Seltyiel

Rikash's page

Organized Play Member. 169 posts (3,475 including aliases). No reviews. No lists. No wishlists. 25 aliases.


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Sounds like this closed to new applicants already? Sorry to have missed it, it looks like a blast.

Curiousity:

stats: 5d6 ⇒ (3, 2, 5, 5, 5) = 20 = 14
stats: 5d6 ⇒ (1, 4, 1, 6, 2) = 14 = 12
stats: 5d6 ⇒ (4, 6, 3, 2, 1) = 16 = 13
stats: 5d6 ⇒ (6, 6, 3, 4, 6) = 25 = 18
stats: 5d6 ⇒ (3, 5, 1, 3, 3) = 15 = 11
stats: 5d6 ⇒ (1, 5, 4, 2, 5) = 17 = 14
stats: 5d6 ⇒ (6, 3, 1, 5, 5) = 20 = 16

14
12
13
18
14
16


1 person marked this as a favorite.

FYI my laptop is down and I've had some issues with my login. Will get a post up as I can. Tonight out tomorrow probably.


Since the opportunity is here, I'll work on getting together my Spirit Guide Oracle/Chosen One Paladin idea from GMotC's game together more firmly.


Oh, that's a bummer. I missed that the submission date changed. Have fun, all.


Working on a Chosen One Paladin/Spirit Guide Oracle. I'm planning for him to be a child of Crusaders who's been 'gifted' with something like Cassandra's curse.


Ugh, just as I was about to complete my post a 1 second power outage got it. I will try again later tonight.


Merry Christmas and Happy Holidays folks.

I'm still working up a concept. I was having a hard time with my halfling summoner/something build and am currently looking through some other options. I saw the posts about a min 30 point buy. I have (currently) 18/8 from focus/foible and rolled stats of 16/15/9/8 which is a 14 pt buy. Should I adjust that somehow?


Hrm, I'm thinking about a Vampiric halfling slayer/summoner with a focus on mounted combat (riding the Eidolan). I'm currently thinking no archetypes. Do you have any preference for unchained vs chained summoner?

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (8) + 7 = 15

Edit: Also, are the rolled stats in order?


Thinking about a fighter 1/investigator 4 front liner that would fill the spymaster role. I'm waiting to hear back on another recruitment, but should know with enough time before the existing deadline.


Definitely very interested. I've got a character I'll work on. Plan would be Fighter at level 1, then onto Investigator from there as a frontliner.


Definitely interested. I'm thinking about a fighter 1/investigator (the rest) to fill your rogue-like needs.


Looking at some ideas here.


GM_DBH wrote:
@Rikash. If you think you can tank then go for it.

Perfect, thanks. I'm playing around with some ideas. Hoping to have a post soon.


@GM_DBH: I'm playing around with ideas for an fighter 1/investigator 10 to fill the front line position. I'm just checking in that you have no objections to that. I'm not planning to do rogue-esque things so I wouldn't step on Olimpia's toes.


If you end up running the Kingmaker campaign I'd apply. I have some fun ideas for that, but don't feel like I'd know enough about LOTR to be able to submit a good character.


AllenDM wrote:
Rogue or rogue like skill sets are going to be needed.

Sounds good and thanks for the quick answer. I'm contemplating a Halfling swashbuckler/investigator or a cleric of some sort. I'll try a few things with both ideas and see what sticks. :)


Rikash wrote:
Do you want a rogue (as in the actual class) or are you looking for something to fill that role?

Hey AllenDM, any feedback on this question? I just wanted to clarify on this point before I start working on a character.


I wasn't going to be able to make the 27th deadline but I see now it has been extended. I'm now contemplating a few options and wanted to clarify: Do you want a rogue (as in the actual class) or are you looking for something to fill that role? Considering a few options and this will help narrow them down.


The Scarred Lands setting sounds pretty cool, though I don't know more then 2 minutes of reading on Wikipedia can tell me. I'd be interested in a game.


Considering a Halfling of some sort. Investigator and maybe a dip into Swashbuckler sounds like it could be fun.


This game looks very interesting. I'll definitely be giving this some more thought. With the fighter, am I correct in assume he can still use the Advanced Weapon Training and Advanced Armor Training as normal?


Here's what I'm currently thinking about. If I go down this route, I'd need GM dispensation to have both a Black Blade and a familiar at the same time. Take a look at the Black Blade spoiler and let me know what you think. If the idea (which I think is pretty neat) isn't kosher, then I'll rethink the build (probably dropping the VMC for a free Bladebound archetype). Note I've just got a brief synopsis for my backstory. I'll type it up in a prettier fashion a bit later. By the way, what kind of timeline do you have in mind for wrapping up recruitment? I didn't see anything in either this thread or the other thread.

Note: Made some slight alterations to my skills, etc after some reflection. It makes more sense to me to change this way.

Background synopsis:

* Godfrey Leiter was born to a significant noble family held in high regard in Talingarde.
* Despite being a fiercely intelligent, he didn't care for most of his lessons aside from swordmanship. He'd sneak away to practice swordmanship given any opportunity.
* His parents, desperate to have him live up to his potential, brought in a new tutor.
* This tutor possessed arcane skill and was able to keep his ward's attention by bribing him with magical lessons.
* Frustrated by the slow progress with his tutor, who urged caution and restraint, he practiced his swordsmanship AND arcane ability together in secret. Grew resentful of the restraints which eventually grew to disdain for the Mitran church (as a source for the restraint).
* Sought to expand his arcane knowledge as an adult, eventually touching on occult lore that skirted the bounds of legality (via others who share his passion).
* Charmed his way out of some legal trouble, but increasingly feels that the Church hurts Talingarde's ability to grow stronger and to improve.
* At this time, begins to grow closer to outlaw arcanists who introduce him to Diabolism. Finds himself at home with the tenets emphasizing cunning, strength, subjugation of the weak by the strong, and other Asmodean tenets. In particular, finds himself attracted to Geryon (Archdevil of the 5th level of Hell).
* His interest in increasingly arcane lore and in Diabolism eventually draws the attention of Mitra's lackeys who see fit to try and jail him. He escapes (with help? one the way? details TBD?) and joins up with the Evil crew.

Black Blade/VMC:

I'd like to tie the Black Blade to Asmodeus (or rather a lieutenant of Asmodeus) and the sorcerer bloodline that I picked for Godfrey's VMC (Serpantine). My theory is that Godfrey's blade and eventual familiar are the same spirit/devil. He's committed to the accumulation of ever more esoteric lore (as a way of enhancing his already formidable arcane strength). His particular interests and desires align neatly with the Archdevil Geryon's domains. Geryon (as a servant of Asmodeus) gifts him with a blade that has the same (or similar) goals.

This gifted blade grants Godfrey abilities above and beyond a 'normal' black blade (which can be flavored as the sorcerer VMC). This eventually takes for the form of a blade that can transform into a snake and back, Godfrey's affinity for serpents, his venomous bite, etc. Mechanically, this doesn't strike me as too over the top as there is some overlap (only one entity who gets the benefits of familiar/blade at a time).

Crunch:

Godfrey Leitner
Male human magus (bladebound, hexcrafter) 2/sorcerer* (Pathfinder RPG Ultimate Magic 9, 47, 48)
LE Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (2d8+7)
Fort +5, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) or
. . dagger +5 (1d4+4/19-20) or
. . longsword +5 (1d8+4/19-20) or
. . warhammer +5 (1d8+4/×3)
Ranged sling +3 (1d4+4)
Special Attacks arcane pool (+1, 4 points), spell combat, spellstrike
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 2nd; concentration +5)
. . 1st—color spray (DC 14), shield, shocking grasp
. . 0 (at will)—brand[APG] (DC 13), detect magic, light, prestidigitation
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 17, Wis 12, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Combat Casting, Cosmopolitan[APG], Toughness
Traits blasphemy, extremely fashionable, suspicious
Skills Appraise +4, Bluff +6, Climb +6, Intimidate +6, Knowledge (arcana) +8, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (religion) +9, Perception +6, Sense Motive +7, Spellcraft +8
Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal
SQ bloodline (serpentine[APG]), hex arcana
Combat Gear potion of cure light wounds, scroll of shield; Other Gear chain shirt, dagger, dagger, longsword, sling, sling bullets (20), warhammer, sleeves of many garments[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 4 gp, 3 sp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Hex Arcana You can substitute Hexes for Magus Arcana.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Free Stuff:

Feats: Cosmopolitan, Combat Casting
Traits: Extremely Fashionable, Blasphemy, Suspicious
VMC: Sorcerer (Serpentine)
Skill: Sense Motive x 2


4d6 ⇒ (4, 2, 6, 2) = 14 = 12
4d6 ⇒ (6, 3, 6, 3) = 18 = 15
4d6 ⇒ (3, 5, 4, 2) = 14 = 12
4d6 ⇒ (5, 2, 5, 6) = 18 = 16
4d6 ⇒ (6, 5, 3, 1) = 15 = 14
4d6 ⇒ (3, 5, 5, 5) = 18 = 15
4d6 ⇒ (6, 2, 1, 6) = 15 = 14

16, 15, 15, 14, 14, 12 array is pretty solid. :P

I've got some cool ideas for a magus/VMC Sorcerer. Would something like that be sufficiently 'fighty' for the party?


Hi GM Kobolum, I wanted to clarify if every character will get +2 skill points per level. I seem to recall that being something generally recommended by the AP. I don't see those listed in the build rules and I'm assuming you're not using them? I'm working on a Magus concept, but skills will be a bit tight and I wanted to clarify before I got much further.


Dot.


Still interested. I've got the basics of my build and backstory together on my computer and I'll be typing them up and expanding on the backstory tonight or tomorrow.


Definitely interested. Thinking about a magus of some type, but don't have more then that. Probably VMC with rogue for an arcane trickster type character. Details to follow.


Chaos is strong...

3d6 + 6 - 2 ⇒ (2, 6, 6) + 6 - 2 = 18
3d6 + 6 - 1 ⇒ (2, 1, 4) + 6 - 1 = 12
3d6 + 6 - 1 ⇒ (5, 1, 5) + 6 - 1 = 16
3d6 + 6 - 2 ⇒ (2, 2, 4) + 6 - 2 = 12
3d6 + 6 - 2 ⇒ (3, 2, 6) + 6 - 2 = 15
3d6 + 6 - 4 ⇒ (6, 4, 5) + 6 - 4 = 17

That's strong alright..

Will figure out something to do with those. :)


Very interested. I started this with a friend group right before I moved away. :( Definitely will have to come up with something to submit. It's late right now though so I'll have to think on it some more. Dotting for now.


Looks like I'd be stuck with the first roll, based on what all the other folks in the same boat are doing. I'll take the point buy, that being the case.

I'm thinking of a half-elf whose ancestors fled in The Retreat and who's past is lost to tale. All that remains is a battered family blade bearing a crescent moon and setting sun on opposing sides of its pommel [Ties to Labelas Enoreth and Corellon Larethian). Mechanically, I'm thinking he's an Urban Bloodrager/Bladebound Hexcrafter Magus. Obviously the family sword eventually reveals itself to be intelligent and fun times ensue. The Hexcrafter portion is minimal and is primarily being taken to tie in the overarching theme of luck/fate. I have some ideas for the curse aspect tying back in to the realm's fate and the intelligent sword's background. The Bloodrager bloodline is obviously Destined, given the above.


This sounds interesting!

4d6 ⇒ (4, 6, 3, 5) = 18 = 15 2
4d6 ⇒ (2, 1, 1, 1) = 5 = 4 -3
4d6 ⇒ (6, 6, 3, 6) = 21 = 18 4
4d6 ⇒ (1, 1, 1, 6) = 9 = 8 -1
4d6 ⇒ (6, 1, 3, 2) = 12 = 11
4d6 ⇒ (6, 4, 3, 3) = 16 = 13 1

So this is technically ok (22 pt buy and net +3), but I don't really want to have to work around the 4. I'll take the 25 unless you're ok with a reroll (rolling is more fun). If the reroll is ok, I'll use something from below:

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

(11 pt buy doesn't meet the rules)

4d6 ⇒ (6, 6, 4, 5) = 21 = 17
4d6 ⇒ (2, 4, 6, 5) = 17 = 15
4d6 ⇒ (5, 6, 2, 3) = 16 = 14
4d6 ⇒ (6, 1, 6, 1) = 14 = 13
4d6 ⇒ (2, 3, 3, 2) = 10 = 8
4d6 ⇒ (3, 1, 6, 3) = 13 = 12

(28 pt buy with net +8 bonus)

I'm ok with a 25 pt buy or the above. Which should I use? Will work on ideas from here.


Gonna see what I can come up with real quick:

STR: 3d8 ⇒ (2, 5, 6) = 13
DEX: 3d8 ⇒ (1, 8, 1) = 10
CON: 3d8 ⇒ (3, 2, 1) = 6
INT: 3d8 ⇒ (2, 8, 6) = 16
WIS: 3d8 ⇒ (2, 5, 4) = 11
CHA: 3d8 ⇒ (2, 7, 5) = 14

Edit: I could probably do a wizard with that, but it's not super exciting. Let's see what else I can do.

Reroll:

STR: 3d8 ⇒ (8, 8, 6) = 22
DEX: 3d8 ⇒ (3, 3, 6) = 12
CON: 3d8 ⇒ (7, 8, 4) = 19
INT: 3d8 ⇒ (7, 6, 3) = 16
WIS: 3d8 ⇒ (7, 5, 1) = 13
CHA: 3d8 ⇒ (4, 6, 2) = 12

Edit: Holy stats Batman! I think I can do something with this. Brainstorming a few ideas now. :) I'm taking set #2 if that wasn't clear. ;)


Rikash wrote:
I'm still thinking about my concept and wanted to ask what you though about allowing Spell Combat to work with Investigator extracts (after taking the Broad Study arcana at Level 6). It seems pretty neat thematically (chug a potion while fighting in a Witcher-esque way).

Any thoughts on this question, GM Panic? I didn't realize the Psychic detective archetype traded away ALL the alchemy talents too, which I wanted to play around with so I'm rethinking my concept.


Ok, I think I'm all done. I may make a few minor adjustments between now and tomorrow, but they should be minimal. Good luck to everyone!

Jedi Padawan Obi-Wan Kenobi


GM_Panic wrote:


As for what your 1st case will be set, well now that would be telling. Such is the nature of detective work. You will not know you graduation case until you on it. But a good range of skills and knowledge is taken as. You where put into a class becouse you had a range of talents and skills.

Fair enough! :) I was trying to get a feel for the overall campaign theme. I'm still thinking about my concept and wanted to ask what you though about allowing Spell Combat to work with Investigator extracts (after taking the Broad Study arcana). It seems pretty neat thematically (chug a potion while fighting in a Witcher-esque way).

Also, stats before I forget again:

2d6 + 7 ⇒ (3, 6) + 7 = 16
2d6 + 7 ⇒ (6, 2) + 7 = 15
2d6 + 7 ⇒ (3, 3) + 7 = 13
2d6 + 7 ⇒ (1, 6) + 7 = 14
2d6 + 7 ⇒ (6, 2) + 7 = 15
2d6 + 7 ⇒ (4, 4) + 7 = 15


Almost got everything wrapped up. Just need to finish my sample and continue to get a feel for how to play Obi-Wan. Should be done tomorrow. :)

@Yoricks: Thanks for getting me on the list! :)


Interesting concept. I'm not sure if I'll have the time, but I'm thinking of an Investigator(Psychic Detective)/Magus(Bladebound/Hexcrafter) who's an expert on all sorts of esoteric magic!

I'm interested in what direction you might want to take the game. Are you thinking urban intrigue/investigation/social game, urban horror, or something else entirely?

Edit: Also, are you saying that we MUST choose a drawback or that it's optional? Right now I'm reading it as a necessity (and the trait it gives is already included in the 5).


I think you missed me YoricksRequiem, though I don't think I posted a character sheet yet. I still have some thoughts to put together, but what I have for my Obi-Wan build/character sheet is here. I did shamelessly steal your character sheet, which is awesome. Thanks for posting it. :)


Phntm888 wrote:
Does that help with clarifying things?

Quite a bit, yea. Thanks for that. To extend the scenario, if Joe the Jedi is now level 9 and takes Force Training again, he should have 6 ((L1/2 Min 1) + 5 WIS) + 9 (L9/2 = 4 + 5 WIS) for 15 total powers. Uses would be 5 (from L1) + 9 (as # powers for L9 feat) for 14 uses. None of those numbers would change until L16 when he becomes Wis 22 OR he takes the feat again. All that sound right?


Still interested and absorbing as much as I can of the system as possible. I have a tentative outline for how I want to build Obi-Wan. I wanted to clarify something about Force Training. In the game, you get 1+WIS modifier powers that go into your suite and you can take the feat multiple times to get more powers. Your house rule extends it to 1/2 char level + WIS modifier, but can we still take it multiple times for more powers (that'd be from 7 to 14 in my case at level 7 with WIS 18).

I also though it was a bit odd that Persuasion isn't a class skill for the Jedi, is that intended or am I missing something somewhere?


GM Wasted wrote:

That's an apt comparison. I usually call it 3.75 :p

Lack of experience with the particular system is not an issue for me. I don't mind helping people with mechanics.

Alrighty, sounds good to me. :) Let me start having a look at this. I'll need to do some research to figure out how to build/play him.

8d8 ⇒ (5, 6, 1, 5, 4, 8, 1, 3) = 33 13, 14, 15, 15, 16, 18

I can work with that. :) Will start looking into this.


So I haven't played Star Wars Saga before, but am intrigued by the campaign idea. Would my lack of experience be an issue? My understanding is that it's fairly similar to a cross of 3.5 and 4th editions. I would tentatively be interesting in Obi-wan, but I'd have to give it some thought.


stormcrow27 wrote:
Also fighters get 4 skill points a level. That allows you them to have something other then 9 ranks in Athletics and 1 rank in Swim at 9th level....

I don't suppose that extends to any other classes? Running out of skill points for flavorful things as a magus (2 points per level, but INT is an important skill).


Hrm, I do like this AP a bunch. Let me think on it.

Spoiler:

4d6 ⇒ (5, 3, 1, 2) = 11
4d6 ⇒ (2, 3, 1, 6) = 12
4d6 ⇒ (3, 4, 1, 6) = 14
4d6 ⇒ (4, 1, 3, 3) = 11
4d6 ⇒ (1, 4, 6, 1) = 12
4d6 ⇒ (5, 1, 6, 2) = 14

2d6 ⇒ (3, 4) = 7
2d6 ⇒ (2, 3) = 5
1d6 ⇒ 2
1d6 ⇒ 2
2d6 ⇒ (4, 1) = 5
2d6 ⇒ (5, 1) = 6

n/a
1d6 ⇒ 1
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 4

n/a
1d6 ⇒ 1
1d6 ⇒ 5
n/a
n/a
1d6 ⇒ 5
n/a

n/a
1d6 ⇒ 6
n/a
n/a
n/a
n/a

[5,3,3,4] = 12
[3,6,3,6] = 15
[3,4,6,5] = 15
[4,3,3,5] = 12
[4,6,4,5] = 17
[5,6,5,4] = 16

I suppose I can figure something out with a 41 point buy equivalent. I'm thinking of a magus with (undesired) Sczarni ties maybe.


I'm working on some form of Magus/Fighter. I'll probably be using the Bladebound and Lore Warden archetypes. One question about the Lore Warden: it gains Combat Expertise as a bonus feat at level 2 in addition to the normal fighter feat, should I just take a different feat that requires it instead?


Sorry to see you go, DW. It's been a lot of fun playing with you over the years. Take care and happy gaming!


I'm definitely interested and am working on putting together an alias with all the trimmings. My character (whose name/background/etc are still very WIP) is a human noble who is a brilliant arcanist, ferocious swordsman and hero of the people. He'll be a Kensai/Bladebound Magus, School Savant (Admixture) Arcanist, and Swashbuckler following the Archmage path. Further details to follow, but I know for certain I'll be taking Noble Scion of Lore as my first level feat.

Edit: Also, out of curiosity, does anyone know if there's a way to do Trisalt on Herolab? There's the 3rd party pack that does Gestalt, but I don't think I've seen anything for Trisalt.


So focus/foible you can allocate stats where you want them? Or do you roll them straight down after choosing your Focus and Foible?

Assuming it's the latter, I'll stick my 18 in INT and my 8 in CHA, going for something arcane.

STR: 1d10 + 7 ⇒ (10) + 7 = 17
DEX: 1d10 + 7 ⇒ (6) + 7 = 13
CON: 1d10 + 7 ⇒ (9) + 7 = 16
WIS: 1d10 + 7 ⇒ (10) + 7 = 17

Edit: Well then, I think I might have to try something a bit MAD. I've got:

STR - 17
DEX - 13
CON - 16
WIS - 17
INT - 18
CHA - 8

Thinking about a Kensai/Bladebound Magus and Wizard combo. Probably as an elf.

Alternatively, can I arrange those how I like? (might swap WIS/DEX) if so.


Digger wrote:
They are out right now. I do not have that material and am too unfamiliar with them currently.

Alright, thanks for clarifying. I just wanted to make sure they were a purposeful omission. :) I'll have to think about what other concepts I want to play around with.


How do you feel about Occult Adventures classes, Digger? Specifically thinking about an Occultist who seems to have a lot of flavor that you can play around with (discovering items, learning history, etc). The player's guide (and your listed classes) didn't mention anything so I thought I'd check before I started building a character.

Edit: I just notice you didn't list it as part of the source material. I assume that means Occultists are right out?

Full Name

Kazell

Race

Tengu

Classes/Levels

Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Gender

Map NG Female

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Nera

Location

Burrowdar

Languages

Common (Draconic), Tengu, Elven

Strength 14
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 10
Charisma 16

About Kazell

Sorcerer (Phoenix Bloodline) 4 | HP 18/18 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 3 / CMD 16 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

STR 14 (+2) [3 points, level 4 increase]
DEX 16 (+3) [5 points, +2 racial]
CON 10 (+0) [2 points, -2 racial]
INT 12 (+1) [2 points]
WIS 10 (+0) [-2 points, +2 racial]
CHA 16 (+3) [10 points]

BAB +1
HP: full first level, half+1 thereafter (this is a guess, not confirmed)

=== Resistances ===

=== Weapons ===
Melee:

Tengu Bite Attack
Attack +2 | Damage 1d3+2 | x2 | B, P, and S

Ranged:

Orc Hornbow
+4 Attack | 2d6+2 Damage (3d6 base with gravity bow) | x3 | Piercing | Range 80 feet

--+1/+1 within 30 feet

=== Armor ===

None currently.
[AC = 13 [10 +3 Dex Modifier] / Touch 13 / Flat-Footed 10]

Traits, Feats, and Special Abilities:

=== Traits ===

Extremely Fashionable (Equipment) [Whenever you are wearing clothing and/or jewelry worth at least 150 gold (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.]
Seeker (Social) [You are always on the lookout for reward and danger. +1 trait bonus on Perception checks, and Perception is always a class skill for you.]
Two-World Magic (Magic) [Select one 0-level spell from a class spell list other than your own.]

=== Feats ===

Point-Blank Shot [+1/+1 to ranged attacks within 30 feet]
Precise Shot

=== Racial Abilities ===

Exotic Weapon Training [Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons equal to 3 +Int bonus, and gain proficiency with these weapons. This racial trait replaces swordtrained.]
Glide [Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.]
Natural Weapons [A tengu has a bite attack that deals 1d3 points of damage.]
Senses [Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.]
Sneaky [Tengus gain a +2 racial bonus on Perception and Stealth checks.]

=== Class Abilities ===

Bloodline Arcana (Phoenix Sorcerer) [When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.]
Immolation (bloodline) [At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive. Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage.]
The Unseen World (Su) [At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.]
Weapon and Armor Proficiency [Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail.[/b]

5th Level -- Unseen World boost (bloodline)
7th Level -- Bonus Feat
9th Level -- Vermilion Wings
13th Level -- Bonus Feat
15th Level -- Restoring Flames
19th Level -- Bonus Feat
20th Level -- Rebirth

Skills:

18 skill points [2 +1 Int +1 favored class +2 background = 6/Level]

Acrobatics +3 |+3 Dex
+Appraise +1 |+1 Int
+Bluff +8 |+3 Cha +1 rank +3 class skill [+1 when wearing 150 gold worth of clothing and/or jewelry (Extremely Fashionable)]
Climb +2 |+2 Str
+Craft: Books +5 |+1 Int +1 rank +3 class skill
+Diplomacy +11 |+3 Cha +4 rank +3 class skill [+1 when wearing 150 gold worth of clothing and/or jewelry (Extremely Fashionable)]
Disable Device* +4 |+3 Dex +1 rank
Disguise +3 |+3 Cha
Escape Artist +3 |+3 Dex
+Fly +7 |+3 Dex +1 rank +3 class skill
Handle Animal* +X |+3 Cha
Heal +0 |+0 Wis
+Intimidate +8 |+3 Cha +1 rank +3 class skill [+1 when wearing 150 gold worth of clothing and/or jewelry (Extremely Fashionable)]
+Knowledge Arcana* +5 |+1 Int +1 rank +3 class skill
Knowledge Dungeoneering* +X |+1 Int
Knowledge Engineering* +X |+1 Int
Knowledge Geography* +2 |+1 Int +1 rank
Knowledge History* +2 |+1 Int +1 rank
+Knowledge Local* +5 |+1 Int +1 rank +3 class skill
Knowledge Nature* +X |+1 Int
Knowledge Nobility* +X |+1 Int
Knowledge Planes* +X |+1 Int
Knowledge Religion* +X |+1 Int
Linguistics* -- |+1 Int
+Perception +11 |+0 Wis +4 rank +3 class skill +2 Sneaky (race) +2 Seeker (trait)
Perform: Oratory +3 |+3 Cha
+Profession: Shopkeeper/Smuggler +4 |+0 Wis +1 rank +3 class skill
Ride +3 |+3 Dex
Sense Motive +0 |+0 Wis
Sleight of Hand* +X |+3 Dex
+Spellcraft* +5 |+1 Int +1 rank +3 class skill
Stealth +7 |+3 Dex +2 rank +2 Sneaky (race)
Survival +0 |+0 Wis
Swim +2 |+2 Str
+Use Magic Device* +7 |+3 Cha +1 rank +3 class skill

Spells:

Caster Level 4 | Concentration +8 (Caster level + ability mod)

**All Spells that deal fire damage can be used to heal (heal 1/2 of the damage dice in HP)

=== Spell-Like Abilities ===
(none)

=== Level Zero === (DC 13)
Spells Known: 6 plus bonus spells

Acid Splash
Detect Magic (Bonus from Unseen World)
Light
Mage Hand
Mending
Open/Close
Prestidigitation
Read Magic (Bonus from Unseen World)
Stabilize (Bonus from Two-World Magic)

=== Level One === (DC 14)
Spells Known: 3 +Bonus spells (ability score and bloodline)
Spells per day 6

Burning Hands
Color Spray (Bonus Spell, bloodline)
Gravity Bow
Summon Minor Monster
True Strike

=== Level Two === (DC 14)
Spells Known: 1 +Bonus spells (ability score and bloodline)
Spells per day 6

Commune with Birds
Invisibility

5th Level -- See Invisibility (Bonus Spell, bloodline)

=== Level Three === (DC 15)

7th Level -- Magic Circle Against Evil (Bonus Spell, bloodline)

=== Level Four === (DC 16)

9th Level -- Wall of Fire (Bonus Spell, bloodline)

=== Level Five === (DC 17)

11th Level -- Break Enchantment (Bonus Spell, bloodline)

=== Level Six === (DC 18)

13th Level -- Path of the Winds (Bonus Spell, bloodline)

=== Level Seven === (DC 19)

15th Level -- Firebrand (Bonus Spell, bloodline)

=== Level Eight === (DC 20)

17th Level -- Prismatic Wall (Bonus Spell, bloodline)

=== Level Nine === (DC 21)

19th Level -- Fiery Body (Bonus Spell, bloodline)

Equipment:

Artisan's tools: Bookbinding [5 gold]
Backpack [2 gold]
Bandolier [.5 gold]
Bedroll [.1 gold]
Belt Pouch [1 gold]
Explorer's outfit [free]
Rope (100 feet) [2 gold]
Orc Hornbow [130 gold]
Quiver with regular arrows (100) [5 gold]

Waterskin [1 gold]

Current Wealth: 20,000.4 gold

(4 gold to V for ammunition)

Starting Gold: 150 gold
Total Starting Equipment: 145.6 gold

Loot:

=== From Sylvia's Place ===
6 Potions of Cure Light Wounds--2 used by Kazell
2 Potion of Cure Moderate Wounds
2 Potions Remove Sickness
1 Potion Delay Poison
1 potion of acid breath
1 potion of alter person

Wand of Cure Light Wounds with 38 charges remaining-- Malik
wand of cure Serious Wounds with 22 charges remaining-- Malik

=== Cabin where we rescued Sylvia ===
--Several maps of the area
--Type II Necklace of Fireballs, but the 8d6 bead has been used, leaving only two 4d6 and two 2d6 beads (Fireball at spot thrown, DC 14)

=== Bandit Loot ===

--3 composite long bows
--53 odd arrows
--2 packets which appear to be a very deadly mixed poison tablet
--Wooden holy symbol (The Holy Symbol itself is like that of Attrianna, the Goddess of war, the hunt, the moon, and animals, but with the stag head as a skull rather than live head.)

Guard/Musketeer Loot:

8 rapiers
8 chain shirts
3 pistols
3 muskets
47 shots in paper cartridges

Magic coin cask (like a bag of holding, but holds unlimited coins) with 200,000 gold (all in silver) [Divided 20K to each character, left with 100,000][resurrected VI--down to 91,830]

Green Witch Lair:
Carved stone idol (30 gp)
Gold censer with silver filigree (90 gp)
Gold puzzle box (500 gp)
Painting of a princess (100 gp)
Polished darkwood chalice (50 gp)
Silver holy symbol (25 gp)
Scroll of Whispering Wind (cr, 150 gp)
Wand of Doom (cr, 750 gp)

Background:

Kazell runs the bookstore in Burrowdar. She has a wide variety of books for her customers, being skilled in repairing and sometimes rebinding books that are in bad shape. She specializes in magical texts, and sometimes trades for magical items as well when she comes across them. Some might question the legality of some of her transactions, but Kazell avoids anything she believes would actually harm anyone. She isn't as concerned about legality as she is about the preservation of the interesting knowledge and items she comes across. Knowledge trumps just about anything, to her, and that is her central motivation... although shiny things are nice too.

She tries not to take sides between the lawfuls and the chaotics. Going strictly according to the rules 100% of the time overlooks the need for mercy and flexibility... but embracing anarchy ignores the need for justice. Both sides were good in some ways, and way off in others, and their silly war was helping no one.

She doesn't typically express her true political or religious views of course, just mentioning that she worships Nera if anyone asks. So many people worshipped the war gods, claiming to be good, but in her mind she questions how war can be good at all. Honestly, she has more affinity with the followers of Marxious than anyone who worshipped "the three." Anyone who lived near a forest could understand that fire was destructive, but also brought renewal and new life from the ashes by burning off the old and making way for the new.

She's friends with the owner of the woodworking shop next door, who she knows is also a devotee of Nera, and is a member of the town watch.