11 with familiar) -------------------- Defense -------------------- AC 17, touch 11, flat-footed 16 (+6 armor,+1 dex) HP 8 (1d8+1FC-1Con) Fort -1, Ref +1, Will +7 -------------------- Offense -------------------- Speed 20 ft. Melee: Longspear -1 Attack, 1d8-1 Damage, x3 Crit, Piercing, brace, reach Dagger -1 Attack, 1d4-1 Damage, 19-20/x2, Piercing or Slashing Ranged Light Crossbow +1 attack, 1d8 Damage, 19-20/x2, Piercing -------------------- Statistics -------------------- Str 9 (-1), Dex 12 (+1), Con 8 (-1), Int 13 (+1), Wis 20 (+5), Cha 15 (+2) Base Atk +0; CMB -1; CMD 10 Feats: Improved Initiative -------------------- Traits -------------------- • Pioneer (+1 trait bonus to Perception,start with a horse); • Inspired (Once per day as a free action, roll twice and take the better result on a skill check or ability check.); • Outcast's Intuition(+1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic) -------------------- Skills & Languages -------------------- Skills: (4 + 1 int) • Knowledge (nature) +5 (1 rank, 3 class, 1 int) • Diplomacy +11 (1 rank, 3 class, 2 race, 3 familiar, 2 cha) • Sense Motive +10 (+12 when within arm's reach of spirit animal) (1 rank, 3 class, 1 trait, 5 wis) (+2 from familiar alertness feat) • Perception +9 (+11 when within arm's reach of spirit animal) (1 rank, 1 trait, 2 race, 5 wis) (+2 from familiar alertness feat) • Survival +9 (1 rank, 3 class, 5 wis) Languages: Common, Sylvan
Muni:
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Description:
Something about this frail looking woman seems to give off an aura of other-worldliness. Her bright green eyes seem to sparkle like stars, and her dark long hair seems to have just a hint of blue light in it, resembling the night sky. Usually perched on her shoulder, or flying near her, is Minu, her spirit animal, a small thrush whose feathers always seem to reflect the stars in the night sky, even during the day.
Backstory: Selina was born on small village bordering the Stolen Lands. She never knew her father, as he'd left her mother Elara and her brother Erisen before she was born. Life on the frontier was hard but bearable, as everyone faced the same hardships and knew the importance of working together. Things changed however as Selina grew up and signs of her heritage started to become apparent and noticed by her superstitious neighbors. People started to distance themselves from her, and she could sometimes hear words like "unnatural child" or "cursed girl" whispered in fear as she passed by. Only her family kept treating her the same as always.It was also around this time that her connection to the spirits started to develop, although she wouldn't realize what it was until much later. But she felt that at times there was something helping or guiding her along. She had always liked looking at star-filled sky at night, but for some reason it was now strangely soothing. She'd spend at least an hour each night just looking up at the stars, feeling as if they were trying to tell her something she couldn't quite understand. A particularly rigorous year strained her relations with the rest of the village even further. She knew some people attributed their ill luck to the "cursed girl" in their village, and those whispers became more frequent and filled with both fear and anger. Not knowing what to do, she sought counsel from one of the local druids as she was leaving her village, an elven woman named Aieraal.
Left with more questions than answers, she went home to ponder on what to do next. While the idea of leaving her family behind saddened her, she didn't feel she could stay in the village much longer. Her mother and brother felt the same way and were supportive of this idea to go with Aieraal, letting her know that she could always come home if she needed to. Gazing up at the stars that day, Selina felt as if the stars themselves were telling her to go. She left the next morning with Aieraal. Aieraal explained her connection to the spirits and the energies of the world around her. She thought Selina how to use her gift, and helped her learn how to meditate and commune with them. After she managed to form a lasting bond with the spirit of the Heavens, she felt it steering her towards the south. Asking Aieraal about this feeling, she confirmed that she too felt that great change was coming to the Stolen Lands, and that perhaps Selina had a role to play in it. When Selina learned that an expedition into the Stolen Lands was being prepared, she knew it was no mere coincidence, and as such set out to join it. ![]()
I'm still interested in this as well, but I'm still finishing my character. She's an Aasimar Shaman, but I'm still finishing up her character sheet. Below is her backstory: Selina Stargazer - Backstory: Selina was born on small village bordering the Stolen Lands. She never knew her father, as he'd left her mother Elara and her brother Erisen before she was born. Life on the frontier was hard but bearable, as everyone faced the same hardships and knew the importance of working together. Things changed however as Selina grew up and signs of her heritage started to become apparent and noticed by her superstitious neighbors. People started to distance themselves from her, and she could sometimes hear words like "unnatural child" or "cursed girl" whispered in fear as she passed by. Only her family kept treating her the same as always.It was also around this time that her connection to the spirits started to develop, although she wouldn't realize what it was until much later. But she felt that at times there was something helping or guiding her along. She had always liked looking at star-filled sky at night, but for some reason it was now strangely soothing. She'd spend at least an hour each night just looking up at the stars, feeling as if they were trying to tell her something she couldn't quite understand. A particularly rigorous year strained her relations with the rest of the village even further. She knew some people attributed their ill luck to the "cursed girl" in their village, and those whispers became more frequent and filled with both fear and anger. Not knowing what to do, she sought counsel from one of the local druids as she was leaving her village, an elven woman named Aieraal.
Left with more questions than answers, she went home to ponder on what to do next. While the idea of leaving her family behind saddened her, she didn't feel she could stay in the village much longer. Her mother and brother felt the same way and were supportive of this idea to go with Aieraal, letting her know that she could always come home if she needed to. Gazing up at the stars that day, Selina felt as if the stars themselves were telling her to go. She left the next morning with Aieraal. Aieraal explained her connection to the spirits and the energies of the world around her. She thought Selina how to use her gift, and helped her learn how to meditate and commune with them. After she managed to form a lasting bond with the spirit of the Heavens, she felt it steering her towards the south. Asking Aieraal about this feeling, she confirmed that she too felt that great change was coming to the Stolen Lands, and that perhaps Selina had a role to play in it. When Selina learned that an expedition into the Stolen Lands was being prepared, she knew it was no mere coincidence, and as such set out to join it.
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Here's my current character concept: Aliran Surol - Human Summoner.: NPC1(Friend/Loved one) - Shazira Surol - Ex-member of a thieves' guild operating in Brevoy, Shazira took Aliran in and raised him as her son for as long as he can remember. However, a dispute for the guild's leadership forced her to disappear without notice. He eventually got a letter from her, reassuring him that she was alive, wishing him a better life and hoping that they would meet again. NPC2(Conflict) - Rorgan Balmar - A cunning rogue who currently leads the thieves' guild, Rorgan feared Shazira's popularity could compromise his bid for leadership of the guild, and thus took steps to eliminate her. Having only managed to drive her away, Rorgan tried to keep Aliran under close watch, knowing Shazira would hesitate to do anything while he could bring harm to her son. NPC3(Mentor) - Lasin Shaerd - An elven wizard Aliran met and befriended sometime after having escaped from the guild. Lasin was puzzled as to the nature of Aliran's eidolon and the connection both shared, as well as impressed at the boy's talent for conjuration magic. He helped Aliran master his talent for the arcane. Moments of personal development: While he didn't really approve of some of the guilds' actions, Aliran tried to find ways he could be useful to his mother. He found it easy to find out useful information, thanks to his innate curiosity and learning to use his likeable personality to his advantage. When his mother left, he knew he should leave as soon as he could. But soon after he tried to leave, he found himself hunted by some of Rorgan's men. They managed to trap him and, as they approached, he called out for help. In his mind, a soothing female voice answered. With a flash of light, an angelic being appeared and drove off the thugs. She was as clueless about what had happened as he was, not knowing what she was, where she came from, or why he had managed to call her. All she knew was a name, Andrasfi. They both decided to try and better understand this bond they shared. Under the instruction of Lasin Shaerd, Aliran found his natural talent for the arcane arts. Although the wizard was unable to shed much light on the strange bond he shared with Andrasfi, he suggested that by improving his skill in the arcane, they might be able to find answers. Motivation: Knowledge. Aliran wants to understand as much as he can about Andrasfi's origins and the nature of their bond, and his innate curiosity drives him to learn more about the mysteries of the world. Social status: Aliran comes from the streets of one of the cities in Brevoy. Description: Aliran is a young adult human summoner. He is of medium height and doesn't have a particularly strong physique. He has brown hair and brown eyes, and uses a headband covering his forehead, to hide the glowing rune that appears when Andrasfi is summoned. Andrasfi resembles an elven woman, but she seems to shine with an inner light, and has eyes of a deep blue color. She uses an identical headband to hide her rune, and a long blue robe. Sign in to create or edit a product review. ![]() Pathfinder Roleplaying Game: Ultimate WildernessPaizo Inc.![]() Add Print Edition $44.99 Add PDF $19.99 Non-Mint Unavailable Lots of rules for what you don't care about, poor rules for what you do.![]() ![]() ![]() ![]() ![]() I'm going to say this straight up; if you want this book to make a shapeshifter, make a druid or a hunter instead. No, seriously, your party will thank you. The Shifter is hobbled from the moment it gets Wild Shape, an ability you would expect it to excel at. They are limited to forms that match the Aspects they know, which means that at level 20 you will have 5 available animal forms to change into. THAT'S NOT A TYPO. For comparison, druids, in addition to their 9th level spells, have 0 limitations on what they can change into, whereas the class built around the concept of changing shapes can't manage more than 5 at their peak. Hunters with the Feral Hunter archetype always apply their Focus and can shape into any animal. The reason I mention their Focus always being on, is that the Shifter is not so fortunate. Their Aspects are 3+level minutes per day, and like the Hunter the physical boosters are enhancements, so they need to be turned on to keep up with the other martial characters. The archetypes for the Shifter have some interesting concepts, but are generally of NPC-quality stock (some have ridiculously low per day usages) and need some errata already. As for the rest of the book, it's your standard Paizo fare of useful and useless feats, a wide variety of archetypes for the other (better) classes, and more rules about the minutia of nature and the wilderness than a DM could dare dream of. |