Belkar Bitterleaf

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92 posts (491 including aliases). No reviews. No lists. No wishlists. 17 aliases.


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I can ask Alfrazar to join. He was one of the few submissions that wasn't selected.


I've got nothing better to do, so sure.


Congrats guys.


1 person marked this as a favorite.
Tessara Omelian wrote:
I’m not sure how to create a link to the profile for your google sheet.

For the future, if you right click the alias' name, one of the options should be "copy link", and then you can just paste it where it's needed. Alternatively, if you left click the alias' name, you can copy paste the resulting web address.


Role:
The goal from the outset when I first created Gill was to create a character who healed without using magic. A mundane doctor, if you will. I was not terribly successful, on my first go of it. However, I later discovered a feat interaction that would allow me to accomplish this, and be somewhat viable as an actual character. While not on the same level as a proper Cleric, Gill can restore Hit Points competently using just Heal skill checks.

Personality:
Most would describe Gill as being reserved. It isn't that she can't engage in conversation, but more that she doesn't generally take the initiative to start one. She's also pretty cagey about talking about herself or her past. Some might also describe Gill as a consummate professional. In business, she is firm but fair, unafraid to voice her opinion. Those close to her might even describe Gill as a bit of a workaholic, having little social life outside of work.

Background:
Gill was born in Vyre to a Dwarven slave woman, a bastard child. She stayed with her mother, receiving food and lodging from her owner, a brothelkeeper. However, when she was deemed old enough (32 years old; narrowly post-puberty in dwarven terms), she was made to work. After a year, with the assistance of several of the other girls, Gill fled Cheliax by ship.

With stolen coin, Gill was able to buy passage as far as Magnimar. Life was better there, but not great. Still a child, Gill took to begging. It was here that she met Koya Mvashti. Koya took pity on the poor orphan, and adopted Gill. Gill became interested in healing, but didn't believe herself worthy to channel divine energy, and so instead studied traditional medicine.

While Gill has remained in Sandpoint up to this point, and even opened a small clinic, the recent goblin and gaint attacks seem to have set her on edge, and she's been looking for an excuse to set out, ideally further north.

Description:
Gill is a female dwarf. She's always been somewhat gaunt in appearance. Even after she was adopted and started eating well, she was always thinner than most other dwarves, and her face has a bit of a sunken element to it, as though it were just skin and bone. Despite barely being an adult, her hair is already gray.

About Me:
I was introduced to D&D a little over a decade ago, via 3.5e and some of the Forgotten Realms novels by Salvatore. Too few of my friends were interested for me to play reliably in-person, and I was already steeped in a number of forum communities, so I turned to play-by-post pretty quickly. Sadly, I have had pretty terrible luck thus far. I have a lot of experience building characters, and a bit of experience playing low-level characters, but I've only gotten to play at higher level a couple of times.

At some point, I started keeping track of details about campaigns I've participated in. Not counting campaigns to which I applied but then wasn't accepted into (or which otherwise didn't make it past the recruitment step), or campaigns that I GMed, I've participated as a player in 34 campaigns of varying length. Two ran to a satisfying completion, and three more technically ran to completion, but in a I-don't-want-to-keep-GMing-this-so-"the-end" sort of way. I abandoned one game, the fourth attempt at Goldoth, largely because I felt that the GM didn't respect our time (he no-showed for several sessions without warning or later explanation, and I got the sense during the one session he did show up for that he didn't really care about the players so much as about telling his story), but also at least partly because I was uncomfortable talking in-character as Goldoth over voice.

I've generally found that I engage with a few sometimes disparate elements of D&D. During creation, I've found that I trend towards min/maxing, solving the game-within-the-game that is the rules. I've found that this tendency is harmful to the game, so I've generally tried to make a conscious effort to build flaws into my characters, both narratively and mechanically, to rein in this impulse. Likewise, when combat starts, a part of me wants to "solve" the encounter. This is, I think, less harmful, but I still try to deliberately set rules for myself in combat based on which character I'm playing so that I don't lose sight of the larger game. Beyond that, I enjoy roleplaying characters. Constantly building the same few characters over and over in the hopes of finally getting into a game that lasts means that I've spent a great deal of time thinking about some of these characters.

Time-wise, I generally check the site at least once a day in the afternoon, but I often can check in the morning before work, or at lunch during work if it's slow (which is most of the time). I'm currently in one other campaign, which runs weekly for about two hours. I generally don't travel often, and I'll notify you if anything does come up.

References:
I've attempted to run my submission, Gill, in the past three times, two of which I got into and left logs I can reference: first attempt (I joined around page 25) and third attempt. The second attempt was a game to which I applied but did not get into. Of all the PbP campaigns I've been in, the first attempt ran the longest, both in general and for me in particular, being 2 years 3 months and 1 year 2 months respectively. Consequently, I think this campaign is possibly the best representation of my commitment to a PbP game, and a good look at my general posting style and level of activity.

For other characters I've run in the past...

My first character, Delanor, I've attempted ten times before finally finding success and getting into two different campaigns running at about the same time that both ran to completion. Sadly, I have almost no logs to reference here. I largely ran Delanor in campaigns that took place over instant messenger or voice, and two of the sites I ran him PbP on were lost in some server fire nearly a decade ago. I do have records from bits of the third attempt (which also ran partially over instant messenger), as well as the seventh attempt (for all that's worth) and the ninth attempt (where I joined around Session 51). The ninth attempt is one of the two aforementioned complete games, running for 2 years 10 months total, with me participating for the last 1 year 9 months. I also ran a character named Tanfirim in that campaign, largely as a backup character during extended periods were Delanor was dead (once after a TPK and a second time after after splitting the party). I'm probably happiest with Delanor in my tenth and final attempt, a face-to-face campaign and the other that ran to completion (ran for 2 years 5 months, of which I participated for 2 years 3 months), but I'm overall pretty happy with the ninth attempt as well. I rather don't like the third attempt, though it was for quite a while (until the ninth attempt, actually) the longest campaign I had gotten to participate in. It took place before I really understood that I ought to be looking for a character's "voice" to begin with, so the Delanor of 2009 was a sort of disjointed, inconsistent mess of a character.

I've made six attempts to play a character named Goldoth: second attempt and third attempt. The first was over Skype and fizzled before the game really began, the fourth was purely over voice, and the fifth and sixth represent games to which I applied did not get into. I'm probably happiest with the third attempt anyway.

I've made four attempts to play a character named Abbicka: first attempt, second attempt, and third attempt. The fourth attempt was a sort of in-person (I was participating via video chat, but everyone else was physically present), so there aren't really any logs. I'm generally happy with all of my attempts at Abby thus far, at least from my end of things.

I've attempted Wilhelm (formerly Wolfgang, but I have another character I also call Wolfgang, and that got confusing) five times: first attempt, third attempt, and fourth attempt. The second and fifth attempt were games to which I applied but did not get into. I'm strangely happiest with the first attempt. But all three were so short that I worry I haven't really found Wilhelm's "voice" yet.

I've attempted Wolfgang (not to be confused with Wilhelm above) three times, but don't have any logs to point to. The first attempt was the only game I actually got into, and the forum it ran on was lost in some server fire migration thing back in 2012. Probably for the best, though, because I'm generally unhappy with my performance in games from that era.

To round out my Paizo aliases, I have Zaszy, who I've essentially attempted thrice: second attempt. The first attempt, I was to substitute into a game, and my initial character idea was rejected, so I threw Zaszy together on something of a whim. The GM of that game then flaked before I ever posted, and at around the same time, a friend asked if I was interested in joining a game he intended to run set in the same area, so I just recycled Zaszy for that game (the second attempt). For the third attempt, the GM of Abby's fourth attempt got busy, so one of the other players decided to run a "zany one-shot" in the meantime, and I decided to run Zaszy because it's a weird build and low effort character. I'm... not super happy with him as a character. I threw together Zaszy as a sort of challenge to see how high I could get my Bluff skill, and I think I spent more time focusing on that and giving him a funny accent that I never got around to really finding his voice.

That's about it for stuff I can actually link to.


Going to dot. Will be back home on Thursday, so I'll try to figure out what I want to submit by then.


Here is my submission. Pushing the spoilers down because I hate the avatar text wrap.
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Background:
Note: To the best of my knowledge, Ironfang Invasion starts in 4717 AR. The dates herein are based on that. If I am incorrect in this assumption, the dates can be corrected as necessary. I've also including notes, stuff that Wilhelm doesn't know, in OoC text like this.

Wilhelm was born in 4689 AR in Esin to two Human parents. Esin was a small mining thorpe, roughly between the Dwarven citadel Kraggodan and the Nirmathi town of Phaendar, south of the Deepcut River. The thorpe sported a population of perhaps 60 adults, roughly an even split between Humans and Dwarves. The people of Esin predominately mined bituminous coal, and traded it with the Dwarves for metal crafts, and with the Nirmathi for wood crafts. Wilhelm was married to a Human woman named Floretta in 4707 AR, and had two children by her, a son named Lambert born in 4708 AR, and a daughter named Thekla born in 4712 AR. The family lived in a single-room, wattle-and-daub roundhouse with a thatch roof. Wilhelm worked as a miner, and the family also grew potatoes for sustenance. Wilhelm had a touch of Shaitan ancestry and could see well in the dark, so he often worked at night among the Dwarves.

In late 4715 AR, hobgoblins (the Ironfang Legion, following their dismissal as mercenaries by Molthune after the somewhat controversial Ramgate Massacre) crossed into Nirmathas from Molthune at the Inkwater River and made their way into the southern Mindspin Mountains (on their way to Kraggodan). An organized warband, the hobgoblins raided Esin in the dead of night, setting the small village afire. Wilhelm was in the mines when the attack started. Wilhelm panicked when the alarm was raised and rushed to his home rather than joining the dozen or so Dwarves in a coordinated defense. There he encountered a detachment of hobgoblins. Rather than kill him, they made sport of him; they surrounded him, and one was pushed into the ring to fight Wilhelm alone. When he managed to defeat this "challenger" (likely a disliked hobgoblin among the group), the leader (some minor leader, perhaps a sergeant by our modern reckoning) barked something and the hobgoblins parted to allow Wilhelm access to his home, but once inside, the hobgoblins pushed a cart in front of the door from the outside and set the house on fire. Lambert was able to crawl out through a narrow window, and Floretta passed Thekla through to him. Floretta and Wilhelm, neither of whom could fit through the window, resigned themselves to death, and lost consciousness as the hut collapsed around them.

Wilhelm awoke under a strange roof. He had vague, fragmented recollections of a moving sky above, and of someone caring for him. He came to learn that a merchant caravan traveling from Kraggodan had come across the ruins of Esin perhaps a day or so after the attack. A cleric of Iomedae had been traveling with them, and had insisted upon collecting any survivors they could, taking them along to Phaendar. The cleric, a Human named Bruno, had kept Wilhelm and three others alive. Wilhelm, for his part, had been severely burned over his entire body, and the burns had already been infected when he was found. He had been in-and-out of consciousness for perhaps a week in Phaendar, but with Bruno's aid, had survived the infection.

After he had recovered, Wilhelm returned to Esin for closure. None of his family had been among the survivors brought to Phaendar. He found Floretta's remains among the ruins of his home, and Lambert had apparently been cut down not too far away, but he could not find Thekla's body, and assumed that some wild animal had dragged it off (whether this, her being taken captive by the hobgoblins for some reason, or something else entirely, I leave up to the GM). He buried his wife and son, and collected what possessions had survived the fire, to be sold. With nothing left for him in Esin, Wilhelm dedicated himself to Iomedae (note: pending disapproval of my archetype in its absence, this may change to Ragathiel, and an additional contrivance will be added to justify this), and particularly to the protection of the weak and powerless. He resides now in Phaendar, but is somewhat reclusive and known to be something of a grump. He turned down magical treatment to remove the horrific burn scars, and so rarely goes out in public. When he does, he often wears a helmet that obscures view of his face, and clothing that covers all of his skin.

Personality:
Wilhelm is humorless and dour, believing that allowing himself to be happy before he's avenged his family is disrespectful to them. Never a particularly proud man before, Wilhelm is consumed by his failure; he refused to have his burn scars healed, that they might serve as a reminder of his failure, and has come to be deeply ashamed of his appearance. While Wilhelm is pledged to protect the innocent, he is perhaps more concerned with rooting out and destroying evil. He has a very black-and-white view of morality, and can be overzealous in his condemnation and pursuit of what he believes is justice. He also HATES goblinoids and orcs, even those living apart from the more hostile tribes or that have integrated with more conventionally civilized society; he won't necessarily kill such a creature on sight, but he will be much quicker to condemn such a creature to justify his own prejudice. That isn't to say that he absolutely cannot work with an orc or half-orc (or even goblinoid) PC, just that there will probably be friction initially between him and such characters.

I generally find that going through beliefs and facets used in Dwarf Fortress helps me better understand and define a character, so in Dwarf Fortress terms...

Has a great deal of respect for the law. Greatly prizes loyalty. Sees family as one of the most important things in life. Thinks friendship is important. Respects power. Believes that honesty is a high ideal. Is utterly disgusted by guile and cunning. Finds himself somewhat disgusted with eloquent speakers. Has a great respect for fairness. Values decorum, dignity, and proper behavior. Is a firm believer in the value of tradition. Doesn't care about art one way or another. Values cooperation. Values independence. Views any show of emotion as offensive. Finds introspection to be a waste of time. Believes that self-mastery and the denial of impulses are of the highest ideals. Values tranquility and a peaceful day. Values a harmonious existence. Sees merrymaking as a waste. Values good craftsmanship. Values martial prowess. Respects the development of skill. Deeply respects those that work hard at their labors. Believes that those who sacrifice for others should be deeply respected. Doesn't have strong views on competition. Greatly respects individuals that persevere through their trials and labors. Finds leisure time wasteful. Doesn't particularly respect commerce. Values romance. Doesn't care about nature one way or another. Sees war as a useful means to an end. Values knowledge.

Is not the type to fall in love or even develop positive feelings, and is conflicted by this, as he values romance. Is quick to form negative views about things. Often feels envious of others. Is dour as a rule. Is very quick to anger. Has a calm demeanor. Never feels lustful passions. Is confident under pressure. Desires little for himself in the way of possessions. Only rarely feels strong cravings or urges. Is stubborn. Is unfriendly and disagreeable, and is conflicted by this, as he values a harmonious existence, and thinks friendship is important. Could be considered rude. Has a tendency to go it alone, without considering the advice of others. Is incredibly brave in the face of looming danger, perhaps a bit foolhardy. Is generally quite confident of his abilities when undertaking specific ventures. Takes no pleasure in his talents and appearance. Presents himself modestly and frowns on any flashy accoutrements. Does not find most jokes humorous. Is vengeful and never forgets or forgives past grievances. Has a low sense of self-esteem. Is sometimes cruel. Can be very single-minded. Tends to assume the worst of two outcomes will be the one that comes to pass. Is rarely moved by curiosity. Has a strong tendency towards privacy. Tends to be a bit stubborn in changing his mind about things. Tends to form only tenuous emotional bonds with others. Does not generally respond to emotional appeals. Finds helping others emotionally rewarding. Has a strong sense of duty. Tries to keep his things orderly. Does not trust others. Prefers to be alone. Is assertive. Is grounded in reality. Likes to keep things practical, without delving too deeply into the abstract. Does not have a great aesthetic sensitivity.

Goals and Fears:
Wilhelm has two specific goals. He wants to find Thekla's remains, that she might be buried alongside her brother and mother, and he wants to find the hobgoblins responsible and kill them. He's been saving up money, and hopes to hire a wizard to help him locate Thekla's remains, which he believes to be in the wilderness near Esin. After that, he might consult a diviner to learn the identity and location of the hobgoblins responsible, but he's not sure how he will go about defeating them, even with that knowledge (luckily for him, they'll be coming to him, after a fashion). Beyond that, he generally wants to protect the innocent and exterminate those who might threaten the innocent, particularly those of the "savage" races, the orcs and goblinoids.

As for fears, Wilhelm is notably uncomfortable around fire. It takes his mind to very unpleasant places, and so he has taken to avoiding it. Not much else to say on that front.

Family and Friends:
As noted in the backstory, Wilhelm had a family, but they're all either dead or presumed dead. He had friends among the residents of Esin, particularly among the Dwarves, but they are likewise dead or presumed dead.

Wilhelm considers himself friends with Bruno, a traveling cleric of Iomedae who travels between Tamran and Kraggodan and so regularly passes through Phaendar, but the two do not often see one another. I imagine Bruno passes through Phaendar with trade caravans four times a year, each time stopping for one or two days. He and Wilhelm touch base, and perhaps grab drinks, but not much else.

Wilhelm is also friends with Vend, a Dwarf with whom he was passingly acquainted before and who survived the destruction of Esin and now likewise resides in Phaendar; the other two survivors left, citing how painful it was to live so close to the ruins of Esin. I imagine Wilhelm and Vend occasionally drink together, mostly in silence. They don't have much in common, beyond their shared trauma, and the subject is more or less verboten.

Physical Description:
Wilhelm is a male humanoid standing at about fifteen hands (60in | 152cm) and weighing roughly fifteen-and-a-half stone (217lbs | 98.5kg). While his skin might once have been a mute gray color, his body is completely covered in wavey scar tissue, and his skin is thus a soft purplish-gray (#BFAFB2). His eyes are a dull emerald (#50C878), and he appears entirely hairless. His face is difficult to read, between the scars and absence of eyebrows, but a best guess would put it somewhere vaguely between apathy and contempt. His physique is built and his hands are heavily calloused, pointing towards a life of manual labor.

He wears a breastplate over his chest and helmet atop his head, complete with a visor that entirely obscures his face. Beneath his armor, he wears soft almond (#EFDECD) pants of some manner of cloth, a simple almond tunic of the same material, and a simple leather belt. Solid tanned leather boots of black adorn his feet, supple black leather gloves cover his hands, and a thick almond cloth cloak with a simple cowl rest on his shoulders bearing the image of a longsword in silver over a sun in gold, with a plain copper clasp. He carries a wooden shield near the size of a door on his left arm, and a leather pack rests on his back. From a chain about his neck, a symbol of wrought silver hangs, mirroring the emblem on his cloak. His right hip prominently features a short-handled warhammer dangling from a simple leather loop. A leather pouch, which looks to contain maybe two score coins, and a small dagger in a worn leather sheath, rest on his belt at his left hip.

Mechanics:
Race: Wilhelm is an Oread, and will be utilizing the Mostly Human, Granite Skin, Stone in the Blood, and Ferrous Growth alternate racial traits. His favored class will be Fighter, and I'll be choosing the racial option every level.

Ability: Before modifiers, Wilhelm with have 17 Strength (13 points), 16 Constitution (10 points), 14 Dexterity (5 points), 11 Intelligence (1 point), 7 Charisma (-4 points), and 14 Wisdom (5 points). This should equal a 30-point buy. His racial mods are +STR/WIS and -CHA.

Traits: I'll be taking the Disillusioned combat trait, the Life of Toil social trait, and the Ironfang Survivor campaign trait. I typically would build Wilhelm with the Burned drawback, but this is just a suggestion.

Class: Wilhelm's primary class will be Warpriest using the Sixth Wing Bulwark archetype, and he will eventually multiclass into the Stalwart Defender prestige class, going for an even split between the two. His gestalt class will be Fighter with the Tower Shield Specialist archetype. I'll be selecting the Glory and War blessings. I expect to take the Renewed Defense, Immobile, Fearless Defense, Bulwark, and Halting Blow defensive powers.

Feats: Wilhelm is a defense build. As such, Wilhelm's core feats are Shield Focus/Improved Shield Focus/Greater Shield Focus, Armor Focus (Full Plate)/Improved Armor Focus (Full Plate), Mobile Bulwark Style/Mobile Fortress/Mobile Stronghold, and Tower Shield Specialist. These variously improve his AC, mitigate his ACP, and make the tower shield a bit less awful by reducing its penalty to attack and giving the Total Cover option a bit more utility. I'll be grabbing Dodge, Endurance, and Toughness to qualify for a prestige class. I'll also grab Exotic Weapon Proficiency (Orc Skull Ram), Shield Brace, and Combat Reflexes once his shield's ACP is somewhat mitigated to start wielding a reach weapon and focusing more on area denial, to make up for his lack of mobility. From there, I'll generally be grabbing from a pot of armor- and shield-oriented feats such as Kraggodan's Stance, Covering Shield, Missile Shield, Saving Shield, Cushioning Shield, Shielded Stand, Covering Defense, Feint Defender, and Shield Specialization (Tower)/Greater Shield Specialization (Tower).

Skills: I intend to max Knowledge (Engineering), Perception, Profession (Miner), and Sense Motive. Beyond that, I'll put a few ranks into Heal and Intimidate, and drop a rank into Acrobatics, Climb, Diplomacy, Handle Animal, Knowledge (Dungeoneering, Religion), Ride, Spellcraft, Survival, and Swim.

Equipment: I'll be grabbing the following to start: Breastplate, Tower Shield, Warhammer, Dagger, Traveler's Outfit (free), Silver Holy Symbol of Iomedae, Common Backpack, Small Tent, Blanket, Holy Text of Iomedae, Mess Kit, Gear Maintenance Kit, Whetstone, and Belt Pouch. This leaves me with 10 gold pieces, 11 silver pieces, and 18 copper pieces.

Role:
Wilhelm is a tank. He's designed to have huge AC, CMD, and saves, and a pretty moderate amount of health and eventually some DR and ER. However, he's not terribly mobile, and that's only going to get worse as we progress. To mitigate his lack of mobility, he will eventually pick up a reach weapon; I have to get his ACP down a bit before that's really viable though. I honestly don't know how combat-viable this build is. The lack of mobility is very exploitable. I think he probably synergizes best with archers and/or ranged casters; he can pretty effectively protect them, and they can prevent enemies from just standing back and sniping at him. However, early on, I'll probably play him more in-the-thick-of-things, because he won't have all of the utility that lets him protect nearby friends yet.

Crunch:
Wilhelm
Male Oread Warpriest (Sixth Wing Bulwark) 1
LG Medium Humanoid (Human) Outsider (Native
Init +2; Senses Darkvision 60ft; Perception +7
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Defense
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AC 26, T 13, FF 25, CMD 18 (+2 DEX, +6 armor, +6 shield, +1 natural, +1 dodge)
HP 13 (1d10)
Fort +6, Ref +4, Will +5
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Offense
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Speed 15ft Land
Melee Warhammer +3 (1d8+4 20/x3); Dagger +3 (1d4+4 19/x2)
Warpriest Spells Prepared (CL 1):
0th (3/day) create water, detect magic, stabilize
1st (2/day) shield of faith, sun metal
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Statistics
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STR 19 (+4), CON 16 (+3), DEX 14 (+2), INT 11 (+0), CHA 5 (-3), WIS 14 (+2)
BAB +1; CMB +5
Feats Dodge, Mobile Bulwark Style, Shield Focus
Traits Disillusioned, Ironfang Survivor, Life of Toil
Skills Knowledge (Engineering) +7, Perception +7, Profession (Miner) +7, Sense Motive +7
Languages Taldane
SQ Granite Skin
Currency 10gp 11sp 18cp
Arms and Armor Breastplate, Tower Shield, Warhammer, Dagger
Other Gear Peasant's Outfit, Silver Holy Symbol (Iomedae), Common Backpack, Small Tent, Blanket, Holy Text (Iomedae), Mess Kit, Gear Maintenance Kit, Whetstone, Belt Pouch
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Special Abilities
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Tower Shield (Ex) as Standard Action, gain Total Cover against physical attacks on one side
Stone in the Blood (Ex) 1/day as Free Action, Fast Healing 2 for 1 round upon taking Acid damage
Ferrous Growth (Su) 1/day as Free Action, transform touched metal object for 10min
Ironfang Survivor (Ex) 1/day as Free Action, roll Intimidate, Sense Motive, or Stealth twice vs Goblinoid and keep higher
Blessing (Su) 4/day as Standard Action, see Glorious Presence and War Mind
Glorious Presence (Su) minor Blessing of Glory, touched willing creature gains sanctuary for 1 minute
War Mind (Su) minor Blessing of War, touched willing creature gains +10 Speed, +1 dodge, +1 insight to attack, or +1 luck to save for 1 minute; can change which at the start of each turn
Mobile Bulwark Style (Ex) Swift Action, can use Tower Shield ability as Move Action until combat ends


Congrats to Adam as well. Good luck to all of you.


Dotting while I consider submissions.


Congrats Delightful.


Moment of truth.


Ya. After the GM failed to get a post up on Giliad's behalf like he'd said he was going to, I assumed the campaign was being abandoned. A shame, because I really like my character concept and it's not often I find campaigns where it's workable.


Don't worry about it too much. Real life happens. You may have been a bit slow in requesting being NPC'd, but after you'd done that, you had fulfilled any social obligation you had to keep us updated on the situation.


My General Train of Thought:
So I started by trying to think of something fun to play. I checked the Pathfinder Wiki and it noted that Grippli were common near the River Kingdoms, which border the Stolen Lands and thus is fairly setting-relevant for Kingmaker, and decided it'd be kind of fun to play a cute frogfolk. But then I looked at the Grippli statblock, and it was just really bland. Then I remembered that planetouched can be non-Humans, and thought it'd be fun to be an Aasimar Grippli. Cribbing on Dorf Fort, I thought it'd be interesting if my character had been pushed out of Grippli society when they noticed my character didn't really age, and now lives as a sort of hermit in the Stolen Lands.

Once I'd settled on a race, I went through the Paizo avatars to get an idea of my character's appearance. Especially with the more obscure races like Grippli, I find that it's easier to pick an avatar first and mold the appearance to match that, so that any alias I make has a potential avatar that works. I stumbled upon an avatar of an old Boggard woman with a burn on her face, and that seemed like my best bet. I then went through the Dorf Fort list of personality traits and facets, and defined my character's beliefs and behaviors.

The next step was picking an arcane class. I was looking for a sort of witch or shaman vibe: a hermit that convenes with nature spirits and offers natural remedies, or something like that; maybe a wise elder that the Grippli tribes occasionally ask to mediate disputes or something. Of course, Shaman was out on account of being a divine caster, and I found Witch to be kinda mechanically underwhelming. At that point, I was considering a Sorcerer or maybe a Bard, some kind of spontaneous arcane caster, when I remembered that the occult classes had some arcane-adjacent casters. After reading through those, I fell in love with the Medium's gimmick, and settled on that. I also went with the Storyteller archetype, both because it exacerbates the Medium's gimmick, and because it more clearly defines the Medium in a supporting role by giving them Bardic Performance.

Next, I needed to settle on a more congruent theme for the character. A class is fine, but what am I building towards? I've always had a soft spot for illusions, and that suited the Medium well and also served to fill the roll of a debuff support caster, so I looked into that. I browsed prestige classes, to decide whether I'd be building towards a prestige class or the Medium capstone, and ultimately found the Veiled Illusionist to be neat. I then went through the Medium's spell list, marked all the illusions, particularly those that Medium gets at the same level as a Sorcerer or Wizard (because of how Veiled Illusionist interacts with things), and settled on a spell progression I was happy with. Mostly illusions, plus a touch of necromancy and enchantment for some fear effects and the like.

My next stop was to settle on traits and feat progression. Like with prestige classes, it's important have a solid idea of what feats you want to take, so you can ensure you meet all the prerequisites. Sadly, I found that Pathfinder is largely lacking good feats for illusionists, the best ones being gated behind a Gnomish racial requirement. So I decided to look at the Medium angle instead, and found some neat spirit-related feats to aspire to. Then I stumbled upon Nameless One, and thought that would be perfect thematically (even if the feat kinda sucks).

The last step was to decide on ability scores, run through skill progression, and pick equipment. For abilities, I emphasized CHA and WIS, put a few points into INT, and kept CON and DEX high enough that I wouldn't have negative mods after venerable kicked in. I dumped the hell out of STR, which should be hilarious. For skills, I emphasized Diplomacy and Sense Motive to represent the character as a mediator, Perception to represent the character as sharp, and Bluff to represent the character's inclination towards illusions. I also emphasized Linguistics because I figure a Medium would want to know lots of languages to commune with various spirits, and Perform (Oratory) for my Storyteller class features. Finally, I invested a bit into some relevant Knowledge skills and Disguise to meet the prestige class's prerequisites, and then dropped a skill point into each of my class skills (eventually) to round it out. There is no racial favored class bonus for Aasimar Mediums, so I put all my favored class bonuses into skills to offset a modest INT score. For equipment, I found a useful magic item that cost less than half my allotted gold, grabbed some basic armor and a weapon, applied materials to reduce weight and remove iron, and then outfitted my mount. I had about two thousand gold left over, so I gave both my armor and shield a +1 enchantment.

With a solid grasp of who my character would be, I needed to revisit and strengthen the backstory element. I skimmed through the Player's Guide for Kingmaker to get a firmer grasp on the setting. One downside is that the adventure path seems to predate the addition of Grippli to Pathfinder, so I imagine there's no mention of them. Means I'll probably have to generate a somewhat robust backstory for them, and that will still require the GM to be alright with trying to integrate this additional content into the adventure path. My only experience with Kingmaker didn't even reach this Stag Lord I keep hearing about, and I'm generally averse to spoilers, so I have no idea how well anything I create will integrate.

There's a sidebar on page 4 that outlines what the PCs generally know about the Stolen Lands going in. Of interest to me, being that my character would be a native of sorts, is Hooktongue Slough. Very little is detailed about it in the Player's Guide, but it's noted as being swampy, and rumored to be the only location where Brevic government agents were sent rather than free agents. So I peaked at Hooktongue Slough on the Pathfinder wiki, and it seems workable. There are a number of Boggard tribes noted as being there, and given that Kingmaker predate Grippli, I think it isn't unreasonable to retcon some of those tribes as being Grippli.

So what I'd propose, if I were selected, would be to have the GM reveal information to me regarding what the adventure path notes about these Boggards and the region (because the Pathfinder Wiki doesn't go into much detail), anything that the GM feels my character would reasonably know, and I can create additional content from there. The general outline is that my character lives apart from the Boggards and Grippli, and is occasionally asked to mediate conflicts for them. It's hard to formulate much beyond that, given that I don't know the region and don't want to spoil the campaign for myself. What I'm imagining is that the Brevic envoy, whether government or free agents, came into conflict with the Boggards and Grippli, or maybe this hook about Trolls is the conflict, but whatever the case, my character fled the Slough and went to seek aid in the Greenbelt (if the Uplands are westmost and the Heights eastmost, it stands to reason that the Slough and the Greenbelt are in the middle and thus adjacent). There, my character met the party, hoping to get their help, and willing to help them wrap up their own business to speed things along, or something to that effect.

Description:
So my character is a female Aasimar Grippli. She is known only as the Old Frog. At start of campaign, she is about four centuries old, being well into venerable. She's about 20 inches (51 cm) tall, and weighs about 23 pounds (10.5 kg). I generally match my characters to a Paizo avatar for ease of use, and so she is a pale green (dorsal) and off-white (ventral) in color, with very wrinkly skin. Her face is covered by a wooden mask, which is carved in the likeness of a frog's head, but her eyes are visible, the left bronze and the right a milky white, clearly ruined.

Ethics and Behavior, Pathfinder:
I believe my character is Lawful Good. She has a strong belief that life has inviolable, intrinsic value and generally acts to minimize harm to others, and she believes strongly in cooperation and tradition.

I expect her to play as a somewhat frank and stubborn but ultimately good-natured old woman who isn't conflict-averse, but prefers when things are resolved diplomatically. Someone who likes to give advice, but isn't used to receiving advice or otherwise being treated as an equal.

Ethics and Behavior, Dorf Fort:
Respects the law. Values loyalty. Values family greatly. Thinks friendship is important. Respects power. Values honesty. Values cunning. Values eloquence. Has great respect for fairness. Values decorum, dignity, and proper behavior. Is a firm believer in the value of tradition. Values artwork. Sees cooperation as very important in life. Doesn't really value independence one way or another. Sees no value in holding back complaints and concealing emotions. Sees introspection as important. Values self-control. Strongly values tranquility and quiet. Strongly believes that a peaceful and ordered society without dissent is best. Doesn't really value merrymaking. Values good craftsmanship. Values martial prowess. Respects the development of skill. Deeply respects those that work hard at their labors. Believes that those who sacrifice for others should be deeply respected. Sees competition as wasteful and silly. Greatly respects individuals that persevere through their trials and labors. Values leisure time. Is somewhat put off by trade and commerce. Doesn't care one way or the other about romance. Holds nature to be of greater value than most aspects of civilization. Believes that peace is always preferable to war. Views the pursuit of knowledge as deeply important.

Does not easily hate or develop negative feelings. Is rarely jealous. Is often cheerful. Is slow to anger. Has a calm demeanor. Does not often feel lustful. Is confident under pressure. Desires little for herself in the way of possessions. Occasionally overindules, and is conflicted by this, because she values self-control. Does not enjoy participating in physical confrontations, and is conflicted by this, because she values martial prowess. Is very stubborn. Is stingy with resources on projects and refuses to expend any extra effort. Feels best when everyone gets along without any strife or contention. Is a friendly individual. Could be considered rude, and is conflicted by this, because she values decorum, dignity, and proper behavior. Dislikes receiving advice, preferring to keep her own counsel. Is generally quite confident of her abilities when undertaking specific ventures. Is grateful when others help her out and tries to return favors. Has an active sense of humor. Doesn't tend to hold on to grievances. Often acts with compassion, and is conflicted by this, because she respects power. Generally finds herself quite hopeful for the future. Is very curious, sometimes to her detriment. Is generally unhinded by the thoughts of others concerning her actions. Is not a private person and freely shares details of her life. Doesn't cling tightly to ideas and is open to changing her mind. Is very comfortable around others that are different from her. Tends not to be swayed by emotional appeals. Finds helping others very emotionally rewarding. Has a sense of duty. Tends to think before acting. Tends to avoid crowds. Is assertive. Doesn't seek out excitement. Is greatly moved by art and natural beauty.

Backstory:
My character was hatched to unassuming parents of one of the Grippli tribes living in Hooktongue Slough. When her peers noticed that she was aging significantly slower than them, probably around when she was 40 years old, she was accused of being some kind of demon or evil fey and driven into the swamps. In her solitude, she received a vision from Sivanah, goddess of mystery, who instructed her on how to perform a ritual to erase her name. In doing so, she became the Old Frog and learned to commune with the spirits.

Several decades after this (about two generations by Grippli standards), she was rediscovered by the Grippli and Boggard tribes. As a hermit who could commune with spirits, she was treated with distrust, but she was useful as a neutral outsider for settling disputes, and came to be viewed by the tribes with a mix of mild fear and respect. She served in this role for several hundred years, and came to more completely embody her title.

In the very recent past, some sort of imminent but not immediately conflict (to be discussed with GM if selected; see proposal at the end of Train of Thought section) is about to befall the Grippli and Boggards of the Slough, and my character went to the Greenbelt to seek outside help in resolving this conflict. As it happens, the party is in the Greenbelt, and probably near about the only people both capable and willing to lend aid. How specifically my character integrates with the party (that is, the exact circumstances) will require some GM cooperation for us to come up with. In my mind, I picture my character being a captive of bandits that the party deals with, and embedding with the party in the hopes that she can convince them to come west eventually.

Equipment:
+1 Darkleaf Padded Armor (1755gp, 2.5lb)
+1 Light Darkwood Shield (1203gp, 1.25lb)
Masterwork Obisidian/Bone* Dagger (301gp, 0.4375lb)
Monk's Outfit (free, 0.5lb)
Ritual Mask (200gp, 0.25lb)
Eyes of the Eagle (2500gp, 0lb)
Flint and Steel (1gp, 0.025lb)
Belt Pouch (1gp, 0.125lb)
Silver Piece x9 (0.9gp, 0.18lb)
Copper Piece x10 (0.1gp, 0.20lb)
Giant Gecko (free**)
Animal Harness (2gp, 2lb)
Bit and Bridle (2gp, 0.25lb)
Exotic Riding Saddle (30gp, 7.5lb)
Saddlebags (4gp, 2lb)

*I treated half the value and weight as the iron blade, subbed for obsidian, and the other half as the iron hilt, subbed for bone. Value-wise, obsidian and bone both do the same thing, but bone doesn't reduce weight and obisidian does, which is why I divided it to begin with.

**The Pioneer campaign trait grants me a free horse, but it's awfully unspecific. Like, is it a light horse? A heavy horse? Is it combat trained? Thematically, I didn't really want a horse. I'm a Small creature, after all, and I used to live in a swamp, where horses don't do so great. The giant gecko seemed more appropriate, and costs half as much as a heavy horse but a bit more than a light horse, so I hope that's an acceptable substitution.

Mechanics:
Race is Aasimar (Grippli) using the Deathless Spirit and Truespeaker alternate racial abilities. Favored Class is Medium.

Traits are Pioneer (Survival) and Spirit Sense. I couldn't find any mechanics for having only one good eye, but there's a third party Drawback for it that I'm not averse to using. Or we could fluff it and say that the ruined eye "sees the spirit world" or some nonsense like that.

Class is Medium (Storyteller) and all 4 levels are in it. Character has access to Inspire Courage and Inspire Competence from Storyteller's Performance so far. Spells chosen are as follows: 0th - detect magic, ghost sound, prestidigitation, stabilize; 1st - auditory hallucination, oneiric horror.

Feats selected are Nameless One and Spell Focus (Illusion).

Ability scores before any modifiers are: 7 STR (-4 pt), 13 CON (+3 pt), 13 DEX (+3 pt), 13 INT (+3 pt), 17 CHA (+13 pt), 15 WIS (+7 pt). This totals 25 points. After racial and age modifiers, the end result is: 4 STR (-3), 10 CON (+0), 10 DEX (+0), 14 INT (+1), 18 WIS (+4), 20 CHA (+5).

Skill rank investment so far is Bluff 4 ranks, Diplomacy 4 ranks, Disguise 2 ranks, Heal 1 rank, Intimidate 1 rank, Knowledge (Arcana) 2 ranks, Knowledge (Planes) 2 ranks, Knowledge (Religion) 2 ranks, Linguistics 4 ranks, Perception 4 ranks, Perform (Oratory) 4 ranks, Sense Motive 4 ranks, Spellcraft 1 rank, Use Magic Device 1 rank. This totals 36 points. 16 are from class, 8 are from INT, 8 are from background skills, and 4 are from favored class bonus.

Languages known are as follows: Aklo, Azlanti, Boggard, Celestial, Draconic, Giant, Grippli, Hallit, Taldane (Common), Thassilonian, Sylvan, and Varisian. Celestial and Taldane are racial, Draconic and Sylvan are from INT, and the rest are from Linguistics and Truespeaker.

Base stats are as follows: HP is 23 (all from HD), melee attack is +0 (+3 BAB, -3 STR), ranged attack is +3 (+3 BAB, +0 DEX), Fort save is +1 (+1 Base, +0 CON), Reflex save is +1 (+1 Base, +0 DEX), and Will save is +8 (+4 Base, +4 WIS).

If necessary, I can put together an actual crunch.


Dotting. Will start working on a submission.


Seems like it may just be the four of us submitting, then. A friend told me he was thinking of submitting a paladin or something, but I don't think he ever followed through on that. :(

Still, four is hopefully enough to run a game, and the resulting party doesn't seem too deficient.


Oh, here's the maths on my pre-start alchemy crafting.

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Alchemy:
Week 1
Bloodblock, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Bloodblock; carry over 300 progress
Pay: 1667cp + 1667cp

Week 2
Bloodblock, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Bloodblock; carry over 100 progress
Pay: 1667cp + 1667cp

Week 3
Bloodblock, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Bloodblock; carry over 400 progress
Pay: 1667cp

Week 4
Bloodblock, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Bloodblock; carry over 200 progress
Pay: 1667cp + 1667cp

Week 5
Bloodblock, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Bloodblock
Pay: 1667cp

Week 6
Antiplague, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Antiplague; carry over 300 progress
Pay: 1667cp + 1667cp

Week 7
Antiplague, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Antiplague; carry over 100 progress
Pay: 1667cp + 1667cp

Week 8
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Antiplague; carry over 400 progress
Pay: 1667cp

Week 9
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Antiplague; carry over 200 progress
Pay: 1667cp + 1667cp

Week 10
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Antiplague
Pay: 1667cp

Week 11
Antitoxin, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Antitoxin; carry over 300 progress
Pay: 1667cp + 1667cp

Week 12
Antitoxin, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Antitoxin; carry over 100 progress
Pay: 1667cp + 1667cp

Week 13
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Antitoxin; carry over 400 progress
Pay: 1667cp

Week 14
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Antitoxin; carry over 200 progress
Pay: 1667cp + 1667cp

Week 15
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Antitoxin
Pay: 1667cp

Week 16
Smelling Salts, DC 25, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 x 1/3 = +266
Progress: 266/250; +1 Smelling Salts
Fortifying Brew, DC 20, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 x 1/3 = +213
Progress: 213/200; +1 Fortifying Brew
Bloodblock, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 x 1/3 = +266
Progress: 266/500
Pay: 833cp + 667cp + 1667cp

Week 17
Bloodblock, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 x 15/16 = +750
Progress: 1016/500; +2 Bloodblock
Soothe Syrup, DC 15, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 15 x 1/16 = +30
Progress: 30/250
Pay: 1667cp + 833cp

Week 18
Soothe Syrup, DC 15, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 15 = +480
Progress: 510/250; +2 Soothe Syrup
Pay: 833cp

Week 19
Troll Oil, DC 30, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 960/500; +1 Troll Oil
Pay: 1667cp

Week 20
Alchemist's Kindness, DC 20, 100sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 = +640
Progress: 640/100; +6 Alchemist's Kindness; carry over 40 progress
Pay: 33cp + 33cp + 33cp + 33cp + 33cp + 33cp + 33cp

Week 21
Alchemist's Kindness, DC 20, 100sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 = +640
Progress: 680/100; +6 Alchemist's Kindness; carry over 80 progress
Pay: 33cp + 33cp + 33cp + 33cp + 33cp + 33cp

Week 22
Alchemist's Kindness, DC 20, 100sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 x 1/2 = +320
Progress: 400/100; +4 Alchemist's Kindness
Mellowroot, DC 20, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 x 1/2 = +400
Progress: 400/250; +1 Mellowroot; carry over 150 progress
Pay: 33cp + 33cp + 33cp + 833cp + 833cp

Week 23
Mellowroot, DC 20, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 = +800
Progress: 950/250; +3 Mellowroot; carry over 200 progress
Pay: 833cp + 833cp + 833cp

Week 24
Mellowroot, DC 20, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 x 1/16 = +50
Progress: 250/250; +1 Mellowroot
Leechwort, DC 15, 30sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 15 x 1/16 = +30
Progress: 30/30; +1 Leechwort
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 x 14/16 = +448
Progress: 448/5000
Pay: 100cp + 16667cp

Week 25
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 960/5000
Pay: 0cp

Week 26
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 1472/5000
Pay: 0cp

Week 27
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 1984/5000
Pay: 0cp

Week 28
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 2496/5000
Pay: 0cp

Week 29
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 3008/5000
Pay: 0cp

Week 30
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 3520/5000
Pay: 0cp

Week 31
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 4032/5000
Pay: 0cp

Week 32
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 4544/5000
Pay: 0cp

Week 33
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 x 15/16 = +480
Progress: 5024/5000; +1 Wolfsbane
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 x 1/16 = +36
Progress: 36/200
Pay: 667cp

Week 34
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 612/200; +3 Longbeard Lambic; carry over 12 progress
Pay: 667cp + 667cp + 667cp

Week 35
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 588/200; +2 Longbeard Lambic; carry over 188 progress
Pay: 667cp + 667cp

Week 36
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 764/200; +3 Longbeard Lambic; carry over 164 progress
Pay: 667cp + 667cp + 667cp

Week 37
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 740/200; +3 Longbeard Lambic; carry over 140 progress
Pay: 667cp + 667cp + 667cp

Week 38
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 716/200; +3 Longbeard Lambic; carry over 116 progress
Pay: 667cp + 667cp + 667cp

Week 39
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 x 1/2 = +288
Progress: 404/200; +2 Longbeard Lambic
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 x 1/2 = +480
Progress: 480/3000
Pay: 667cp + 10000cp

Week 40
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 1440/3000
Pay: 0cp

Week 41
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 2400/3000
Pay: 0cp

Week 42
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 3360/3000; +1 Soul Stimulant; carry over 360 progress
Pay: 10000cp

Week 43
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 1320/3000
Pay: 0cp

Week 44
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 2280/3000
Pay: 0cp

Week 45
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 x 3/4 = +720
Progress: 3000/3000; +1 Soul Stimulant
Belladonna, DC 14, 1000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 14 x 1/4 = +112
Progress: 112/1000
Pay: 3333cp

Week 46
Belladonna, DC 14, 1000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 14 = +448
Progress: 560/1000
Pay: 0cp

Week 47
Belladonna, DC 14, 1000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 14 = +448
Progress: 1008/1000; +1 Belladonna
Pay: 0cp

Week 48
Antitoxin, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Antitoxin; carry over 300 progress
Pay: 1667cp + 1667cp

Week 49
Antitoxin, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Antitoxin; carry over 100 progress
Pay: 1667cp + 1667cp

Week 50
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Antitoxin; carry over 400 progress
Pay: 1667cp

Week 51
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Antitoxin; carry over 200 progress
Pay: 1667cp + 1667cp

Week 52
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Antitoxin
Pay: 1667cp

Week 53
Antiplague, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Antiplague; carry over 300 progress
Pay: 1667cp + 1667cp

Week 54
Antiplague, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Antiplague; carry over 100 progress
Pay: 1667cp + 1667cp

Week 55
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Antiplague; carry over 400 progress
Pay: 1667cp

Week 56
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Antiplague; carry over 200 progress
Pay: 1667cp + 1667cp

Week 57
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Antiplague
Pay: 1667cp

Total Paid
130312cp
(1303.12gp)

Total Crafted
Alchemist's Kindness x16
Antiplague x16
Antitoxin x16
Belladonna x1
Bloodblock x10
Fortifying Brew x1
Leechwort x1
Longbeard Lambic x16
Mellow Root x5
Smelling Salts x1
Soothe Syrup x2
Soul Stimulant x2
Troll Oil x1
Wolfsbane x1


Alright, so submissions. I'm going to disclaim here that this is a rather unconventional build, mechanically, but not so much I think as to harm the balance of the game or anything. Just, you know, keep an open mind, reading it.

Summary:
I've built the character to be a healer. But not a magic healer. Just an ordinary doctor, for the most part. Taking a level dip in Alchemist for the utility, might grab another later down the line, but otherwise going pure Expert from here on out. I'll be healing through a combination of two feats. The long and short of it is that I can make Heal checks as a Full-Round Action to heal the target for my Heal check result. And I'm investing heavily in Heal and a few other skills that make sense for a doctor. Throw in high INT for skill investment, and the utility from Alchemist, and I think it's a workable build. Certainly wouldn't hurt to have a secondary off-healer, but I think this could work as the only healer.

Crunch:
Ermengilda Sanz
Female Dwarf Alchemist (Chirurgeon, Vivisectionist) 1 Expert 4
LG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision 60ft; Perception +10
--------------------
Defense
--------------------
AC 16, T 11, FF 15 (+4 armor, +1 enhance, +1 DEX)
HP 60 (5d8)
Fort +12, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft
Ranged Club +5 10ft (1d6-2 B|20/x2); Dagger +5 10ft (1d4-2 P|19/x2)
Melee Club +1 10ft (1d6-2 B|20/x2); Dagger +1 10ft (1d4-2 P/S|19/x2); Unarmed (1d3-2 N|20/x2)
Alchemist (CL 1):
1st (2/day) - ant haul, anticipate peril, bouncy body, comprehend languages, crafter's fortune, cure light wounds, endure elements, enlarge person, jump, keen senses, negate aroma, obscure poison, polypurpose panacea, reduce person, tears to wine, touch of the sea, vocal alteration, wizened appearance, youthful appearance
--------------------
Statistics
--------------------
STR 7, DEX 13, CON 18, INT 18, WIS 10, CHA 5
BAB +3; CMB +1; CMD 12
Feats Healer's Hands, Skill Focus (Heal), Incredible Healer
Traits Artisan (Alchemy), Precise Treatment
Adventure Skills Acrobatics +5, Disable Device +9, Escape Artist +5, Heal +16, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Nature) +12, Knowledge (Planes) +9, Perception +10, Sense Motive +2, Spellcraft +12, Stealth +5, Survival +4, Use Magic Device +1
Background Skills Appraise +8, Craft (Alchemy) +14, Profession (Herbalist) +8, Profession (Midwife) +4, Sleight of Hand +9
Languages Common, Dwarven, Giant, Goblin, Terran, Undercommon
Other Gear +1 Mithral Chain Shirt, Masterwork Cane, Masterwork Dagger, Doctor's Outfit, Vest of Surgery, Doctor's Mask, Deathwatch Eyes, Masterwork Backpack, Bandolier, Alchemy Crafting Kit, Multi-Pouch, Belt Pouch, Hip Flask, Traveling Formula Book, Waterskin x2, Scrivener's Kit, Healer's Kit, Antidote Kit, Midwife's Kit, Surgeon's Tools, Tons of Flasks and Vials, Various Alchemical Items, Stupid Spices, Cot, Alchemist's Lab, Masterwork Brewer's Kit, 2 Gallons of Alcohol, More Spices, 13 PP, 31 GP, 15 SP, 14 CP
--------------------
Special Abilities
--------------------
Slow and Steady (Ex) ignore encumbrance from armor and carried weight
Defensive Training (Ex) +4 dodge to AC vs Giants
Hardy (Ex) +2 racial on saves vs Poison, Spells, and SLAs
Stability (Ex) +4 racial to CMD vs Bull Rush and Trip
Greed (Ex) +2 racial on Appraise for nonmagic goods w/ metal or gems
Stonecunning (Ex) +2 on Perception to notice traps and secret doors in stone
Hatred (Ex) +1 racial on attacks vs Orcs and Goblinoids
Weapon Familiarity (Ex) treat weapons with "dwarven" as martial
Artisan (Ex) +2 trait on Craft (Alchemy)
Precise Treatment (Ex) +1 trait on Heal; use INT instead of WIS on Heal
Sneak Attack (Ex) +1d6 Precision vs flanked or flat-footed
Mutagen (Su) 1/day drink for +4 alchemical to STR/DEX/CON, +2 nat armor to AC, -2 INT/WIS/CHA for 10min
Alchemy (Ex) +1 competence to Craft (Alchemy) when crafting alchemical items; identify potions
Brew Potion (Ex) able to brew potions
Throw Anything (Ex) no penalty to improv ranged weapons; +1 to attack and +4 to damage with splash weapons
Healer's Hands (Su) Treat Deadly Wounds 5/day; +5 healing from Treat Deadly Wounds if beat DC by 10
Skill Focus (Ex) +3 to Heal
Incredible Healer (Ex) Treat Deadly Wounds heals for Heal result instead of target HD

Description/Philosophy:
Gil is a female dwarf about 3'10" tall and 143lbs.
She has pale skin and a gaunt physique.
She has a square jaw, deep-set near-black eyes, a flat nose, and thin lips.
She has silver shoulder-length hair that is cut in a bob.

Ethics
Intrinsic vs Instrumental: Intrinsic
Liberty vs Authority: Authority
Duty vs Consequence: Strong Duty
Tradition vs Progress: Neutral
Behavior
Emotion vs Logic: Logic
Altruism vs Sadism: Altruism
Social vs Solitary: Strong Solitary
Critique vs Anxiety: Critique

Philosophy
Sapient life has intrinsic value
Duty not to kill, except in self-defense or defense of someone else
Duty not to harm, except in self-defense or defense of someone else
Duty not to steal, except in self-defense or defense of someone else
Duty not to vandalize, except in self-defense or defense of someone else
Duty not to deceive, except in self-defense or defense of someone else
Duty not to pry, except in self-defense or defense of someone else
Duty not to insult, except in self-defense or defense of someone else
Personality
Quiet; doesn't know how to make small talk
Seeks to maintain an air of professionalism in all things
Generally doesn't ask for help, but quick to offer help
Puts work above all else, including self-care

Dorf Fort Beliefs
Respects the law.
Greatly prizes loyalty.
Values family.
Thinks friendship is important.
Doesn't find power particularly praiseworthy.
Values honesty.
Does not really value cunning and guile.
Deeply respects eloquent speakers.
Has great respect for fairness.
Values decorum, dignity, and proper behavior.
Doesn't have strong feelings about tradition.
Finds artwork boring.
Values cooperation.
Values independence.
Sees no value in holding back complaints and concealing emotions.
Sees introspection as important.
Doesn't particularly value self-control.
Doesn't have a preference between tranquility and tumult.
Sees equal parts of harmony and discord as part of life.
Sees merrymaking as a waste of time.
Values good craftsmanship.
Does not really value skills related to fighting.
Respects the development of skill.
Deeply respects those that work hard at their labors.
Believes that those who sacrifice for others should be deeply respected.
Doesn't have strong views on competition.
Respects perseverance.
Doesn't think one way or the other about leisure time.
Doesn't particularly respect commerce.
Doesn't care one way or the other about romance.
Values nature.
Values peace over war.
Views the pursuit of knowledge as deeply important.
Dorf Fort Facets
Does not easily fall in love and rarely develops positive sentiments.
Does not easily hate or develop negative feelings.
Often feels discouraged.
Has a calm demeanor.
Does not often feel lustful.
Can handle stress.
Doesn't focus on material goods.
Does not enjoy participating in physical confrontations.
Is a friendly individual.
Is very polite and observes appropriate rules of decorum when possible.
Dislikes receiving advice, preferring to keep her own counsel.
Is somewhat fearful in the face of imminent danger.
Takes no pleasure in her talents and appearance.
Isn't particularly ambitious.
Feels a strong need to reciprocate any favor done for her.
Does not find most jokes humorous.
Is easily moved to mercy.
Can be very single-minded.
Tends to assume the worst of two outcomes will be the one that comes to pass.
Is curious and eager to learn.
Is private to the point of paranoia, unwilling to reveal even basic information about herself, and is conflicted by this, because she sees no value in holding back complaints and concealing emotions.
Is a perfectionist.
Forms only fleeting and rare emotional bonds with others.
Tends not to be swayed by emotional appeals.
Dislikes helping others, and is conflicted by this, because she believes that those who sacrifice for others should be deeply respected.
Has a strong sense of duty, and is conflicted by this, because she values independence.
Tries to keep her things orderly.
Does not trust others.
Tends to avoid crowds.
Doesn't seek out excitement.
Likes to keep things practical, without delving too deeply into the abstract.
Does not have a great aesthetic sensitivity, and is conflicted by this, because she values nature.

Character Building Questions:
1. To what guild does your character belong?
Gil is part of the Selesnya Conclave. In many respects, she seems a stereotypical member. She runs a clinic funded entirely by donations and a modest stipend from the guild, offering medicine and healing to all comers. She's quiet, professional, and hard working, and none can question her selflessness, putting everything she has into the clinic.

2. What is your characters' history?
Gil's parents were Simic biomancers. While they're still alive, she is estranged from them, believing the Simic Combine to be a deranged, dangerous organization. Part of what drove her to join Selesnya and her clinic was the perception that she owed society for the crime of growing up and learning medicine on Simic's dime. Being so focused on her work, Gil has made few friends, and kept fewer. She has no enemies, persay, but certainly rivals, especially among the many Simic physicians who see her as undercutting their business. To her guildmates, Gil is either an avatar of the altruism that Selesnya represents, or an overachieving tryhard making others look bad because they're not all willing to sacrifice everything at the alter of work.

3. What does your character look like?
Gil has a gaunt appearance, being thin even by Dwarven standards. She has black eyes, and short silver hair. On the job (which is almost all the time), she wears a forest green uniform of waxed leather and stylized porcelain mask with an elongated beak befitting her profession and guild affiliation. She wears a bandolier with a number of flasks filled with multicolor liquids, and carries several satchels. Off the job... she takes the mask off because it's not convenient to eat or drink while wearing.

4. Where does your character live?
Living at the clinic is a lot more convenient than wasting money on a home, or bunking at one of the guild buildings and wasting time commuting to the clinic. By living at the clinic, Gil can see patients all day every day, as necessary. There's enough room in the back office, if she pushes the chair in, to unfold a small cot meant for camping.

5. Why did your character get recommended for the investigation team?
Gil is particularly known for her ability as a doctor, being one of the few skilled physicians operating outside of the Simic Combine. And any murder investigation needs a competent coroner. Given her accessibility and strong work ethic (not to mention her considerably lower rats), she's probably done contract work as an expert for the Senate in the past. And that means she can be trusted.


New question.

Can we perform crafting during character creation? Craft (Alchemy) stands to save me a fair bit, if permissible. And if so, what DCs are permissible? I assume anything Take 10 or lower would be, but I don't know about higher DCs.

In the same vein, could a Wizard buy scrolls and roll Spellcraft to copy them into his spellbook? Thinking of taking at least one level of Alchemist, and it'd be nice if I could expand my Formula Book.


Some general questions about character creation.

This probably won't matter for my character, but may for others: when you say "[no ability] above an 18 to begin with" do you mean before or after racial modifiers?

How should we handle Hit Points: are we doing full at first, half+1 thereafter; full at first, roll thereafter; full at every level; etc?

Are we using the Fractional Base Bonuses system for multiclassing introduced in Pathfinder Unchained, or the original system?

Dwarves have six listed bonus languages they can select for high Intelligence, but three of these (Gnome, Orc, and Undercommon) don't seem applicable to this setting. Can you confirm if all three of these languages are not valid for the setting, and if so, are there any valid languages you'd allow to be learned for high Intelligence by a Dwarf in place of these languages?

Less a question than a request, but would you consider using the Background Skills variant system? It basically makes it a little easier to invest skill points into purely non-combat skills by giving you a couple extra skill points that can only be used as such.


Dotting. Thinking about a dwarven doctor running a free clinic with Selesnyan or maybe Simic backing.


I'm bored (and incredibly anxious), and looking back, I think I could have better described the general build, the role it fills, and how it will shape up.

Background:
Gil was built with the initial goal of producing a competent healer who does not use magic. Since I was foregoing the magic-aspect, it freed me to pick some other class, and I thought it would be fun for her to have a dark secret. The campaign I first built her for involved a setting where all Necromancy was hyper super illegal and where casters had to be registered with a central authority, so being an unregistered Kineticist tied to the Plane of Negative Energy just sounded like tons of fun. The first time I built her, however, neither PRG: Planar Adventures nor PPC: Blood of the Ancients existed, and I frankly consider the original goal to have been a failure. The character still worked, due in large part to the unique circumstances of the setting/campaign and the fact that the GM went out of his way to create scenarios where a uniquely mundane approach to medicine was useful, even necessary at times, but as a conventional bandaid dispenser, she didn't really work.

When I was trying to decide whether to submit Gil or another, more appropriate character, I decided I needed to update Gil's build anyway, because I use a different format for my internal build notes now, and in the process of doing this, discovered several recently added feats, which actually make the build... I don't want to say viable, because it's still off-meta garbage, but possible.

As a Healer:
Throughout progression, Gil will be investing a skill point in Heal at every level. She's equipped with a variety of tools to assist with Heal checks, and will be refreshing those as they are expended.

At level 1, she picks up the Healer's Hands conduit feat added in Planar Adventure. First, it allows her to use Treat Deadly Wounds as a Full-Round Action, as opposed to it taking an hour. This means that TDW can be used in combat. Not well, given it either requires that Gil takes 2 rounds, was already adjacent to the target, or that the target moved to Gil before her next turn in order to be used, but it can be used, which is something. Moreover, it very mildly buffs the amount of healing offered by TDW; normally, TDW heals 1 HP per character level of the target, but with Healer's Hands, if Gil rolls a 30 or higher on her Heal check, she adds her ranks in Knowledge (Planes) to that amount. I intend to invest a rank in Knowledge (Planes) at every level, so this means that, at a given level, Gil can heal twice the party's character level as a Full-Round Action at touch range. Finally, Healer's Hand allows Gil to bypass the normal 1/day restriction on TDW per target; she'll instead be able to use it a number of times per day equal to her rank in Knowledge (Planes), which will be equal to her character level. It's not much, but it's something.

So, at currently level, Gil can heal a party member for 2-4 HP 2/day as a Full-Round Action at Touch range, for a theoretical total of 12/day if each other party member needs healing twice. It's very weak, but it's something. By weight of comparison, a 2nd-level Cleric can use cure light wounds to heal a party member for between 3 and 10 HP, they can do it 3-4/day depending on their ability scores, and they can also Channel Energy for additional healing.

At 5th level, Gil gets her biggest power spike in this regard. Its the earliest she can meet the prerequisites for Incredible Healer. This feat only has one purpose, but it's an important one. Rather than whatever amount Treat Deadly Wounds would normally heal (at this level, 5 HP), she instead heals an amount equal to the result of her Heal check (minimum 20 HP to pass the DC) plus her character level on high rolls due to Healer's Hands. At this level, Gil should have a +16 on Heal checks before applying a +3 from tools, for +19 overall, meaning she cannot fail this check, and should hit the DC for Healer's Hands about 50% of the time.

Ultimately, at 5th level, she can heal a single party member for between 20 and 44 HP as a touch-range Full-Round Action, and she can do this 5/day for each party member other than herself. This is still suboptimal compared to dedicated healers, who often have Selective Channel to allow for ranged and AoE healing and who can heal as a Standard Action in most instances, but it's a lot less suboptimal than it was before. For comparison, a 5th-level Cleric's cure serious wounds would typically be healing for between 8 and 29 at this level.

At 9th level, Gil has another, albeit smaller power spike. At this level, I'll be dipping for a second level in Alchemist to pick up the Infusion Discovery. It will basically mean that, in addition to the healing described above, Gil will be able to pass out 3 extracts of cure light wounds each day, for quicker healing.

In addition, Gil will pick up the Pathologist feat, which supplements the Treat Disease or Poison aspect of Heal, basically allowing party members to substitute their Fort save for her Heal check result, as a Standard Action vs poison or in 10 minutes vs disease. At 9th level, Gil's Heal bonus should be +24.

So at 9th level, Gil can heal a party member for between 25 and 53 HP, compared to a 9th-level Cleric's cure critical wounds, which would be healing for between 13 and 41 HP. Still suboptimal, because Cleric's have way more versatility when it comes to healing, but at least the numbers are staying high. And Gil would have the ability to sort of imitate a 9th-level Cleric's neutralize poison spell as well, now.

The final little power spike is at 13th level, where Gil will pick up Improvisational Healer. This will allow Gil to make First Aid and Treat Deadly Wounds checks without a Healer's Kit, but more importantly, it'll grant +2 to such checks if she has a Healer's Kit. Additionally, it allows her to treat the Caster Level of any cure potion she drinks or administers as if it were her rank in Heal. It's not a lot, but I imagine it will help if someone is down and she's somehow out of TDW uses for the day on that character.

Just for further context, at 13th level, Gil will be healing a single party member for between 44 and 64 HP, and she'll be able to do this 13/day per party member, albeit still as a touch-range Full-Round Action. A 13th-level Cleric, however, will now have access to heal and be able to output 130 HP of healing, plus ending a number of negative affects and healing things like ability damage. From when Clerics get access to heal forward, Gil does not scale well. She still heals for a good clip, but Clerics will have both more versatility and higher spikes of possible healing output. Ideally, by this point, she's now supplementing the party in other ways, as noted in subsequent sections.

Beyond that, I'm taking Skill Focus (Heal) at 3rd, Self-Sufficient at 15th, and Greater Skilled Kineticist (Heal) at 16th to further amplify her Heal bonus (Skill Focus is factored into the expected Heal bonuses I outlined above), and she'll get boosts to the appropriate ability mod at 6th, 11th, and 15th from Mental Prowess. Probably from Legendary Gifts if we get to 19th/20th, but I haven't actually lined out which I'd take.

As a Skill Monkey:
I used the magic trait Precise Treatment to tie Gil's Heal skill to her Intelligence, which allowed me to invest more heavily in Intelligence rather than splitting between it and Wisdom. Between that and Background Skills, Gil has a lot of skill points. I'll be investing in Craft (Alchemy), Heal, Knowledge (Planes), Perception, Profession (Herbalist), Sense Motive, and Sleight of Hand at every level. I'll also be heavily investing in Disable Device, Knowledge (Nature), Knowledge (Religion), Spellcraft, Profession (Brewer), and Profession (Midwife), as Gil's INT expands, such that all will be 20 ranks by 20th level, should we get that far. And I'll still have plenty of points to spare to invest at least a rank into each class skill.

On top of this, Gil will be grabbing Breadth of Experience at 7th level, which allows her to ignore the untrained penalties to Knowledge and Profession checks, as well as Prodigy, Master Alchemist and Brewmaster over the course of the last 10 levels to further supplement Craft (Alchemy).

The result is that Gil will have a lot of skill ranks in a lot of skills. While she's a doctor by trade, she'll be good with her hands in a way that is typically only true of Rogues and Bards. She won't be a substitute for a proper Rogue, lacking some of the class features that let them really shine at disarming traps, and some of this won't kick in until she starts getting bumps to INT after 6th level, but she'll be pretty versatile when it comes to skills.

As a Blaster/Controller:
The Kineticist class really shines as a blaster and controller. Kinetic Blast does pretty good damage, and a lot of Infusions are built around battlefield control. With Infusions, Gil will be investing in Pulling Infusion (CMB Drag on hit) at 2nd, Pushing Infusion (CMB Bull Rush on hit) at 4th, Weighing Infusion (Save or Entangled) at 6th, Darkness Infusion (as darkness for 1 round) at 11th, Wall (similar to wall of flames) at 13th, Greater Darkness Infusion (as deeper darkness for 1 round) at 15th, and Grappling Infusion (supplements Wall, CMB Grapple on hit) at 17th. Additionally, she'll grab the Gravity Master utility talent (as reverse gravity but better) at 20th, if we get that far.

However, Gil's being a Chaokineticist is something of a dark secret. She's convinced herself she's becoming undead, and so she's not going to tell the other party members about her latent abilities, nor will she use them in situations that might out her, unless absolutely forced. Gives us something fun to RP around. I imagine that she will be outed eventually, I'd generally guess around "halfway" through this campaign (pending GM advisory), so she won't really be operating as a blaster or controller until such time.

I am a little worried about overlap with Glor, because Geokineticist is similar in combat application, being good for damage and battlefield control, but at least for a good bit at the beginning, that shouldn't be a concern. And even after, I expect Gil will be more concerned with her duties as healer and will only be providing supplemental damage and crowd control when healing isn't an immediate concern.

In Practice:
So how will Gil look in combat? Until she's outed as a Kineticist, I expect her to hover around the front line. She has good CON, so she can probably handle taking a few hits, and she has her Extracts to provide a little self-care. If she's already in touch range of whomever needs healing, it heavily mitigates the drawback of her primary means of healing being a Full-Round Action.

Once she's outed as a Kineticist, I don't imagine this general behavior will change much, other than that she'll be spending some rounds throwing out DPS or CC when healing isn't immediately necessary or when the former is more important than the latter.

Out of combat, I expect her to be using her versatility in skills to supplement the party, and to be brewing potions. All of the spells I chose, I did so with an eye for utility and potion-ability. I've also tweaked the build since the submission with ultimately fitting into the Spymaster role in mind.


Took longer than I intended, but here we go.
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Summary:
Gil is built as a sort of jack of all trades. She's a suboptimal healer/support caster, and just a bit of a skill monkey; her main strength is as a blaster/controller, but a quirk of the character means she won't really utilize this out the gate.

I had a hard time placing her in an existing Kingdom Building role. She has high INT, and her free clinic could work as a decent cover, which lends itself to Spymaster, but I didn't really intend to invest in Sense Motive, which seems to be important for Spymaster. Wouldn't be too hard to tweak the build to invest in Sense Motive. Honestly, I'm not terribly familiar with the Kingdom Building rules, so I'm not sure how important that is. I'm also in the dark as to what roles the existing players intend to fill.

I don't like making aliases for submissions, when I can help it; if I get selected, I'll make an alias and format it in accordance with the linked document. If absolutely necessary, I'll make an alias.

Crunch:
Ermengilda Sanz
Female Dwarf Alchemist (Ectochymist) 1 Chaokineticist 1
LG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision 60ft; Perception +5
Str 7 (-2), Dex 13 (+1), Con 18 (+4)
Int 18 (+4), Wis 10 (+0), Cha 5 (-3)

--------------------
Defense
--------------------
HP 22 (2d8+8+1)
AC 15, T 11, FF 14 (+4 armor, +1 Dex, +0 natural)
CMD 10
Fort +7, Ref +4, Will +0

+2 racial bonus to Saves vs Poison, Spells, SLAs
+2 untyped bonus to AC and Saves vs Undead
+4 racial bonus to CMD vs Bull Rush and Trip on solid ground
+2 untyped bonus to Saves vs Negative Levels
+1 trait bonus to Saves vs Necromancy and Negative Energy damage
recover from Undead ability damage at double normal rate
+1 HP from favored class

--------------------
Offense
--------------------
BAB +1, CMB -1
Speed 20ft Land (ignore encumbrance)

Melee
Club -1 (1d6-2 B; 20/x2)
Dagger -1 (1d4-2 P/S; 19/x2)

Ranged
Club +1 (1d6-2 B; 20/x2) 10ft
Dagger +1 (1d4-2 P/S; 19/x2) 10ft

Special Abilities
Ectoplasmic Blanche 5/day as FRA
Mutagen 1/day
Gather Power

Spell-Like Abilities
Basic Chaokinesis 0 Burn
Gravity Blast +1 (1d6+5 B; 20/x2) 30ft; 0 Burn
Pulling Infusion 1 Burn

Spells
1st-level 2/day
ant haul DC 15 Fort negates
crafter's fortune DC 15 Will negates
cure light wounds DC 15 Will halves
endure elements DC 15 Will negates
enlarge person DC 15 Fort negates
reduce person DC 15 Fort negates

+1 CL for [Darkness], [Light], and [Shadow] Spells
mundane weapons deal 50% damage to Incorporeal as if magic

--------------------
Statistics
--------------------

Racial
Slow and Steady
Hardy
Death's End (replaces Defensive Training, Hatred)
Stability
Stonecunning
Shadowplay (replaces Greed)
Darkvision
Shadowhunter (replaces Weapon Familiarity)

Trait
Necrotic Aura (Faith)
Precise Treatment (Magic)
Artisan (Social)
Warded Against Nature (Drawback)

Class: Alchemist
Extract
Ectoplasmic Blanche
Mutagen
Alchemy
Brew Potion
Throw Anything

Class: Kineticist
Elemental Focus: Void
Burn
Kinetic Blast
Gather Power
Gravity Blast
Basic Chaokinesis
Pulling Infusion (1st infusion)

Skills
Acrobatics -1
Appraise +4
Artistry +4
Bluff -3
Climb -4
Craft (Alchemy) +12
Craft (Other) +4
Diplomacy -3
Disable Device +6
Disguise -3
Escape Artist -1
Fly -1
Handle Animal -3
Heal +10
Intimidate -3
Knowledge (Arcana) +8
Knowledge (Nature) +8
Knowledge (Planes) +6
Knowledge (Religion) +8
Knowledge (Other) +4¹
Perception +5
Perform (All) -3
Profession (Brewer) +4
Profession (Herbalist) +5
Profession (Midwife) +4
Profession (Other) +0²
Ride -1
Sense Motive +0
Sleight of Hand +4
Spellcraft +8
Stealth -1
Survival +0
Swim -4
 ¹result cannot exceed 10
 ²earn sp/day instead of gp/day

+2 racial to Perception vs unusual stonework
use INT rather than WIS on Heal

Feats
Healer's Hands

Equipment
Doctor's Outfit
Doctor's Mask
Chain Shirt
Club
Dagger
Masterwork Backpack
    Traveler's Outfit
    Traveling Spellbook
    Waterskin x2
    Scrivener's Kit
    Healer's Kit
    Antidote Kit
    Midwife's Kit
    Surgeon's Tools
Bandolier
    Flask w/ 8 doses of Alchemist's Kindness
    Flask w/ Smelling Salts
    Flask w/ 2 doses of Soothing Syrup
    Flask w/ 1 dose of Fortifying Brew
    Flask w/ 1 dose of Longbeard Lambic
    Flask w/ 1 dose of Troll Oil
    Empty Flask
    Empty Flask
Spell Component Pouch
    Vial w/ 1 dose of Belladonna
    Vial w/ 1 dose of Leechwort
    Vial w/ 1 dose of Wolfsbane
    Vial w/ Ground Cardamom
    Vial w/ Ground Cinnamon
    Vial w/ Cumin Seeds
    Vial w/ Dill Seeds
    Vial w/ Ground Garlic
    Vial w/ Ground Mint
    Vial w/ Mustard Seeds
    Vial w/ Ground Nutmeg
    Vial w/ Ground Oregano
    Vial w/ Ground Rosemary
    Vial w/ Ground Saffron
Hip Flask w/ 1pt Mead
Belt Pouch
    7pp
    21gp
    16sp
    16cp

Other Possessions
Alchemist's Lab
Cask w/ 2ga Mead (less flask)
Belt Pouch w/ 1lb Ground Cardamom (less vial)
Belt Pouch w/ 1lb Ground Cinnamon (less vial)
Belt Pouch w/ 1lb Cumin Seeds (less vial)
Belt Pouch w/ 1lb Dill Seeds (less vial)
Belt Pouch w/ 1lb Ground Garlic (less vial)
Belt Pouch w/ 1lb Ground Ginger (less vial)
Belt Pouch w/ 1lb Ground Mint (less vial)
Belt Pouch w/ 1lb Mustard Seeds (less vial)
Belt Pouch w/ 1lb Ground Nutmeg (less vial)
Belt Pouch w/ 1lb Ground Oregano (less vial)
Belt Pouch w/ 1lb Ground Rosemary (less vial)
Belt Pouch w/ 1lb Ground Saffron (less vial)

Description/Philosophy:
Ermengilda is a female dwarf about 3'10" tall and 143lbs.
She has pale skin and a gaunt physique.
She has a square jaw, deep-set near-black eyes, a flat nose, and thin lips.
She has silver shoulder-length hair that is cut in a bob.

    Ethics
  • Intrinsic vs Instrumental: Intrinsic
  • Liberty vs Authority: Authority
  • Duty vs Consequence: Strong Duty
  • Tradition vs Progress: Neutral
    Behavior
  • Emotion vs Logic: Logic
  • Altruism vs Sadism: Altruism
  • Social vs Solitary: Strong Solitary
  • Critique vs Anxiety: Critique

    Philosophy
  • Sapient life has intrinsic value
  • Duty not to kill, except in self-defense or defense of someone else
  • Duty not to harm, except in self-defense or defense of someone else
  • Duty not to steal, except in self-defense or defense of someone else
  • Duty not to vandalize, except in self-defense or defense of someone else
  • Duty not to deceive, except in self-defense or defense of someone else
  • Duty not to pry, except in self-defense or defense of someone else
  • Duty not to insult, except in self-defense or defense of someone else
    Personality
  • Quiet; doesn't know how to make small talk
  • Seeks to maintain an air of professionalism in all things
  • Generally doesn't ask for help, but quick to offer help

    Dorf Fort Beliefs
  • Respects the law.
  • Greatly prizes loyalty.
  • Values family.
  • Thinks friendship is important.
  • Doesn't find power particularly praiseworthy.
  • Values honesty.
  • Does not really value cunning and guile.
  • Deeply respects eloquent speakers.
  • Has great respect for fairness.
  • Values decorum, dignity, and proper behavior.
  • Doesn't have strong feelings about tradition.
  • Finds artwork boring.
  • Values cooperation.
  • Values independence.
  • Sees no value in holding back complaints and concealing emotions.
  • Sees introspection as important.
  • Doesn't particularly value self-control.
  • Doesn't have a preference between tranquility and tumult.
  • Sees equal parts of harmony and discord as part of life.
  • Sees merrymaking as a waste of time.
  • Values good craftsmanship.
  • Does not really value skills related to fighting.
  • Respects the development of skill.
  • Deeply respects those that work hard at their labors.
  • Believes that those who sacrifice for others should be deeply respected.
  • Doesn't have strong views on competition.
  • Respects perseverance.
  • Doesn't think one way or the other about leisure time.
  • Doesn't particularly respect commerce.
  • Doesn't care one way or the other about romance.
  • Values nature.
  • Values peace over war.
  • Views the pursuit of knowledge as deeply important.
    Dorf Fort Facets
  • Does not easily fall in love and rarely develops positive sentiments.
  • Does not easily hate or develop negative feelings.
  • Often feels discouraged.
  • Has a calm demeanor.
  • Does not often feel lustful.
  • Can handle stress.
  • Doesn't focus on material goods.
  • Does not enjoy participating in physical confrontations.
  • Is a friendly individual.
  • Is very polite and observes appropriate rules of decorum when possible.
  • Dislikes receiving advice, preferring to keep her own counsel.
  • Is somewhat fearful in the face of imminent danger.
  • Takes no pleasure in her talents and appearance.
  • Isn't particularly ambitious.
  • Feels a strong need to reciprocate any favor done for her.
  • Does not find most jokes humorous.
  • Is easily moved to mercy.
  • Can be very single-minded.
  • Tends to assume the worst of two outcomes will be the one that comes to pass.
  • Is curious and eager to learn.
  • Is private to the point of paranoia, unwilling to reveal even basic information about herself, and is conflicted by this, because she sees no value in holding back complaints and concealing emotions.
  • Is a perfectionist.
  • Forms only fleeting and rare emotional bonds with others.
  • Tends not to be swayed by emotional appeals.
  • Dislikes helping others, and is conflicted by this, because she believes that those who sacrifice for others should be deeply respected.
  • Has a strong sense of duty, and is conflicted by this, because she values independence.
  • Tries to keep her things orderly.
  • Does not trust others.
  • Tends to avoid crowds.
  • Doesn't seek out excitement.
  • Likes to keep things practical, without delving too deeply into the abstract.
  • Does not have a great aesthetic sensitivity, and is conflicted by this, because she values nature.

Backstory:
Gil is a doctor by trade. One day, she manifested strange powers that she does not really understand, linking her to the Plane of Negative Energy. Convinced that she's slowly turning undead, she volunteered to relocate to a newly established settlement in the hopes that she might research a cure, if one even exists, in secret.

Wish I'd spent more time on this, but I'm worn out between family stuff and plotting out the progression over the weekend. Will probably spend more time on this if I get picked.


Always happy for another chance to get into the dorf fort campaign. I'll see if I can't put something together later today.


Congratulations to everyone who got in.


I'm just excited someone besides me uses the correct acronym for daylight time zones. We don't observe daylight savings where I live, and it is endlessly frustrating to be given a time in PST or EST only to realize they really meant PDT or EDT. :P


Can you imagine what combat would be like for a game with 30 players and 6 times the normal enemies? It might be faster to run the game 6 times back-to-back for 5 players each time. :P


I have three characters ideas tossing around, but here's the main one:

Goldoth:
Goldoth is a half-orc. He is the product of a Twisted Nail raid, one a few years prior to the big raid that almost took Roslar's Coffer off the map. His mother abandoned him in the Fangwood Forest, and he was taken in by sympathetic druids (who named him). They raised him, but he now lives alone in the forest just outside of town. The residents know of him, enough to know that he isn't an existential threat to anyone, but they don't interact often.

A few years after Goldoth was born, his mother remarried (her first husband was killed in the aforementioned raid, and was part of the reason she abandoned Goldoth), moved to Vigil permanently, and had a human daughter: Goldoth's half-sister Beth. Goldoth's mother died of illness when Beth was ten or so, and she told Beth about Goldoth on her death bed, having been told by the druids that they had taken him in. Beth had never grown close to her father, and blamed his absence for her mother's death; she ran away from home to live with Goldoth in the Fangwood outside of Roslar's Coffer.

Goldoth took his sister in without question. She taught him Taldane, and would go into Roslar's Coffer from time-to-time to sell woodcrafts he made and buy things for the two of them, to make life easier. One day, she didn't return. Goldoth waited a very long time for her to return, sure that everything was fine, but eventually went into town to search for her. She wasn't in town either.

Goldoth is simple-minded. I'll be aiming to get his Intelligence as low as I can get it. He believes violence is wrong, and killing especially, though he sorrowfully makes an exception for hunting to sustain one's self. He has killed wild animals in self-defense, but he believes this was a failing on his part, rather than necessary. He has no concept of deception, and struggles with linguistic expressions; he always assumes whomever is speaking is doing so truthfully and literally, though he has been told and vaguely understands that not everyone speaks truthfully or literally. Though a pacifist, Goldoth is strong and able-bodied. His motivation is simple: he's trying to find Beth. Whatever else happens around him, it's an obstacle to finding Beth. Whether what's happened to Beth is related to the events of the campaign, or whether Beth is even alive to be found, I'll leave up to you. More fun for me if it's a surprise.

Mechanically, I see Goldoth as being most useful in combat. I intend to build him as something of a front-line combatant, being primarily a tank but also capable of dealing a lot of damage in melee. Out of combat, I don't expect Goldoth to have much to contribute, but that's also where the juice of playing him comes from, for me, so I'm not too worried about that.

As for appearance, I picture Goldoth as large, and he'd probably look imposing if his face didn't give away his childish innocence. I figure his clothes are generally dirty and a bit tattered, and his hair is somewhat greasy and poorly kept. His weapons and armor would be well cared for, by comparison.

About Me:
I was introduced to D&D a little over a decade ago, via 3.5e and some of the Forgotten Realms novels by Salvatore. Too few of my friends were interested for me to play reliably in-person, and I was already steeped in a number of forum communities, so I turned to play-by-post pretty quickly. Sadly, I have had pretty terrible luck thus far. I have a lot of experience building characters, and a bit of experience playing low-level characters, but I've only gotten to play at higher level a couple of times.

At some point, I started keeping track of details about campaigns I've participated in. Not counting campaigns to which I applied but then wasn't accepted into (or which otherwise didn't make it past the recruitment step), or campaigns that I GMed, I've participated in 34 campaigns of varying length. Two ran to a satisfying completion, and three more technically ran to completion, but in a "I don't want to keep GMing this so the end I guess" sort of way. I abandoned one game, the fourth attempt at Goldoth, largely because I felt that the GM didn't respect our time (he no-showed for several sessions without warning or later explanation, and I got the sense during the one session he did show up for that he didn't really care about the players so much as about telling his story), but also at least partly because I was uncomfortable talking in-character as Goldoth over voice.

I've generally found that I engage with a few sometimes disparate elements of D&D. During creation, I've found that I trend towards min/maxing, solving the game-within-the-game that is the rules. I've found that this tendency is harmful to the game, so I've generally tried to make a conscious effort to build flaws into my characters, both narratively and mechanically, to rein in this impulse. Likewise, when combat starts, a part of me wants to "solve" the encounter. This is, I think, less harmful, but I still try to deliberately set rules for myself in combat based on which character I'm playing so that I don't lose sight of the larger game. Beyond that, I enjoy roleplaying characters. Constantly building the same few characters over and over in the hopes of finally getting into a game that lasts means that I've spent a great deal of time thinking about some of these characters.

Time-wise, I generally check the site at least once a day in the afternoon, but I often can check in the morning before work, or at lunch during work if it's slow (which is most of the time). I'm currently in one other campaign, which runs weekly for a couple hours. I generally don't travel often, and I'll notify you if anything does come up.

References:
All three characters I thought about submitting, I've made at least one attempt to run in the past.

My actual submission, I've attempted Goldoth four times, two of which materialized and left logs I can reference: second attempt and third attempt. The first was over Skype and fizzled before the game really began, and the fourth was purely over voice. I'm happiest with the third attempt anyway.

I've attempted Wolfgang L three times: first attempt, second attempt, and third attempt. I'm strangely happiest with the first attempt. But all three were so short that I worry I haven't really found Wolfgang's "voice" yet.

I've attempted Gisèle once, under the name Guillaumine: first attempt. Just bear in mind, I joined this particular campaign late, so my first posts are on page 25. Of all the PbP campaigns I've been in, this one ran the longest, both in general and for me in particular, being 2 years 3 months and 1 year 2 months respectively. Consequently, I think this campaign is possibly the best representation of my commitment to a PbP game, and a good look at my general posting style.

Beyond these three characters, I've run a few others. My first character, Delanor, I ran a number of times before finally finding success and getting into two different campaigns running at about the same time that both ran to completion. Sadly, I have almost no logs to reference here. I largely ran Delanor in campaigns that took place over instant messenger or voice, and the few sites I ran him PbP on no longer exist. I do have records from the bits of the third attempt, the seventh attempt (for all that's worth), and the ninth attempt (where I joined around Session 51). The ninth attempt is one of the two aforementioned complete games, running for 2 years 10 months total, with me participating for the last 1 year 9 months. I also ran a character named Tanfirim in that campaign, largely as a backup character during extended periods were Delanor was dead. I'm probably happiest with Delanor in my tenth and final attempt, the other campaign that ran to completion (ran for 2 years 5 months, and I joined 2 months in), but I'm overall happy with the ninth attempt as well. I rather don't like the third attempt, though it was for a very long time (until the ninth attempt, actually) the longest campaign I had gotten to participate in. It took place before I really understood that I ought to be looking for a character's "voice" to begin with, so the Delanor of 2009 was a sort of disjointed, inconsistent mess of a character.

Aside from that, I've also made four attempts to play a character named Abby: first attempt, second attempt, and third attempt. The fourth attempt is ongoing and sort of in-person (I'm participating via video chat, but everyone else is physically present), so I don't really have any logs. I'm generally happy with all of my attempts at Abby thus far, at least from my end of things.

To round out my Paizo aliases, I have Zaszy, who I've essentially attempted once: first* attempt. I'm... not super happy with this one. Originally, I was to substitute into a different campaign. At the time, I had no evil character concepts I was interested in running, and after the GM shot down my proposal for Abby as a good-turns-evil character, I threw together Zaszy as a sort of challenge to see how high I could get my Bluff skill. That GM then flaked before I actually substituted in, and a friend then approached me about running a short campaign that happened to be set in the same area (Cheliax), so I just recycled the character for that campaign. I wanted to give him an accent, and I think I spent more time focusing on it and relishing my high Bluff bonus than I did thinking about the character or his motivations.

That's about it for stuff I can actually link to.


Guess I should roll some dice...

1d10 + 8 ⇒ (4) + 8 = 12
1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (2) + 8 = 10


I'm certainly interested.

About Me
I was introduced to Dungeons & Dragons 3.5e via Forgotten Realms novels in 2007. I've been playing since then, though I've had pretty rotten luck getting into a long term game. To demonstrate, I have participated in 36 campaigns that had at least one session or otherwise properly started, of which 5 ran to completion, and only 2 of which were long term campaigns, the earliest of which I joined in 2014. The first, a VOIP D&D 4e (bleh) campaign, had been running for 13 months when I joined, and continued to run for 21 more months thereafter, on weekly sessions typically lasting about 4 hours. The second, a F2F PF 1e campaign, had been running for only 2 months before I joined, and thereafter ran for 27 months, on bi-weekly sessions typically lasting 6 to 10 hours. I can provide links as necessary to the former, but obviously not for the latter.

Ultimately, I'm a player with lots of practical experience at low level, but only a little at higher level. When I create a character, I generally plot out progression to the full extent, so I have an academic understanding for higher level mechanics, but only a little practical experience therein. From the Robin Laws' 7 Player Archetypes, I generally fluctuate between Tactician and Storyteller, depending on the scenario. I like internally consistent worlds, enjoy solving challenges through feats of logic, and am somewhat irked when the dice ruin a perfectly sound plan, but I'm not so far gone that I completely lose sight of characterization or otherwise make decisions (or expect others to make decisions) which are tactically beneficial but don't fit their character. I do, however, have a tendency to compromise characterization in the pursuit of moving the story forward; I think the PbP format will help me curb this by giving me more time to come up with ways that I can help move the story forward without having to compromise characterization. I'll also be up front in saying that I like having secrets from the other players, and I'm not adverse to starting internal conflict within the party, but I will disclaim that I will strive not to do anything to purposefully upset any of the other players; my goal in sometimes pushing internal conflict is to produce interesting narrative, not because I enjoy inciting strife or anything.

Character Ideas
I've made a handful of characters over my career of trying to play D&D, and I've generally noticed that I gravitate away from full casters. Don't really know why. Only one of the characters I've created has gotten to run to completion (by sheer bad luck, both campaigns I joined that went on to run to completion, which I joined relatively close together, had the same very specific needs that precluded my other character ideas), so I'd probably not want to run a Rogue again, but beyond that, I'm pretty flexible. I can be more specific upon request.


Congrats everyone. Hopefully the paizo site stays up for good this time. :D


What bad timing on the site going down!


I mean, I know why the SRD strips out copyrighted stuff in the abstract. My confusion is specifically why "Roaring Falls" and "Shrouded Lake" were reduced to "Falls" and "Shroud" respectively, as both seem to be generic references, one to a waterfall and the other to a lake beneath a waterfall. Perhaps Roaring Falls and Shrouded Lake are proper names for places in Golarion? Certainly doesn't seem like that's the case, but even still, it would be tenuous to claim copyright at that point. Like, see if George RR Martin goes after anyone for calling something Winterfall or Riverrun.


Regarding the racial skills, I can understand the reasoning. Deinonychus and velociraptor are already really strong as companions, so there needs to be some tradeoff to balance them against other animals. I want to argue that other animals ought to retain their racial bonuses instead, but I imagine not all of them have bonuses to retain in the first place. If I can offer an additional compromise: drop the racial skills, except the circumstantial Acrobatics to Jump, which is modified down from +20 to +12 to reflect dropping the flat +8 to Acrobatics, and then halved until size advancement.

Also want to verify that the slightly modified Young template for Snowfeather is fine. Specifically (and I dunno why this isn't already part of the template) having it reduce Hit Dice.

Oh, and while I was working on the Wolfgang stuff, I caught a few typos and mistakes in the Abby crunch. The only thing of substance is that I failed to note Favored Class bonus and progression. Lashtail will have DR 1/magic, and it will increase by 1 at every fourth level thereafter, to a maximum of DR 5/magic at 17th level. Snowfeather will gain DR 1/magic at 4th level, and it will increase by 1 at every fourth level thereafter, to a maximum of DR 5/magic at 20th level. The bonus isn't worded well, particularly in light of the possibility of multiple Animal Companions present in the same source material, but I'm assuming it has to be split like effective Druid level, and that the +1 at 1st and +1/2 thereafter applies regardless of it being split, which is why Snowfeather takes until 4th to get any DR.

Anyway, here are the Wolfgang crunches, as promised.

Duelist Wolfgang:
Wolfgang
Medium Male CE Humanoid (Human) Fighter (Free Hand) 1

---------------------
Ability
---------------------
STR 8 (-1) [-2 points]
CON 10 (+0) [0 points]
DEX 16 (+3) [10 points]
INT 18 (+4) [10 points; +2 racial]
CHA 12 (+1) [2 points]
WIS 10 (+0) [0 points]

---------------------
Defense
---------------------
HD 1d10
HP 10 [10 HD]
AC 14 [10 base; +3 DEX; +1 armor]
13 [10 base; +3 DEX]
[/b] 11 [10 base; +1 armor]
[b]CMD
13 [10 base; +1 BAB; -1 STR; +3 DEX]
Fort +2 [+2 base]
Ref +3 [+0 base; +3 DEX]
Will +0 [+0 base]

---------------------
Offense
---------------------
Speed 30ft (Land) [30 base]
BAB +1
CMB +0 [+1 BAB; -1 STR]
Initiative +3 [+3 DEX]
Light 30lb Medium 60lb Heavy 90lb
Overhead 80lb Deadlift 160lb Push/Drag 400lb

---------------------
Weapons
---------------------
Dueling Sword (One-Hand)
+5 ATK [+1 BAB; +3 DEX; +1 feat]
1d8-1 Slashing [1d8 base; -1 STR]
19/x2 Critical
Finesse
Dueling Sword (Two-Hand)
+1 ATK [+1 BAB; -1 STR; +1 feat]
1d8-1 Slashing [1d8 base; -1 STR]
19/x2 Critical
Dagger (Melee)
+4 ATK [+1 BAB; +3 DEX]
1d4-1 Piercing or Slashing [1d4 base; -1 STR]
19/x2 Critical
Dagger (Throw)
+4 ATK [+1 BAB; +3 DEX]
1d4-1 Piercing or Slashing [1d4 base; -1 STR]
19/x2 Critical
10ft Range Increment
Unarmed Strike
-4 ATK [+1 BAB; -1 STR; -4 nonprof]
1d3-1 Nonlethal [1d3 base; -1 STR]

---------------------
Skills
---------------------
Acrobatics +4 [+1 rank; +3 DEX]
Bluff +2 [+1 rank; +1 CHA]
Escape Artist +4 [+1 rank; +3 DEX]
Intimidate +5 [+1 rank; +1 CHA; +3 cl sk]
Perception +1 [+1 rank]
Perform (Act) +2 [+1 rank; +1 CHA]
Profession (Sailor) +6 [+1 rank; +3 cl sk; +2 racial]
Sense Motive +1 [+1 rank]
Swim +2 [-1 STR; +2 racial; +1 trait]
All others at appropriate ability modifier

---------------------
Special Qualities
---------------------
Languages
Common [Racial]
Elven [INT]
Goblin [INT]
Halflese [INT]
Orcish [INT]
Heart of the Sea
hold breath twice as long
+4 racial to Concentration to cast underwater
Favored Class (Fighter)
+1 to CMD vs Disarm and Trip
Dueling Cloak Adept
+2 trait to Bluff to Feint if using dueling sword and wearing cloak
+1 dodge to AC if wearing cloak
Born to the Water
must Swim vs Fatigue half as often
Cutting Condescension
+2 trait to Intimidate to Influence Attitude and Coerce
Intimidate to Influence Attitude and Coerce take half as long
Betrayed
for Sense Motive to Get Hunch, roll twice and take worst
Weapon Finesse
use DEX instead of STR on ATK with light and certain one-hand melee weapons
apply ACP from shield to affected ATK

---------------------
Gear
---------------------
Padded Armor (500cp; 5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Dueling Sword (2000cp; 3lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Dagger (200cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Peasant's Outfit (0cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Masterwork Backpack (5000cp; 4lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Mess Kit (20cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-String 50ft (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Iron Fishhook x5 (50cp; 0.2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Soap (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Small Steel Mirror (1000cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Flint and Steel (100cp; 0.03lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Whetstone (2cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Bone 6-Sided Die x10 (100cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
False-Bottom Scabbard (4500cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Canteen (200cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Oldlaw Whiskey 1pt (2000cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Belt Pouch (100cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Gold Piece x16 (1600cp; 0.32lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Silver Piece x11 (110cp; 0.22lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Copper Pice x16 (16cp; 0.32lb) - [Pathfinder Roleplaying Game: Core Rulebook]
Value 17500cp
Carry 28.09lb (Light)

=====================
Racial Features
=====================
Human - [Pathfinder Roleplaying Game: Core Rulebook]
Humanoid (Human)
Medium
Normal Speed - [Pathfinder Roleplaying Game: Core Rulebook]
30ft (Land)
Human Language - [Pathfinder Roleplaying Game: Core Rulebook]
Common
Varied Nature (Intelligence) - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to chosen score
Versatile - [Pathfinder Roleplaying Game: Core Rulebook]
+1 bonus feat
Heart of the Sea - [Pathfinder Roleplaying Game: Advanced Race Guide]
+2 racial to Profession (Sailor) and Swim
treat Profession (Sailor) and Swim as Class Skills
hold breath twice as long
+4 racial to Concentration to cast underwater
replaces Skilled
Favored Class (Fighter)
+1 to CMD vs Disarm and Trip

=====================
Traits
=====================
Combat: Dueling Cloak Adept - [Pathfinder Player Companion: Knights of the Inner Sea]
+2 trait to Bluff to Feint if using dueling sword and wearing cloak
+1 dodge to AC if wearing cloak
Racial: Born to the Water - [Pathfinder Companion: Sargava, The Lost Colony]
+1 trait to Swim
must Swim vs Fatigue half as often
Social: Cutting Condescension - [Pathfinder Player Companion: Heroes of the Streets]
+2 trait to Intimidate to Influence Attitude and Coerce
Intimidate to Influence Attitude and Coerce take half as long
Drawback: Betrayed - [Pathfinder Player Companion: Spymaster's Handbook]
for Sense Motive to Get Hunch, roll twice and take worst

=====================
Class Features
=====================
Fighter - [Pathfinder Roleplaying Game: Core Rulebook]
class level BAB progression
2 + 1/2 class level Fort progression
1/3 class level Ref progression
1/3 class level Will progression
d10 HD
2+INT skill points
treat Climb, Intimidate, Knowledge (Dungeoneering), Ride, Survival, and Swim as Class Skills
treat Artistry, Craft, Handle Animal, Knowledge (Engineering), Lore, and Profession as Class Skills
auto proficient w/ Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Heavy Armor, Shields, and Tower Shields
Bonus Combat Feats - [Pathfinder Roleplaying Game: Core Rulebook]
+1 bonus Combat feat

=====================
Feats
=====================
Exotic Weapon Proficiency (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook]
no penalty for nonprof with chosen weapon

=====================
Bonus Feats
=====================
Weapon Finesse - [Pathfinder Roleplaying Game: Core Rulebook]
use DEX instead of STR on ATK with light and certain one-hand melee weapons
apply ACP from shield to affected ATK
Weapon Focus (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook]
+1 to ATK with chosen weapon

=-=-=-=-=-=-=-=-=-=-=
Future Racial Traits
=-=-=-=-=-=-=-=-=-=-=
Favored Class (Fighter)* @ 2
+1 to CMD vs Disarm, Grapple, Sunder, and Trip
Favored Class (Fighter)* @ 3
+1 to CMD vs Dirty Trick, Disarm, Grapple, Steal, Sunder, and Trip
Favored Class (Fighter)* @ 4
+1 to CMD vs Bull Rush, Dirty Trick, Disarm, Grapple, Overrun, Steal, Sunder, and Trip
Favored Class (Fighter)* @ 5
+1 to CMD vs Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, and Trip
Favored Class (Fighter)* @ 6
+2 to CMD vs Disarm and Trip
+1 to CMD vs Bull Rush, Dirty Trick, Drag, Grapple, Overrun, Reposition, Steal, Sunder
Favored Class (Fighter)* @ 9
+2 to CMD vs Disarm, Grapple, Sunder, and Trip
+1 to CMD vs Bull Rush, Dirty Trick, Drag, Overrun, Reposition, Steal
Favored Class (Fighter)* @ 12
+2 to CMD vs Dirty Trick, Disarm, Grapple, Steal, Sunder, and Trip
+1 to CMD vs Bull Rush, Drag, Overrun, Reposition
Favored Class (Fighter)* @ 15
+2 to CMD vs Bull Rush, Dirty Trick, Disarm, Grapple, Overrun, Steal, Sunder, and Trip
+1 to CMD vs Drag, Reposition
Favored Class (Fighter)* @ 18
+2 to CMD vs Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, and Trip
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 2
+2 bonus Combat feats
Deceptive Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 2
+1 to CMB to Disarm
+1 to CMD vs Disarm
+1 to Bluff to Create Diversion or Feint
replaces Bravery
Elusive - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 3
+1 dodge to AC
replaces Armor Training 1, 2, 3, and 4
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 4
+3 bonus Combat feats
Singleton - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 5
+1 to ATK and DAM if using melee weapon in one hand while other hand free
replaces Weapon Training 1 and 4
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 6
+4 bonus Combat feats
Deceptive Strike* - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 6
+2 to CMB to Disarm
+2 to CMD vs Disarm
+2 to Bluff to Create Diversion or Feint
replaces Bravery
Duelist - [Pathfinder Roleplaying Game: Core Rulebook] @ 7
class level BAB progression
1/3 class level Fort progression
2 + 1/2 class level Ref progression
1/3 class level Will progression
d10 HD
4+INT skill points
treat Acrobatics, Bluff, Escape Artist, Perception, and Sense Motive as Class Skills
treat Lore, and Perform as Class Skills
auto proficient w/ Simple Weapons, Martial Weapons, and Light Armor
Canny Defense - [Pathfinder Roleplaying Game: Core Rulebook] @ 7
+1 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike - [Pathfinder Roleplaying Game: Core Rulebook] @ 7
+1 precision to DAM with light/one-hand piercing weapon if no shield
Canny Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
+2 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
+2 precision to DAM with light/one-hand piercing weapon if no shield
Improved Reaction - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
+2 to Initiative
Parry - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
skip one attack with light/one-hand piercing weapon to allow parry until next turn
attempt to parry melee attack as Immediate
roll skipped attack, and if it exceeds target attack, that attack is parried and misses
can also parry attacks against adjacent creatures
-4 to parry per size category larger the attacker is
Elusive* - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 9
+2 dodge to AC
replaces Armor Training 1, 2, 3, and 4
Canny Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 10
+3 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 10
+3 precision to DAM with light/one-hand piercing weapon if no shield
Enhanced Mobility - [Pathfinder Roleplaying Game: Core Rulebook] @ 10
+4 dodge to AC vs AoO for movement if no/light armor and no shield
Canny Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
+4 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
+4 precision to DAM with light/one-hand piercing weapon if no shield
Combat Reflexes - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
+3 AoOs/rd if using light/one-hand piercing weapon
can AoO while Flat-Footed if using light/one-hand piercing weapon
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 12
+5 bonus Combat feats
Combat Reflexes* - [Pathfinder Roleplaying Game: Core Rulebook] @ 12
+4 AoOs/rd if using light/one-hand piercing weapon
can AoO while Flat-Footed if using light/one-hand piercing weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 13
+5 precision to DAM with light/one-hand piercing weapon if no shield
Riposte - [Pathfinder Roleplaying Game: Core Rulebook] @ 13
if successful Parry, AoO vs attacker
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 14
+6 precision to DAM with light/one-hand piercing weapon if no shield
Acrobatic Charge - [Pathfinder Roleplaying Game: Core Rulebook] @ 14
Charge through Difficult Terrain
still otherwise hampered by Difficult Terrain
Timely Tip - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 15
use Disarm as Move to ignore target's shield to AC on next attack
replaces Weapon Training 2
Canny Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
+5 dodge to AC if no/light armor, no shield, and using melee weapon
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
+7 precision to DAM with light/one-hand piercing weapon if no shield
Elaborate Defense - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
while using Fight Defensively or Total Defense, +2 dodge to AC vs melee
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 17
+8 precision to DAM with light/one-hand piercing weapon if no shield
Improved Reaction* - [Pathfinder Roleplaying Game: Core Rulebook] @ 17
+4 to Initiative
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Core Rulebook] @ 18
+6 bonus Combat feats
Deceptive Strike* - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 18
+3 to CMB to Disarm
+3 to CMD vs Disarm
+3 to Bluff to Create Diversion or Feint
replaces Bravery
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
+9 precision to DAM with light/one-hand piercing weapon if no shield
Elaborate Defense* - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
while using Fight Defensively or Total Defense, +3 dodge to AC vs melee
Deflect Arrows - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
cause ranged attack to miss 1/rd if using light/one-hand piercing weapon
No Retreat - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
adjacent creatures using Withdraw provoke AoO
Precise Strike* - [Pathfinder Roleplaying Game: Core Rulebook] @ 20
+10 precision to DAM with light/one-hand piercing weapon if no shield
Crippling Critical - [Pathfinder Roleplaying Game: Core Rulebook] @ 20
apply penalty to target upon confirmed Crit with light/one-hand piercing weapon
may reduce target's Speeds by 10ft (min 5ft) for 1min
may deal 1d4 STR or DEX damage
may apply -4 to target's Saves for 1min
may apply -4 to target's AC for 1min
may deal 2d6 Bleed damage
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Alertness - [Pathfinder Roleplaying Game: Core Rulebook] @ 3
+2 to Perception and Sense Motive
Following Step - [Pathfinder Roleplaying Game: Core Rulebook] @ 5
when using Step Up, move 10ft instead of 5ft
Step Up no longer counts against total movement for next round
Step Up and Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 7
after using Step Up, target provokes AoO
Weapon Specialization (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 9
+2 to DAM with chosen weapon
Alertness* - [Pathfinder Roleplaying Game: Core Rulebook] @ 10
+4 to Perception and Sense Motive
Combat Expertise - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
-3 to ATK for +3 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 12
-4 to ATK for +4 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Improved Trip - [Pathfinder Roleplaying Game: Core Rulebook] @ 13
no AoO for using Trip
+2 to CMB to Trip
+2 to CMD vs Trip
Dueling Style Aegis - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 15
while using Dueling Style, designate one creature as Swift
may use AoO to Parry attacks from this creature until next turn
-2 to AC vs attacks from other creatures until next turn
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
-5 to ATK for +5 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Improved Steal - [Pathfinder Roleplaying Game: Core Rulebook] @ 17
no AoO for using Steal
+2 to CMB to Steal
+2 to CMD vs Steal
Greater Steal - [Pathfinder Roleplaying Game: Core Rulebook] @ 19
+2 to CMB to Steal
if succeed Steal in Combat, target does not notice until tries to use stolen item or after combat
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 20
-6 to ATK for +6 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Slashing Grace (Dueling Sword) - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 2
use DEX instead of STR on DAM with chosen weapon if use in one hand while other hand free
treat chosen weapon as one-hand piercing weapon for purposes of prereqs if use in one hand while other hand free
Step Up - [Pathfinder Roleplaying Game: Core Rulebook] @ 4
if adjacent foe uses 5ft Step, may use 5ft Step as Immediate
must end movement adjacent to foe
this counts against total movement for next round
Dueling Style - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 6
enter Dueling Style in combat as Swift
while using Dueling Style and either Fight Defensively or Combat Expertise, +2 to DAM with dueling sword if use in one hand while other hand free
Greater Weapon Focus (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 12
increase bonus from Weapon Focus to +2
Greater Trip - [Pathfinder Roleplaying Game: Core Rulebook] @ 18
+2 to CMB to Trip
on successful Trip, target provokes AoO

Swashbuckler Wolfgang:
Wolfgang
Medium Male CE Humanoid (Human) Swashbuckler (Corsair) 1

---------------------
Ability
---------------------
STR 8 (-1) [-2 points]
CON 10 (+0) [0 points]
DEX 16 (+3) [10 points]
INT 12 (+1) [2 points]
CHA 18 (+4) [10 points; +2 racial]
WIS 10 (+0) [0 points]

---------------------
Defense
---------------------
HD 1d10
HP 10 [10 HD]
AC 14 [10 base; +3 DEX; +1 armor]
13 [10 base; +3 DEX]
[/b] 11 [10 base; +1 armor]
[b]CMD
13 [10 base; +1 BAB; -1 STR; +3 DEX]
Fort +0 [+0 base]
Ref +5 [+2 base; +3 DEX]
Will +0 [+0 base]

---------------------
Offense
---------------------
Speed 30ft (Land) [30 base]
BAB +1
CMB +0 [+1 BAB; -1 STR]
Initiative +3 [+3 DEX]
Light 30lb Medium 60lb Heavy 90lb
Overhead 80lb Deadlift 160lb Push/Drag 400lb

---------------------
Weapons
---------------------
Dueling Sword (One-Hand)
+1 ATK [+1 BAB; -1 STR; +1 feat]
1d8-1 Slashing [1d8 base; -1 STR]
19/x2 Critical
Finesse
Dueling Sword (Two-Hand)
+1 ATK [+1 BAB; -1 STR; +1 feat]
1d8-1 Slashing [1d8 base; -1 STR]
19/x2 Critical
Dagger (Melee)
+4 ATK [+1 BAB; +3 DEX]
1d4-1 Piercing or Slashing [1d4 base; -1 STR]
19/x2 Critical
Dagger (Throw)
+4 ATK [+1 BAB; +3 DEX]
1d4-1 Piercing or Slashing [1d4 base; -1 STR]
19/x2 Critical
10ft Range Increment
Unarmed Strike
-4 ATK [+1 BAB; -1 STR; -4 nonprof]
1d3-1 Nonlethal [1d3 base; -1 STR]

---------------------
Skills
---------------------
Bluff +8 [+1 rank; +4 CHA; +3 cl sk]
Diplomacy +8 [+1 rank; +4 CHA; +3 cl sk]
Intimidate +8 [+1 rank; +4 CHA; +3 cl sk]
Perception +4 [+1 rank; +3 cl sk]
Perform (Act) +8 [+1 rank; +4 CHA; +3 cl sk]
Profession (Sailor) +6 [+1 rank; +3 cl sk; +2 racial]
Sense Motive +4 [+1 rank; +3 cl sk]
Swim +2 [-1 STR; +2 racial; +1 trait]
All others at appropriate ability modifier

---------------------
Special Qualities
---------------------
Languages
Common [Racial]
Elven [INT]
Heart of the Sea
hold breath twice as long
+4 racial to Concentration to cast underwater
Dueling Cloak Adept
+2 trait to Bluff to Feint if using dueling sword and wearing cloak
+1 dodge to AC if wearing cloak
Born to the Water
must Swim vs Fatigue half as often
Cutting Condescension
+2 trait to Intimidate to Influence Attitude and Coerce
Intimidate to Influence Attitude and Coerce take half as long
Betrayed
for Sense Motive to Get Hunch, roll twice and take worst
Panache - [Pathfinder Roleplaying Game: Advanced Class Guide]
+4 Panache Pool
regain max Panache at start of day
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 1 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 1 HD to 0 with light/one-hand piercing weapon
Swashbuckler's Finesse - [Pathfinder Roleplaying Game: Advanced Class Guide]
use DEX instead of STR on ATK with light/one-hand piercing weapons
apply ACP from shield to affected ATK
use CHA instead of INT for Combat feat prereqs

---------------------
Special Abilities
---------------------
Derring-Do spend 1 Panache as Free
gain +1d6 to next Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check
if result is natural 6, keep rolling and add results up to 3 times or until not a natural 6
Dodging Panache spend 1 Panache as Immediate
move 5ft if target of melee attack
gain +4 dodge to AC upon move, but attack still resolves as if no move
movement is not 5ft Step and provokes AoO from creatures other than attacker
Opportune Parry spend 1 Panache as Free
expend AoO to parry
roll as if AoO, and if it exceeds target attack, that attack is parried and misses
-2 to parry per size category larger the attacker is
if successful Parry and at least 1 Panache left, make attack as if AoO vs attacker as Immediate
Opportune Riposte as Immediate if 1 Panache left
if successful Opportune Parry, make attack as if AoO vs attacker

---------------------
Gear
---------------------
Padded Armor (500cp; 5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Dueling Sword (2000cp; 3lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Dagger (200cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Peasant's Outfit (0cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Masterwork Backpack (5000cp; 4lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Mess Kit (20cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-String 50ft (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Iron Fishhook x5 (50cp; 0.2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Soap (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Small Steel Mirror (1000cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Flint and Steel (100cp; 0.03lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Whetstone (2cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Bone 6-Sided Die x10 (100cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
False-Bottom Scabbard (4500cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Canteen (200cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Oldlaw Whiskey 1pt (2000cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Belt Pouch (100cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Gold Piece x16 (1600cp; 0.32lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Silver Piece x11 (110cp; 0.22lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Copper Pice x16 (16cp; 0.32lb) - [Pathfinder Roleplaying Game: Core Rulebook]
Value 17500cp
Carry 28.09lb (Light)

=====================
Racial Features
=====================
Human - [Pathfinder Roleplaying Game: Core Rulebook]
Humanoid (Human)
Medium
Normal Speed - [Pathfinder Roleplaying Game: Core Rulebook]
30ft (Land)
Human Language - [Pathfinder Roleplaying Game: Core Rulebook]
Common
Varied Nature (Intelligence) - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to chosen score
Versatile - [Pathfinder Roleplaying Game: Core Rulebook]
+1 bonus feat
Heart of the Sea - [Pathfinder Roleplaying Game: Advanced Race Guide]
+2 racial to Profession (Sailor) and Swim
treat Profession (Sailor) and Swim as Class Skills
hold breath twice as long
+4 racial to Concentration to cast underwater
replaces Skilled

=====================
Traits
=====================
Combat: Dueling Cloak Adept - [Pathfinder Player Companion: Knights of the Inner Sea]
+2 trait to Bluff to Feint if using dueling sword and wearing cloak
+1 dodge to AC if wearing cloak
Racial: Born to the Water - [Pathfinder Companion: Sargava, The Lost Colony]
+1 trait to Swim
must Swim vs Fatigue half as often
Social: Cutting Condescension - [Pathfinder Player Companion: Heroes of the Streets]
+2 trait to Intimidate to Influence Attitude and Coerce
Intimidate to Influence Attitude and Coerce take half as long
Drawback: Betrayed - [Pathfinder Player Companion: Spymaster's Handbook]
for Sense Motive to Get Hunch, roll twice and take worst

=====================
Class Features
=====================
Swashbuckler - [Pathfinder Roleplaying Game: Advanced Class Guide]
class level BAB progression
1/3 class level Fort progression
2 + 1/2 class level Ref progression
1/3 class level Will progression
d10 HD
4+INT skill points
treat Acrobatics, Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Knowledge (Local), Perception, Ride, Sense Motive, and Swim as Class Skills
treat Artistry, Craft, Knowledge (Nobility), Lore, Perform, Profession, and Sleight of Hand as Class Skills
auto proficient w/ Simple Weapons, Martial Weapons, Light Armor, and bucklers
Panache - [Pathfinder Roleplaying Game: Advanced Class Guide]
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 1 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 1 HD to 0 with light/one-hand piercing weapon
Swashbuckler's Finesse - [Pathfinder Roleplaying Game: Advanced Class Guide]
use DEX instead of STR on ATK with light/one-hand piercing weapons
apply ACP from shield to affected ATK
use CHA instead of INT for Combat feat prereqs

=====================
Deeds
=====================
Derring-Do - [Pathfinder Roleplaying Game: Advanced Class Guide]
spend 1 Panache to gain +1d6 to next Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check as Free
if result is natural 6, keep rolling and add results up to 3 times or until not a natural 6
Dodging Panache - [Pathfinder Roleplaying Game: Advanced Class Guide]
spend 1 Panache to move 5ft as Immediate if target of melee attack
gain +4 dodge to AC upon move, but attack still resolves as if no move
movement is not 5ft Step and provokes AoO from creatures other than attacker
Opportune Parry and Riposte - [Pathfinder Roleplaying Game: Advanced Class Guide]
spend 1 Panache to expend AoO to parry attack as Free
roll as if AoO, and if it exceeds target attack, that attack is parried and misses
-2 to parry per size category larger the attacker is
if successful Opportune Parry and at least 1 Panache left, make attack as if AoO vs attacker as Immediate

=====================
Feats
=====================
Exotic Weapon Proficiency (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook]
no penalty for nonprof with chosen weapon

=====================
Bonus Feats
=====================
Weapon Focus (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook]
+1 to ATK with chosen weapon

=-=-=-=-=-=-=-=-=-=-=
Future Racial Traits
=-=-=-=-=-=-=-=-=-=-=
Favored Class (Swashbuckler) @ 4
+1 to Panache Pool
Favored Class (Swashbuckler)* @ 8
+1 to Panache Pool
Favored Class (Swashbuckler)* @ 12
+1 to Panache Pool
Favored Class (Swashbuckler)* @ 16
+1 to Panache Pool
Favored Class (Swashbuckler)* @ 20
+1 to Panache Pool
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Charmed Life - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 2
+4 to Save (before roll) 3/day as Immediate
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 2 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 2 HD to 0 with light/one-hand piercing weapon
Swagger - [Pathfinder Player Companion: Advanced Class Origins] @ 3
+1 to Intimidate
+1 to DC vs Intimidate
+1 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
replaces Nimble
Bonus Combat Feats - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 4
+1 bonus Combat feat
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 5
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 3 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 3 HD to 0 with light/one-hand piercing weapon
Swashbuckler Weapon Training - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 4
+1 to ATK and DAM with light/one-hand piercing weapons
x2 Crit Threat with light/one-hand piercing weapons
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 6
+4 to Save (before roll) 4/day as Immediate
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 4 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 4 HD to 0 with light/one-hand piercing weapon
Swagger* - [Pathfinder Player Companion: Advanced Class Origins] @ 7
+2 to Intimidate
+2 to DC vs Intimidate
+2 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
if successful Charmed Life, may Intimidate to Demoralize as Free
replaces Nimble
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
+5 to Save (before roll) 4/day as Immediate
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
+2 bonus Combat feat
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 9
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 5 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 5 HD to 0 with light/one-hand piercing weapon
Swashbuckler Weapon Training* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 9
+2 to ATK and DAM with light/one-hand piercing weapons
x2 Crit Threat with light/one-hand piercing weapons
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 10
+5 to Save (before roll) 5/day as Immediate
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 6 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 6 HD to 0 with light/one-hand piercing weapon
Swagger* - [Pathfinder Player Companion: Advanced Class Origins] @ 11
+3 to Intimidate
+3 to DC vs Intimidate
+3 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
if successful Charmed Life, may Intimidate to Demoralize as Free
replaces Nimble
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 12
+3 bonus Combat feat
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 7 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 7 HD to 0 with light/one-hand piercing weapon
Swashbuckler Weapon Training* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
+3 to ATK and DAM with light/one-hand piercing weapons
x2 Crit Threat with light/one-hand piercing weapons
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 14
+5 to Save (before roll) 6/day as Immediate
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 8 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 8 HD to 0 with light/one-hand piercing weapon
Swagger* - [Pathfinder Player Companion: Advanced Class Origins] @ 15
+4 to Intimidate
+4 to DC vs Intimidate
+4 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
if successful Charmed Life, may Intimidate to Demoralize as Free
replaces Nimble
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
+4 bonus Combat feat
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 9 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 9 HD to 0 with light/one-hand piercing weapon
Charmed Life* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 18
+5 to Save (before roll) 7/day as Immediate
Swashbuckler Weapon Training* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
+4 to ATK and DAM with light/one-hand piercing weapons
x2 Crit Threat with light/one-hand piercing weapons
Panache* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
+4 Panache Pool
regain max Panache at start of day
spend Panache on Deeds
regain 1 Panache on confirmed Crit vs non-Helpless creature with at least 10 HD with light/one-hand piercing weapon
regain 1 Panache on reducing HP of non-Helpless aware creature with at least 10 HD to 0 with light/one-hand piercing weapon
Swagger* - [Pathfinder Player Companion: Advanced Class Origins] @ 19
+5 to Intimidate
+5 to DC vs Intimidate
+5 morale to Profession (Sailor)
also grants bonus to Profession (Sailor) to allies
if successful Charmed Life, may Intimidate to Demoralize as Free
replaces Nimble
Bonus Combat Feats* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
+5 bonus Combat feat
Swashbuckler Weapon Mastery - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
auto confirm Crits with light/one-handed piercing weapons
+1 Crit Mod with light/one-handed piercing weapons
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Deeds
=-=-=-=-=-=-=-=-=-=-=
Eye of the Storm - [Pathfinder Player Companion: Advanced Class Origins] @ 3
if at least 1 Panache left, x3 vision in non-magic fog
if at least 1 Panache left, normal vision 10ft, Partial Concealment next 10ft, then Total Concealment in magic fog
Kip-Up - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
if at least 1 Panache left, no AoO for stand from Prone as Move
spend 1 Panache to stand from Prone (with no AoO) as Swift
Menacing Swordplay - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
on hit with light/one-hand piercing weapon, if at least 1 Panache left, Intimidate to Demoralize as Swift
Precise Strike - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
if at least 1 Panache left, +3 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +6 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 4
if at least 1 Panache left, +4 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +8 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 5
if at least 1 Panache left, +5 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +10 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 6
if at least 1 Panache left, +6 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +12 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
if at least 1 Panache left, +7 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +14 precision on next attack
Plunder - [Pathfinder Player Companion: Advanced Class Origins] @ 7
may make single attack with light/one-hand piercing weapon vs Shaken or denied DEX to AC creature as Full-Round
if attack hits, auto succeed at Steal/Sleight of Hand to take small, loose item from target
may attempt Steal/Sleight of Hand vs Perception for target to not notice theft
replaces Targeted Strike
Swashbuckler's Grace - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
if at least 1 Panache left, no penalty to Acrobatics to Move Through Threatened for moving full Speed
Superior Feint - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
if at least 1 Panache left, purposefully miss with light/one-hand piercing weapon as Standard
target of missed attack denied DEX to AC until start of next turn
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
if at least 1 Panache left, +8 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +16 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 9
if at least 1 Panache left, +9 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +18 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 10
if at least 1 Panache left, +10 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +20 precision on next attack
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
if at least 1 Panache left, +11 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +22 precision on next attack
Bleeding Wound - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
may spend 1 Panache upon hit living creature with light/one-hand piercing weapon to deal 3 Bleed as Free
may instead spend 2 Panache to deal 1 Ability Bleed to either STR, CON, or DEX
Evasive - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 12
Subtle Blade - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
if at least 1 Panache left, immune to Disarm, Steal, and Sunder targeting light/one-handed piercing weapons
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 12
if at least 1 Panache left, +12 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +24 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 12
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 13
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
if at least 1 Panache left, +13 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +26 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 14
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 14
if at least 1 Panache left, +14 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +28 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 14
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 15
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if at least 1 Panache left, +15 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +30 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 16
Dizzying Defense - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
spend 1 Panache to Fight Defensively with light/one-hand piercing weapon as Swift instead of Standard
while doing so, dodge bonus to AC from Fight Defensively increase to +4
while doing so, penalty to ATK from Fight Defensively reduced to -2
Perfect Thrust - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if at least 1 Panache left, may make single attack with light/one-hand piercing weapon vs Touch AC ignoring DR as Full-Round
Swashbuckler's Edge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if at least 1 Panache left, may take 10 on Acrobatics, Climb, Escape Artist, Fly, Ride, and Swim, even in danger
can be used with Derring-Do
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
if at least 1 Panache left, +16 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +32 precision on next attack
Bleeding Wound* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
may spend 1 Panache upon hit living creature with light/one-hand piercing weapon to deal 4 Bleed as Free
may instead spend 2 Panache to deal 1 Ability Bleed to either STR, CON, or DEX
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 17
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
if at least 1 Panache left, +17 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +34 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 18
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 18
if at least 1 Panache left, +18 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +36 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 18
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 19
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
if at least 1 Panache left, +19 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +38 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked except by Rogue 20
Cheat Death - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
upon reduced to 0 or less HP, spend all Panache left (at least 1) to instead be reduced to 1 HP
does not work on Death effects that kill without dealing damage
Deadly Stab - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
spend 1 Panache upon confirmed Crit with light/one-hand piercing weapon to inflict
target must make DC 22 Fort save or die
no Panache regain for triggering Crit
Stunning Stab - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
spend 2 Panache upon confirmed Crit with light/one-hand piercing weapon to inflict
target must make DC 22 Fort save or be Stunned for 1rd
Precise Strike* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
if at least 1 Panache left, +20 precision to DAM with light/one-hand piercing weapon
spend 1 Panache to increase bonus to +40 precision on next attack
Evasive* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
if successful Reflex for half damage and at least 1 Panache left, take no damage instead
if at least 1 Panache left, cannot be Flat-Footed and does not lose DEX to AC vs Invisible
if at least 1 Panache left, cannot be Flanked
Deadly Stab* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
spend 1 Panache upon confirmed Crit with light/one-hand piercing weapon to inflict
target must make DC 23 Fort save or die
no Panache regain for triggering Crit
Stunning Stab* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
spend 2 Panache upon confirmed Crit with light/one-hand piercing weapon to inflict
target must make DC 23 Fort save or be Stunned for 1rd

=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Slashing Grace (Dueling Sword) - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
use DEX instead of STR on DAM with chosen weapon if use in one hand while other hand free
treat chosen weapon as one-hand piercing weapon for purposes of prereqs if use in one hand while other hand free
Combat Reflexes - [Pathfinder Roleplaying Game: Core Rulebook] @ 5
+3 AoO/rd
may AoO while Flat-Footed
Duelist's Masterstroke - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 7
if hit creature denied DEX due to your Feint, +2d6 precision to DAM 1/rd
Quick Draw - [Pathfinder Roleplaying Game: Core Rulebook] @ 9
draw weapon as Free instead of Move
draw hidden weapon as Move instead of Standard
Full Attack with thrown weapons
Duelist's Masterstroke* - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 11
if hit creature denied DEX due to your Feint, +3d6 precision to DAM 1/rd
Dueling Mastery - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 11
+2 to Initiative if holding dueling sword
+2 shield to AC if use dueling sword in one hand while leaving other hand free
+1 shield to AC if use dueling sword in two hands
treat dueling sword as piercing weapon for purpose of prereqs
Waterfall Dueling Disciple - [Pathfinder Roleplaying Game: Adventurer's Guide @ 13
+2 morale to Intimidate to Demoralize
+2 to DC vs Intimidate to Demoralize
increase bonuses to +4 while participating in a duel²
spend 1 Stamina to treat normal combat as duel until start of next turn²
Duelist of the Roaring Falls - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 15
if hit Shaken, Frightened, or Panicked creature with dueling sword in one hand while other hand free, add DEX instead of STR to DAM
if already add DEX instead of STR to DAM, instead gain +1 competence to this DAM
-3 instead of -5 penalty to ATK for Dueling Parry if using dueling sword in one hand while other hand free²
spend 4 Stamina to get benefit without Shaken, Frightened, or Panicked until start of next turn²
Combat Reflexes* - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
+4 AoO/rd
may AoO while Flat-Footed
Duelist's Masterstroke* - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 16
if hit creature denied DEX due to your Feint, +4d6 precision to DAM 1/rd
Duelist of the Shrouded Lake - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 17
+1 insight to CMB to Bull Rush and Reposition if using dueling sword in one hand while other hand free
+1 insight to CMD vs Bull Rush and Reposition if using dueling sword in one hand while other hand free
+4 dodge to AC for AoO provoked due to Bull Rush and Reposition if using dueling sword in one hand while other hand free
+6 instead of +4 circumstance to AC for Dueling Dodge if using dueling sword in one hand while other hand free²
spend 5 Stamina while doing any Maneuver with dueling sword to get +4 to AC vs target until start of next turn²
Falling Water Gambit - [Pathfinder Roleplaying Game: Adventurer's Guide] @ 19
if hit creature denied DEX due to your Feint with dueling sword in one hand while other hand free, +1 Crit Threat
if hit creature denied DEX due to your Feint with dueling sword in one hand while other hand free, +2 to confirm Crits
after using Dueling Dodge or Dueling Parry, AoO vs attacker if attacker is Shaken, Frightened, or Panicked²
spend 4 Stamina to use Dueling Dodge or Dueling Parry vs Shaken, Frightened, or Panicked creature outside of duel²
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Dazzling Display - [Pathfinder Roleplaying Game: Core Rulebook] @ 4
Intimidate to Demoralize all looking opponents with chosen Weapon Focus weapon as Full-Round
Weapon Specialization (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 8
+2 to DAM with chosen weapon
Pin Down - [Pathfinder Roleplaying Game: Ultimate Combat] @ 12
if Threatened creature uses 5ft Step or Withdraw, it provokes AoO
this AoO does no damage, but prevents all movement on hit (opponent still expends triggering action)
Greater Weapon Focus (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 16
increase bonus from Weapon Focus to +2
Greater Weapon Specialization (Dueling Sword) - [Pathfinder Roleplaying Game: Core Rulebook] @ 20
increase bonus from Weapon Specialization to +4

I'll note a mild preference for the Duelist build, only because the Swashbuckler build is kinda useless until 3rd level when I finally get Slashing Grace. It's mildly ironic that the Duelist build can get that feat faster due to Fighter bonus feats but doesn't need it until much later.

As with Abby, both Wolfgang builds have homebrew tweaks to gear weight, all of which are disadvantageous.

Both Wolfgang builds are currently using traits that aren't PRG-line, and the Swashbuckler build is using an archetype that is not PRG-line, so those need approval.

A few of the feats that I'd take on the Swashbuckler build have extra effects dealing with the optional Duel and Stamina systems. I flagged those with OoC because I wasn't sure if we were using those systems, and also marked them with ² for ease of locating.

Oh, also, on names, for maximum searchability.

In retrospect, particularly after doing the Wolfgang crunches, I think simplifying the abilities and then just reposting them in future abilities if they get modified wound up making everything longer and harder to read than if I'd just posted the full text like I do in my build notes. A lesson learned for next time, I guess.

I might still take a stab at the Primal Abbicka build, time permitting. And I'll probably do a post with typos fixed that puts all the information I've posted thus far in one convenient place. Might also try to hyperlink all the references for ease of access, depending on how I'm feeling.


Well today is just not my day. I'd pretty much finished up the post when my computer locked up. You'd think I'd have learned by now to either save frequently or just not do work in Notepad, but nope, I'm just an idiot. I lost about 3 hours of work, and I'm too mentally exhausted to redo it.

The bright side is that I caught several errors in my notes for the main Wolfgang build, and fixing them was about 2/3 of my investment. My notes were all saved, so at least now it's just a matter of copying it down in a format that is legible on this site.

The brighter side is that, aside from having to make a couple corrections, Abby's build is pretty much done. As done as it's likely to get. I skimmed it, so hopefully I caught all the typo's and note artifacts and the like. Here's that crunch:

For general reference, ----- is current stats, ===== is an explanation of where those stats come from, and =-=-= is planning for the future. I've marked stuff that's not from PRG-line books with OoC tags, pending your approval.

Packmaster Abbicka:
Abbicka Barrowfield
Small Female NG Humanoid (Gnome) Hunter (Packmaster) 1

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Ability
---------------------
STR 05 (-3) [-4 points; -2 racial]
CON 10 (+0) [-2 points; +2 racial]
DEX 13 (+1) [3 points]
INT 13 (+1) [3 points]
CHA 18 (+4) [10 points; +2 racial]
WIS 16 (+3) [10 points]

---------------------
Defense
---------------------
HD 1d8
HP 8 [8 base]
AC 18 [10 base; +1 DEX; +1 size; +4 armor; +2 shield]
12 [10 base; +1 DEX; +1 size]
[/b] 17 [10 base; +1 size; +4 armor; +2 shield]
[b]CMD
7 [10 base; -3 STR; +1 DEX; -1 size]
Fort +2 [+2 base]
Ref +3 [+2 base; +1 DEX]
Will +3 [+0 base; +3 WIS]

---------------------
Offense
---------------------
Speed 15ft (Land) [20 base; -5 armor]
BAB +0
CMB -4 [-3 STR; -1 size]
Initiative +1 [+1 DEX]
Light 15lb Medium 30lb Heavy 45lb
Overhead 37lb Deadlift 74lb Push/Drag 185lb

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Weapons
---------------------
Obsidian Trident (Melee)
-2 ATK [+0 base; -3 STR; +1 size]
1d6-3 Piercing [1d8 base; -1sz size; -3 STR]
20/x2 Critical
Brace
Obsidian Trident (Throw)
+2 ATK [+0 base; +1 DEX; +1 size]
1d6-3 Piercing [1d8 base; -1sz size; -3 STR]
20/x2 Critical
10ft Range Incriment
Obsidian Dagger (Melee)
-2 ATK [+0 base; -3 STR; +1 size]
1 Piercing or Slashing [1d4 base; -1sz size; -3 STR]
19/x2 Critical
Obsidian Dagger (Throw)
+2 ATK [+0 base; +1 DEX; +1 size]
1 Piercing [1d4 base; -1sz size; -3 STR]
19/x2 Critical
10ft Range Incriment
Unarmed Strike
-6 ATK [+0 base; -3 STR; +1 size; -4 nonprof]
1 Nonlethal [1d3 base; -1sz size; -3 STR]

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Skills
---------------------
Acrobatics -7 [+1 DEX; -8 ACP]
Climb -11 [-3 STR; -8 ACP]
Diplomacy +2 [+4 CHA; -2 trait]
Escape Artist -3 [+1 rank; +1 DEX; +3 cl sk; -8 ACP]
Fly -7 [+1 DEX; -8 ACP]
Hand Animal +8 [+1 rank; +4 CHA; +3 cl sk]
Heal +7 [+1 rank; +3 WIS; +3 cl sk]
Knowledge (Nature) +5 [+1 rank; +1 INT; +3 cl sk]
Lore (Dinosaurs Lesser Dragonkin) +5 [+1 rank; +1 INT; +3 cl sk]
Perception +9 [+1 rank; +3 WIS; +3 cl sk; +2 racial]
Profession (Herbalist) +5 [+3 WIS; +2 racial] !Untrained!
Ride -7 [+1 DEX; -8 ACP]
Sense Motive +8 [+1 rank; +3 WIS; +3 cl sk; +1 trait]
Sleight of Hand -7 [+1 DEX; -8 ACP] !Untrained!
Stealth +1 [+1 rank; +1 DEX; +3 cl sk; +4 size; -8 ACP]
Survival +7 [+1 rank; +3 WIS; +3 cl sk]
Swim -11 [-3 STR; -8 ACP]
Wild Empathy +5 [+4 CHA; +1 class]
All others at appropriate ability modifier

---------------------
Special Qualities
---------------------
Languages
Common [Racial]
Draconic [INT]
Druidic [Trait]
Gnomish [Racial]
Sylvan [Racial]
Warden of Nature
+2 dodge to AC vs Aberrations, Oozes, and Vermin
+1 to ATK vs Aberrations, Oozes, Vermin
Illusion Resistance
+2 racial to Save vs Illusion
Gnome Magic
+1 to DC of Illusion cast
Low-Light Vision
vision x2 in Dim Light
Animal Friend
+1 trait to Will if Tiny+ Animal (Indifferent+) within 30ft
Outcast's Intuition (Magic)
+1 to CL to dispel

---------------------
Special Abilities
---------------------
Pack Focus 1min/day as Swift
Bat - Darkvision 60ft
Bear - +2 enhancement to CON
Bull - +2 enhancement to STR
Falcon - +4 competence to Perception
Frog - +4 competence to Swim
Monkey - +4 competence to Climb
Mouse - Evasion
Owl - +4 competence to Stealth
Snake - +2 to ATK w/ AoO, +2 dodge to AC vs AoO
Stag - +5ft enhancement to Land Speed
Tiger - +2 enhancement to DEX
Wolf - Scent

---------------------
Spellcasting
---------------------
Spell-Like
dancing lights 1/day
ghost sound 1/day DC 15 [10 base; +4 CHA; +1 racial]
prestidigitation 1/day
speak with animals 1/day
Orison -/day
create water
detect magic
light
stabilize
1st- Level 3/day [2/day base; +1 WIS]
summon nature's ally i
cure light wounds DC 14 [11 base; +3 WIS]
magic fang DC 14 [11 base; +3 WIS]

---------------------
Gear
---------------------
Hide Armor (1500cp; 12.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Heavy Wooden Shield (700cp; 5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Trident (1500cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Obsidian (-750cp; -0.5lb) - [Pathfinder Roleplaying Game: Ultimate Combat]
Dagger (200cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Obsidian (-100cp; -0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Monk's Outfit (0cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Holly and Mistletoe (0cp; 0.075lb) - [Pathfinder Roleplaying Game: Core Rulebook]
Masterwork Backpack (5000cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Blanket (50cp; 0.75lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Hooded Lantern (700cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-String 50ft (1cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Iron Fishhook x5 (50cp; 0.2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Flint and Steel (100cp; 0.03lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Glass Flask (3cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
--Lamp Oil 1pt (10cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Whet Bone (10cp; 2lb) - [Pathfinder Player Companion: Animal Archive]
-Ball 5" (20cp; 0.3lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Signal Horn (100cp; 0.5lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Belt Pouch (100cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Platinum Piece (1000cp; 0.02lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Gold Piece x9 (800cp; 0.18lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Silver Piece x8 (80cp; 0.16lb) - [Pathfinder Roleplaying Game: Core Rulebook]
-Copper Pice x6 (6cp; 0.12lb) - [Pathfinder Roleplaying Game: Core Rulebook]
Lashtail Equipment (915cp)
Snowfeather Equipment (1905cp)
Value 14000cp
Carry 29.245lb (Medium)

=====================
Racial Features
=====================
Gnome - [Pathfinder Roleplaying Game: Core Rulebook]
Humanoid (Gnome)
Small
Slow Speed - [Pathfinder Roleplaying Game: Core Rulebook]
20ft (Land)
Gnomish Language - [Pathfinder Roleplaying Game: Core Rulebook]
Common
Gnomish
Sylvan
Hardy and Agreeable - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to CON and CHA
-2 to STR
Warden of Nature - [Pathfinder Roleplaying Game: Advanced Race Guide]
+2 dodge to AC vs Aberrations, Oozes, and Vermin
+1 to ATK vs Aberrations, Oozes, Vermin
replaces Defensive Training and Hatred
Illusion Resistance - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to Save vs Illusion
Keen Senses - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to Perception
Obsessive (Herbalism) - [Pathfinder Roleplaying Game: Core Rulebook]
+2 racial to chosen Craft or Profession
Fey Thoughts (Acrobatics, Escape Artist) - [Pathfinder Player Companion: Heroes of the Wild]
treat chosen skills as Class Skills
replaces Gnomish Weapon Familiarity
Gnome Magic - [Pathfinder Roleplaying Game: Core Rulebook]
+1 to DC of Illusion cast
dancing lights 1/day SLA
ghost sound 1/day SLA
prestidigitation 1/day SLA
speak with animals 1/day SLA
Low-Light Vision - [Pathfinder Roleplaying Game: Core Rulebook]
vision x2 in Dim Light

=====================
Traits
=====================
Racial: Animal Friend - [Pathfinder Roleplaying Game: Ultimate Campaign[/b]
+1 trait to Will if Tiny+ Animal (Indifferent+) within 30ft
treat Handle Animal as Class Skill
Magic: Outcast's Intuition - [Pathfinder Roleplaying Game: Ultimate Campaign[/b]
+1 to CL to dispel
+1 trait to Sense Motive
treat Sense Motive as Class Skill
Social: Feral Speech - [Pathfinder Player Companion: Heroes of the Wild]
Druidic
hunted by Druids
(note: requires explicit permission from GM)
Drawback: Anxious - [Pathfinder Player Companion: Quests & Campaigns]
-2 to diplomacy
speaks slowly and quietly

=====================
Class Features
=====================
Hunter - [Pathfinder Roleplaying Game: Advanced Class Guide]
3/4 class level BAB progression
2 + 1/2 class level Fort progression
2 + 1/2 class level Ref progression
1/3 class level Will progression
d8 HD
6+INT skill points
treat Climb, Heal, Intimidate, Knowledge (Dungeoneering), Knowledge (Nature), Perception, Ride, Spellcraft, Stealth, Survival, and Swim as Class Skills
treat Artistry, Craft, Handle Animal, Knowledge (Geography), Lore, and Profession as Class Skills
auto proficient w/ Simple Weapons, Martial Weapons, Light Armor, Medium Armor, and Shields
Nature Training - [Pathfinder Roleplaying Game: Advanced Class Guide]
class levels count as Druid and Ranger for feats, traits, and options that modify Animal Companion
Hunter Spells - [Pathfinder Roleplaying Game: Advanced Class Guide]
spontaneous WIS-based caster
orisons -/day (knows 4)
1st-level 1/day (knows 2)
cannot cast [Evil] spells
always knows summon nature's ally spells
Pack Bond (Deinonychus 1) - [Pathfinder Roleplaying Game: Advanced Class Guide]
gain Animal Companion with advancement
may have more than one Animal Companion, but divide advancement
Precise Companion, Hunter Tactics, and Woodland Stride apply to one Animal Companion at a time (change as Swift)
replaces Animal Companion
Pack Focus - [Pathfinder Roleplaying Game: Advanced Class Guide]
gain aspect of animal as Swift for 1min/day
may apply aspect to 1 Animal Companion instead
1 Animal Companion may have 1 aspect at all times (can be in addition to applied)
if Animal Companions all dead, may apply to self without duration
replaces Animal Focus
Wild Empathy - [Pathfinder Roleplaying Game: Advanced Class Guide]
roll CHA + class level to Improve Attitude of Animal, as Diplomacy
must be within 30ft and visible; takes 1min to perform

=====================
Feats
=====================
Spirit's Gift - [Pathfinder Roleplaying Game: Advanced Class Guide]
at start of day, choose Shaman Spirit Animal
during next 24hrs, apply 1min buff to Animal Companion or Familiar based on chosen Shaman Spirit Animal

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Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Precise Companion (Outflank) - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 2
gain chosen as bonus feat without prereqs
if Outflank, also grant to Animal Companion
Track - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 2
+1/2 class level to Survival to Track
Hunter Tactics - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
automatically grant Teamwork feats to Animal Companion
Packmaster - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 3
1 additional Animal Companion benefits from Precise Companion, Hunter Tactics, and Woodland Stride at a time
Improved Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 4
communicate emotions with Animal Companion(s) out to 1mi
shift perception to 1 Animal Companion as Swift; end as Free
Woodland Stride - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 5
move through natural undergrowth without impairment or damage
also applies to Animal Companion
Teamwork Feat - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 6
gain 1 bonus Teamwork feat
Bonus Trick - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 7
Animal Companion(s) gain 1 bonus Trick
Second Pack Focus - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
additional Pack Focus with duration assigned to self or Animal Companion
additional Pack Focus without duration assigned to Animal Companion (may be on different Animal Companions)
Swift Tracker - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 8
ignore -5 penalty for moving at normal Speed while using Survival to Track
take -10 instead of -20 penalty for moving at double Speed while using Survival to Track
Teamwork Feat* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 9
gain 2 bonus Teamwork feats
Raise Animal Companion - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 10
raise animal companion -/day SLA
Speak with Master - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 11
speak with Animal Companion(s) as if shared language
Teamwork Feat* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 12
gain 3 bonus Teamwork feats
Bonus Trick* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 13
Animal Companion(s) gain 2 bonus Tricks
Greater Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 14
range of Empathic Link is 10mi
Teamwork Feat* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
gain 4 bonus Teamwork feats
Raise Animal Companion* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 16
resurrect animal companion -/day SLA
One with the Wild - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 17
appropriate Animals to current Pack Foci do not willing attack
roll CHA + class level to Demoralize of appropriate Animals to current Pack Foci, as Intimidate but Swift
Teamwork Feat* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 18
gain 5 bonus Teamwork feats
Bonus Trick* - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
Animal Companion(s) gain 3 bonus Tricks
Master of the Pack - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 20
Animal Companion(s) gain 3 bonus Tricks
ignore penalties for moving while using Survival to Track
also granted to Animal Companions
apply 1 Pack Focus to self or 1 Animal Companion for 24hrs at start of each day
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Precise Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 3
if flanking creature with Teamwork, +1d6 Precision to DAM on melee attacks
stacks with Precision damage
Teamwork
Combat Expertise - [Pathfinder Roleplaying Game: Core Rulebook] @ 5
-1 to ATK for +1 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 6
-2 to ATK for +2 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Evolved Companion (Improved Damage: Talons; Lashtail) - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 7
chosen Animal Companion gains chosen 1-point Evolution from Summoner's Eidolon
Evolved Companion (Improved Damage: Bite; Snowfeather) - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 9
chosen Animal Companion gains chosen 1-point Evolution from Summoner's Eidolon
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 11
-3 to ATK for +3 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Boon Companion (Lashtail) - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ 11
chosen Animal Companion treats Effective Druid Level as +4
Boon Companion (Snowfeather) - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ 13
chosen Animal Companion treats Effective Druid Level as +4
Evolved Companion (Improved Damage: Claws; Lashtail) - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 15
chosen Animal Companion gains chosen 1-point Evolution from Summoner's Eidolon
Combat Expertise* - [Pathfinder Roleplaying Game: Core Rulebook] @ 17
-4 to ATK for +4 dodge to AC for 1rd
must be using Attack or Full Attack w/ melee weapon to use
Evolved Companion (Bite; Snowfeather) - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 17
chosen Animal Companion gains chosen 1-point Evolution from Summoner's Eidolon
Intercept Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 19
if creature Charges Teamwork, move up to Speed to any point along Charge path
Charged by creature instead of Teamwork
this movement counts against next round
Teamwork
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Outflank - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 2
flanking with Teamwork, flank bonus increased by +2
if Crit flanked, Teamwork gets AoO against flanked
Teamwork
Pack Flanking - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 6
if adjacent to Teamwork, considered flanking anything self and Teamwork threaten
Teamwork
Stealth Synergy - [Pathfinder Roleplaying Game: Ultimate Combat] @ 9
take highest Stealth roll from visible Teamwork and add own and visible Teamwork Stealth modifiers
Teamwork
Lookout - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ 12
if cannot act in Surprise Round, but Teamwork can, may act in Surprise Round
if can act in Surprise Round and Teamwork also can, may take Standard and Move (or Full-Round) in Surprise Round
Teamwork
Distracting Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ 15
if Charge and hit creature, Teamwork gains +2 on next ATK vs target
Teamwork
Coordinated Charge - [Pathfinder Roleplaying Game: Ultimate Combat] @ 18
if Charge a creature, Teamwork may Charge same target at half Speed as Immediate
Teamwork

x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x
x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x

Lashtail
Small Female Animal (Dinosaur) Animal Companion (Racer) 1

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Ability
---------------------
STR 11 (+0) [11 base; +4 racial; -4 age]
CON 17 (+3) [11 base; +8 racial; -2 age]
DEX 17 (+3) [11 base; +4 racial; +2 age]
INT 2 (-4) [1 base; +1 racial]
CHA 14 (+2) [10 base; +4 racial]
WIS 12 (+1) [10 base; +2 racial]

---------------------
Defense
---------------------
HD 2d8
HP 19 [13 base; +6 CON]
AC 15 [10 base; +3 DEX; +1 size; +1 natural]
14 [10 base; +3 DEX; +1 size]
[/b] 12 [10 base; +1 size; +1 natural]
[b]CMD
13 [10 base; +1 BAB; +3 DEX; -1 size]
Fort +6 [+3 base; +3 CON]
Ref +6 [+3 base; +3 DEX]
Will +1 [+0 base; +1 WIS]

---------------------
Offense
---------------------
Speed 70ft (Land) [60 base; +10 class]
BAB +1
CMB +0 [+1 BAB; -1 size]
Initiative +3 [+3 DEX]
Light 28lb Medium 57lb Heavy 86lb
Overhead 86lb Deadlift 172lb Push/Drag 430lb

---------------------
Weapons
---------------------
Talon (x2)
+2 ATK [+1 BAB; +1 size]
1d6 Slashing [1d6 base; +1sz racial; -1sz size]
20/x2 Critical
Primary Natural
Bite
+2 ATK [+1 BAB; +1 size]
1d4 Bludgeoning, Piercing, and Slashing [1d6 base; -1sz size]
20/x2 Critical
Primary Natural

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Skills
---------------------
Acrobatics +7 [+3 DEX; +8 racial; -4 age¹]
Perception +5 [+1 WIS; +8 racial; -4 age¹]
Stealth +15 [+1 rank; +3 DEX; +3 cl sk; +4 size; +8 racial; -4 age¹]
Survival +2 [+1 rank; +1 WIS]
All others at appropriate ability modifier

---------------------
Special Qualities
---------------------
Pack Hunter¹
+10 racial to Acrobatics to Jump
Low-Light Vision
vision x2 in Dim Light
Scent
detect by scent 30ft
determine direction as Move
auto pinpoint within 5ft
DC 10 for Survival to Track w/ increasing DC over time
Bonus Tricks
+1 bonus trick
Link
DC for Handle Animal and Wild Empathy reduced by 4 for master

---------------------
Special Abilities
---------------------
Pack Focus 1min/day as master's Swift
Bat - Darkvision 60ft
Bear - +2 enhancement to CON
Bull - +2 enhancement to STR
Falcon - +4 competence to Perception
Frog - +4 competence to Swim
Monkey - +4 competence to Climb
Mouse - Evasion
Owl - +4 competence to Stealth
Snake - +2 to ATK w/ AoO, +2 dodge to AC vs AoO
Stag - +5ft enhancement to Land Speed
Tiger - +2 enhancement to DEX
Wolf - Scent
Pack Focus constant as master's Swift
Bat - Darkvision 60ft
Bear - +2 enhancement to CON
Bull - +2 enhancement to STR
Falcon - +4 competence to Perception
Frog - +4 competence to Swim
Monkey - +4 competence to Climb
Mouse - Evasion
Owl - +4 competence to Stealth
Snake - +2 to ATK w/ AoO, +2 dodge to AC vs AoO
Stag - +5ft enhancement to Land Speed
Tiger - +2 enhancement to DEX
Wolf - Scent
Spirit's Gift 1min/day as master's Standard
Battle - +2 natural to AC
Bones - Concealment as blur
Flame - Immunity to Fire; Vulnerability to Cold; glow as candle
Heavens - Fly Speed 5ft; glow as candle
Life - Fast Healing 1
Lore - +2 Initiative; +4 Stealth
Nature - Woodland Stride
Stone - DR 5/Adamantine
Waves - Mobility; Waterbreathing
Wind - Energy Resistance 10/Electric; glow as candle

---------------------
Gear
---------------------
Animal Harness (200cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Muzzle (Bit and Bridle) (200cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Saddlebags (400cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Carnivore Feed 3da (15cp; 15lb) - [Pathfinder Player Companion: Animal Archive]
-Waterskin (100cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
--Water 2qt (0cp; 4lb) - [Physics]
Value 915cp
Carry 24.125lb (Light)

=====================
Racial Features
=====================
Deinonychus - [Pathfinder Roleplaying Game: Core Rulebook]
Animal (Dinosaur)
Medium
Animal - [Pathfinder Roleplaying Game: Bestiary]
3/4 HD BAB progression
2 + 1/2 HD Fort progression
2 + 1/2 HD Ref progression
1/3 HD Will progression
d8 HD
2+INT skill points
treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as Class Skills
Very Fast Speed - [Pathfinder Roleplaying Game: Core Rulebook]
60ft (Land)
Friggin' Raptor - [Pathfinder Roleplaying Game: Core Rulebook]
+6 racial to CON
+4 racial to STR, DEX, and CHA
+2 racial to WIS
+1 racial to INT
+3 natural to AC
Pack Hunter¹ - [Pathfinder Roleplaying Game: Bestiary]
+8 racial to Acrobatics, Perception, and Stealth
+20 racial to Acrobatics to Jump
Natural Weapons - [Pathfinder Roleplaying Game: Core Rulebook]
2 Talons, +2 Size, Primary
1 Bite, Primary
2 Claws, -1 Size, Secondary
Pounce - [Pathfinder Roleplaying Game: Core Rulebook]
Full Attack as part of Charge
Low-Light Vision - [Pathfinder Roleplaying Game: Core Rulebook]
vision x2 in Dim Light
Scent - [Pathfinder Roleplaying Game: Core Rulebook]
detect by scent 30ft
determine direction as Move
auto pinpoint within 5ft
DC 10 for Survival to Track w/ increasing DC over time

=====================
Class Features
=====================
Animal Companion - [Pathfinder Roleplaying Game: Core Rulebook]
2 + 3/4 class level HD progression
Juvenile - [Pathfinder Roleplaying Game: Core Rulebook]
-1 Size
+2 to DEX
-4 to STR
-2 to CON
-2 to natural to AC
-4 to Acrobatics, Perception, and Stealth¹
no Claws
no Pounce
Bonus Tricks - [Pathfinder Roleplaying Game: Core Rulebook]
gain 1 bonus Trick
Link - [Pathfinder Roleplaying Game: Core Rulebook]
DC for Handle Animal and Wild Empathy reduced by 4 for master
Fast Movement - [Pathfinder Roleplaying Game: Ultimate Wilderness]
+10ft Land Speed
replaces Share Spells

=====================
Feats
=====================
Combat Reflexes - [Pathfinder Roleplaying Game: Core Rulebook]
+DEX AoO/rd
may AoO while Flat-Footed

=====================
Tricks
=====================
Attack - [Pathfinder Roleplaying Game: Core Rulebook]
attacks apparent enemies
will attack indicated creature
only works against Humanoids, Monstrous Humanoids, and Animals
Come - [Pathfinder Roleplaying Game: Core Rulebook]
goes to master
Defend - [Pathfinder Roleplaying Game: Core Rulebook]
defends master until command is rescinded
Down - [Pathfinder Roleplaying Game: Core Rulebook]
stops attacking
will defend indicated creature until command is rescinded
Heel - [Pathfinder Roleplaying Game: Core Rulebook]
follows master closely
Stay - [Pathfinder Roleplaying Game: Core Rulebook]
waits in place until command is rescinded

=====================
Bonus Tricks
=====================
Sneak - [Pathfinder Roleplaying Game: Ultimate Wilderness]
hides and stays hidden until command is rescinded

=-=-=-=-=-=-=-=-=-=-=
Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
gain 2 bonus Tricks
Natural Armor Bonus - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
+2 natural to AC
Superior Animal - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
+1 to STR and DEX
Evasion - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
if successful Ref Save to take half damage, instead take no damage
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
gain 4 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
+6 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
+4 to STR and DEX
Sprint - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 11
move at x10 Speed with Charge or Run 1/hr
replaces Devotion
Multiattack - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
-2 instead of -5 penalty on Secondary Natural Attacks
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 15
gain 5 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 15
+8 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 15
+4 to STR and DEX
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Bonus Features
=-=-=-=-=-=-=-=-=-=-=
Improved Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 4
communicate emotions with master out to 1mi
Woodland Stride - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 5
move through natural undergrowth without impairment or damage
Improved Damage (Talons) - [Pathfinder Roleplaying Game: Pathfinder Unchained] @ Master's 7
Talons, +1 Size
Speak with Master - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 11
speak with Animal Companion(s) as if shared language
Boon Companion - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 11
+4 Effective Druid Level
Greater Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 14
range of Empathic Link is 10mi
Improved Damage (Claws) - [Pathfinder Roleplaying Game: Pathfinder Unchained] @ Master's 15
Claws, +1 Size
One with the Wild - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 17
appropriate Animals to current Pack Foci do not willing attack

=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Nimble Moves - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 3
ignore 5ft/rd of Difficult Terrain
may 5ft-Step into Difficult Terrain
Acrobatics Steps - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 9
ignore 15ft/rd of Difficult Terrain (stacks with Nimble Moves)
Tenacious Hunter - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 11
+2 to Perception vs Stealth, or +10 to Pinpoint Invisible
when successful Perception vs Stealth, target is denied DEX to AC vs next attack
Improved Natural Attack (Talon) - [Pathfinder Roleplaying Game: Bestiary] @ Master's 11
Talons, +1 Size
Greater Tenacious Hunter - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 17
use Perception to Search for Stimulus as Swift instead of Move
+10 to Perception to Pinpoint Invisible
when successful Perception vs Stealth, target is denied DEX to AC vs all attacks for 1rd

=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Outflank - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 2
flanking with Teamwork, flank bonus increased by +2
if Crit flanked, Teamwork gets AoO against flanked
Teamwork
Precise Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 5
if flanking creature with Teamwork, +1d6 Precision to DAM on melee attacks
stacks with Precision damage
Teamwork
Pack Flanking - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 6
if adjacent to Teamwork, considered flanking anything self and Teamwork threaten
Teamwork
Stealth Synergy - [Pathfinder Roleplaying Game: Ultimate Combat] @ Master's 9
take highest Stealth roll from visible Teamwork and add own and visible Teamwork Stealth modifiers
Teamwork
Lookout - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 12
if cannot act in Surprise Round, but Teamwork can, may act in Surprise Round
if can act in Surprise Round and Teamwork also can, may take Standard and Move (or Full-Round) in Surprise Round
Teamwork
Distracting Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 15
if Charge and hit creature, Teamwork gains +2 on next ATK vs target
Teamwork
Coordinated Charge - [Pathfinder Roleplaying Game: Ultimate Combat] @ Master's 18
if Charge a creature, Teamwork may Charge same target at half Speed as Immediate
Teamwork
Intercept Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 19
if creature Charges Teamwork, move up to Speed to any point along Charge path
Charged by creature instead of Teamwork
this movement counts against next round
Teamwork

=-=-=-=-=-=-=-=-=-=-=
Future Bonus Tricks
=-=-=-=-=-=-=-=-=-=-=
Guard - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 5
waits in place and prevents others from approaching until command is rescinded
Menace - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 7
uses Intimidate on indicated creature if it starts to move until command is rescinded
will attack indicated creature if said creature moves too much
will stopp attacking indicated creature if said creature stops moving again
Watch - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 11
raises alarm if anything moving in indicated area until command is rescinded
Attack* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 11
attacks apparent enemies
will attack indicated creature
Track - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
tracks presented scent until command is rescinded
Detect - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 15
seeks out and indicates potential danger until command is rescinded
Demolish - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 19
attacks indicated inanimate object or structure

x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x
x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x

Snowfeather
Small Male Animal (Dinosaur) Young Template

--------------------
Ability
--------------------
STR 11 (+0) [11 base; +4 racial; -4 template]
CON 15 (+2) [11 base; +8 racial; -4 template]
DEX 19 (+4) [11 base; +4 racial; +4 template]
INT 2 (-4) [1 base; +1 racial]
CHA 14 (+2) [10 base; +4 racial]
WIS 12 (+1) [10 base; +2 racial]

--------------------
Defense
--------------------
HD 1d8
HP 10 [8 base; +2 CON]
AC 16 [10 base; +4 DEX; +1 size; +1 natural]
15 [10 base; +4 DEX; +1 size]
[/b] 12 [10 base; +1 size; +1 natural]
[b]CMD
13 [10 base; +0 BAB; +4 DEX; -1 size]
Fort +4 [+2 base; +2 CON]
Ref +6 [+2 base; +4 DEX]
Will +1 [+0 base; +1 WIS]

--------------------
Offense
--------------------
Speed 60ft (Land) [60 base]
BAB +0
CMB -1 [+0 BAB; -1 size]
Initiative +4 [+4 DEX]
Light 28lb Medium 57lb Heavy 86lb
Overhead 86lb Deadlift 172lb Push/Drag 430lb

--------------------
Weapons
--------------------
Talon (x2)
+1 ATK [+1 size]
1d6 Slashing [1d6 base; +1sz racial; -1sz size]
20/x2 Critical
Primary Natural
Bite
+1 ATK [+1 size]
1d4 Bludgeoning, Piercing, and Slashing [1d6 base; -1sz size]
20/x2 Critical
Primary Natural

--------------------
Skills
--------------------
Acrobatics +8 [+4 DEX; +8 racial; -4 age¹]
Perception +5 [+1 WIS; +8 racial; -4 age¹]
Stealth +12 [+4 DEX; +4 size; +8 racial; -4 age¹]
Survival +2 [+1 rank; +1 WIS]
All others at appropriate ability modifier

--------------------
Special Qualities
--------------------
Pack Hunter¹
+10 racial to Acrobatics to Jump
Low-Light Vision
vision x2 in Dim Light
Scent
detect by scent 30ft
determine direction as Move
auto pinpoint within 5ft
DC 10 for Survival to Track w/ increasing DC over time

--------------------
Gear
--------------------
Animal Harness (200cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Muzzle (Bit and Bridle) (200cp; 0.125lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
Saddlebags (400cp; 1lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
-Carnivore Feed 1da (5cp; 5lb) - [Pathfinder Player Companion: Animal Archive]
-Training Harness (1000cp; 10lb) - [Pathfinder Roleplaying Game: Advanced Race Guide]
-Waterskin (100cp; 2lb) - [Pathfinder Roleplaying Game: Ultimate Equipment]
--Water 2qt (0cp; 4lb) - [Physics]
Value 1905cp
Carry 24.125lb (Light)

=====================
Racial Features
=====================
Animal - [Pathfinder Roleplaying Game: Bestiary]
3/4 HD BAB progression
2 + 1/2 HD Fort progression
2 + 1/2 HD Ref progression
1/3 HD Will progression
d8 HD
2+INT skill points
treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as Class Skills
Deinonychus - [Pathfinder Roleplaying Game: Core Rulebook]
Animal (Dinosaur)
Medium
Very Fast Speed - [Pathfinder Roleplaying Game: Core Rulebook]
60ft (Land)
Friggin' Raptor - [Pathfinder Roleplaying Game: Core Rulebook]
+6 racial to CON
+4 racial to STR, DEX, and CHA
+2 racial to WIS
+1 racial to INT
+3 natural to AC
Pack Hunter¹ - [Pathfinder Roleplaying Game: Bestiary]
+8 racial to Acrobatics, Perception, and Stealth
+20 racial to Acrobatics to Jump
Natural Weapons - [Pathfinder Roleplaying Game: Core Rulebook]
2 Talons, +2 Size, Primary
1 Bite, Primary
2 Claws, -1 Size, Secondary
Pounce - [Pathfinder Roleplaying Game: Core Rulebook]
Full Attack as part of Charge
Low-Light Vision - [Pathfinder Roleplaying Game: Core Rulebook]
vision x2 in Dim Light
Scent - [Pathfinder Roleplaying Game: Core Rulebook]
detect by scent 30ft
determine direction as Move
auto pinpoint within 5ft
DC 10 for Survival to Track w/ increasing DC over time

=====================
Class Features
=====================
Young - [d20PFSRD]
-1 Size
-3 HD
+4 to DEX
-4 to STR
-4 to CON
-2 to natural to AC
-4 to Acrobatics, Perception, and Stealth¹
no Claws
no Pounce

=====================
Feats
=====================
Improved Natural Armor - [Pathfinder Roleplaying Game: Bestiary]
+1 natural to AC

=====================
Tricks
=====================
Attack - [Pathfinder Roleplaying Game: Core Rulebook]
attacks apparent enemies
will attack indicated creature
only works against Humanoids, Monstrous Humanoids, and Animals
Come - [Pathfinder Roleplaying Game: Core Rulebook]
goes to master
Defend - [Pathfinder Roleplaying Game: Core Rulebook]
defends master until command is rescinded
Down - [Pathfinder Roleplaying Game: Core Rulebook]
stops attacking
will defend indicated creature until command is rescinded
Heel - [Pathfinder Roleplaying Game: Core Rulebook]
follows master closely
Stay - [Pathfinder Roleplaying Game: Core Rulebook]
waits in place until command is rescinded

=-=-=-=-=-=-=-=-=-=-=
Future Class Features
=-=-=-=-=-=-=-=-=-=-=
Animal Companion - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
2 + 3/4 class level HD progression
Juvenile - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
-1 Size
+2 to DEX
-4 to STR
-2 to CON
-2 to natural to AC
-4 to Acrobatics, Perception, and Stealth¹
no Claws
no Pounce
Bonus Tricks - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
gain 1 bonus Trick
Link - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
master gets +4 to Handle Animal and Wild Empathy
Shared Vigilance - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 2
+2 to Perception and Sense Motive if adjacent to master
also grants bonus to master when adjacent
replaces Share Spells
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 6
gain 2 bonus Tricks
Natural Armor Bonus - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 6
+2 natural to AC
Superior Animal - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 6
+1 to STR and DEX
Tenacious Guardian - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 6
always able to act in Surprise Round (still Flat-Footed until acts)
if adjacent to master, Staggered instead of Unconscious (still Dying) below 0 HP
+2 morale to ATK, Save, and Skill while below 0 HP
replaces Evasion
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 12
gain 3 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 12
+4 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 12
+3 to STR and DEX
Devotion - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 12
+4 morale to Will vs Enchantment
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
gain 4 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
+6 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
+4 to STR and DEX
Uncanny Dodge - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
cannot be Flat-Footed
is not denied DEX to AC vs Invisible
replaces Multiattack
Bonus Tricks* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 16
gain 5 bonus Tricks
Natural Armor Bonus* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 16
+8 natural to AC
Superior Animal* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 16
+4 to STR and DEX
*supersedes older version

=-=-=-=-=-=-=-=-=-=-=
Future Bonus Features
=-=-=-=-=-=-=-=-=-=-=
Improved Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 4
communicate emotions with master out to 1mi
Woodland Stride - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 5
move through natural undergrowth without impairment or damage
Improved Damage (Bite) - [Pathfinder Roleplaying Game: Pathfinder Unchained] @ Master's 9
Bite, +1 Size
Speak with Master - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 11
speak with Animal Companion(s) as if shared language
Boon Companion - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
+4 Effective Druid Level
Greater Empathic Link - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 14
range of Empathic Link is 10mi
One with the Wild - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 17
appropriate Animals to current Pack Foci do not willing attack
Bite - [Pathfinder Roleplaying Game: Pathfinder Unchained] @ Master's 17
add 1-1/2 STR instead of just STR to Bite damage

=-=-=-=-=-=-=-=-=-=-=
Future Feats
=-=-=-=-=-=-=-=-=-=-=
Intercept Blow - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 4
expend AoO as Free to intercept attack against adjacent master
roll ATK as if AoO, and if result exceeds triggering attack, it is intercepted
intercepted attack deals half damage to you, then half to master
can use on target of Defend as well
Stable Gallop - [Pathfinder Player Companion: Animal Archive] @ Master's 10
-1 instead of -2 penalty to AC for Charge
-3 instead of -4 penalty to ATK for rider when move twice Speed
-6 instead of -8 penalty to ATK for rider when Run
+4 to rider's Concentration due to movement
Improved Natural Attack (Bite) - [Pathfinder Roleplaying Game: Bestiary] @ Master's 13
Bite, +1 size
Improved Intercept Blow - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
on successful Intercept Blow, may take full damage from intercepted attack
Valiant Steed - [Pathfinder Player Companion: Animal Archive] @ Master's 18
+4 morale to Save vs Emotion and Fear
DC for Handle Animal not increased if wounded
+4 morale to rider's Handle Animal, Ride, and Wild Empathy to force near Unnatural Aura

=-=-=-=-=-=-=-=-=-=-=
Future Bonus Feats
=-=-=-=-=-=-=-=-=-=-=
Outflank - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 2
flanking with Teamwork, flank bonus increased by +2
if Crit flanked, Teamwork gets AoO against flanked
Teamwork
Precise Strike - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 5
if flanking creature with Teamwork, +1d6 Precision to DAM on melee attacks
stacks with Precision damage
Teamwork
Pack Flanking - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 6
if adjacent to Teamwork, considered flanking anything self and Teamwork threaten
Teamwork
Stealth Synergy - [Pathfinder Roleplaying Game: Ultimate Combat] @ Master's 9
take highest Stealth roll from visible Teamwork and add own and visible Teamwork Stealth modifiers
Teamwork
Lookout - [Pathfinder Roleplaying Game: Advanced Player's Guide] @ Master's 12
if cannot act in Surprise Round, but Teamwork can, may act in Surprise Round
if can act in Surprise Round and Teamwork also can, may take Standard and Move (or Full-Round) in Surprise Round
Teamwork
Distracting Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 15
if Charge and hit creature, Teamwork gains +2 on next ATK vs target
Teamwork
Coordinated Charge - [Pathfinder Roleplaying Game: Ultimate Combat] @ Master's 18
if Charge a creature, Teamwork may Charge same target at half Speed as Immediate
Teamwork
Intercept Charge - [Pathfinder Roleplaying Game: Advanced Class Guide] @ Master's 19
if creature Charges Teamwork, move up to Speed to any point along Charge path
Charged by creature instead of Teamwork
this movement counts against next round
Teamwork

=-=-=-=-=-=-=-=-=-=-=
Future Bonus Tricks
=-=-=-=-=-=-=-=-=-=-=
Fetch - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 2
retrieves a random object
will retrieve an indicated object
Flee - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 6
runs and hides until command is rescinded
follows master from a safe distance while doing so
Seek - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 7
seeks and indicates anything alive/moving in indicated area until command is rescinded
Break Out - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 12
attempts to escape restraints until command is rescinded
will attempt to free master or indicated creature of restraints until command is rescinded
while attempting to free target, also grants target +4 circumstance to Escape Artist
Deliver - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
takes indicated object to indicated place, and leaves it there
will take indicated object to indicated person, and wait until person accepts object
Bury - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 13
takes indicated object to secluded area and buries it
Fetch* - [Pathfinder Roleplaying Game: Core Rulebook] @ Master's 13
retrieves a random object
will retrieve an indicated object
will retrieve previously buried object if indicated
Get Help - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 16
attempts to find indicated help and bring them to master
can have up to two creatures memorized as "help" at a time
Rescue - [Pathfinder Roleplaying Game: Ultimate Wilderness] @ Master's 19
attempts to drag helpless/dead creature was defending to safety
will attempt to drag indicated helpless/dead creature to safety
treats memorized "help" as "safety"
can also have one location memorized as "safety"
otherwise picks less dangerous location nearby

For the time being, I'm withdrawing the Primal Hunter build. Building a Hunter is like building two (or in the Packmaster's case, three) characters, and rebuilding Packmaster Abby has just worn me out.

I want to note, in case you skimmed, that there are a few... let's call them homebrew adjustments in gear. For the most part, I'm just adding weight to objects that, by RAW, are weightless. It's just an idiosyncrasy of mine; I like everything to have an actual weight. In most cases, weights are marked with OoC tags to call attention when I'm not using RAW weights. The exception is for liquid containers, wherein I am separating the "empty" container weight from the "content" weight and not marking this with OoC tags. For example, a flask is 1.5lb full and contains 1pt of liquid; 1pt of water weighs 1lb; therefore, I've reasoned that a flask is 0.5lb empty and its contents 1lb. A waterskin is noted as 4lb full and contains 2qt of liquid; 2qt of water weighs 4lb; I used to note waterskin as 4.5lb full and 0.5lb empty, but then I found a reference to it being 2lb empty in UE, so now I'm using 6lb full and 2lb empty instead, which I could maybe argue is RAI, but is disadvantageous so hopefully acceptable. Authentic waterskins are actually really difficult to research via casual googling precisely because of their prolific use in D&D. At present, none of these modifications are advantageous, but there is one I have in mind for the future; specifically, I want to evetually ditch Abby's sandals that come with her outfit to shed some weight. I concluded that the shoes would probably constitute about 25% of the outfit's given weight after some googling, but am welcome to alterations or rejection of this proposed future modification. I'll retain the shoes until about 5th level (at which point she mechanically stops needing them), but I figured I'd broach the subject now.

There's also a proposed modification regarding the Animal Companions. I propose it to reconcile Deinonychus as it appears in CRB vs in the Bestiary. Namely, the +8 racial bonus to Acrobatics, Perception, and Stealth which appear in the Bestiary. I just think it's silly that, upon becoming an Animal Companion, a Deinonychus becomes markedly worse at skills that are explicitly called out as racial. The proposal is that the bonuses are halved until size advancement at effective Druid level 7, and then are present. If you disagree with the modification, just let me know and I'll strip it out. In addition to OoC tags, I've labeled everything associated with this modification with ¹ for ease of locating.

I also want to call specific attention to the fact that, on top of needing permission to use the Feral Speech trait for not being from a PRG-line source, I also need explicit GM permission to use it in the way I am would like. It's actually called out in the source text as an option with GM permission. I like it because it helps explain Abby's druidic background in lieu of dead Druid levels, and also otherwise acts as a second drawback with potential narrative implications for you to work with.

Anyway, I'll try to redo Wolfgang tomorrow morning before work and get it posted. Should just be a matter of copy-pasting the format I used for Abby and updated the information from my notes.


Updating Abby's builds is taking a little longer than anticipated. Been reading through Ultimate Wilderness to update my choices, and also just generally second-guessing past me on some decisions. Wolfgang's builds should go much faster, because I've crunched him a lot more recently, so I'm tentatively hopeful to post crunches tomorrow.


Oh, for HP, are we doing: full at first, roll subsequent; full at first, half+1 subsequent; something else? I forgot Animal Companions start at 2 HD.


Righto.

Here's peak under the hood while I work on crunches. Realized I meant to post this stuff as part of the last refinement when I pulled up my notes to work on the crunches; must have gotten distracted or whatever.

Abbicka:
--------------------
Name
--------------------
  • ǀaǁyaǂa (given by both parents in early childhood) [how she is called by elders who knew her as a child]
  • ǃurysǁal (given by father at birth) [how she is called by her father as a pet name]
  • ʘefaǂi (given by mother at birth) [how she is called by her mother as a pet name]
  • Aʘiǃa (taken upon reaching adulthood) [how she is called by other tribespeople]
  • Abbicka (a phonetic approximation in Common) [how she calls herself]
  • ʘarofel (tribe name) [the surname she was born with]
  • Barrowfield (a phonetic approximation in Common) [the surname she adopted]

--------------------
Appearance
--------------------

  • Gender: Female
  • Age: 48
  • Height: 2'11" (89cm)
  • Weight: 33lbs (15kg)
  • Skin Tone: Indian Yellow (#e3a857)
  • Iris Color: Hunter Green (#355e3b)
  • Hair Color: La Salle Green (#087830)
  • Hair Length: 14"
  • Hair Style: Straight, worn as dreadlocks.
  • Facial Features: Diamond jaw; almond eyes; button nose; thin lips; prominent facial tattoos, green (#34b233) swirling line patterns
  • Body Features: Wiry physique; prominent body tattoos, green (#34b233) swirling line patterns
  • Reference Image

--------------------
Alignment
--------------------

  • Altruism vs Sadism: Faux Altruism
  • Duty vs Utility: Utility
  • Law vs Liberty: Neutral
  • Order vs Impulse: Order
  • Faith vs Skepticism: Neutral
  • Tradition vs Progress: Neutral
  • "Neutral Good"

--------------------
Philosophy
--------------------
Standard

  • Don't make trouble for others.
  • Life is sacred; killing is only permissible for sustenance.
  • Theft and vandalism are wrong.
  • Lying, cheating, and manipulating are wrong.

Dorf Fort
  • Greatly prizes loyalty.
  • Values family greatly.
  • Believes friendship is a key to the ideal life.
  • Values honesty.
  • Sees guile and cunning as indirect and somewhat worthless.
  • Respects fair-dealing and fair-play.
  • Finds maintaining decorum a silly, fumbling waste of time.
  • Disregards tradition.
  • Values artwork.
  • Sees cooperation as very important in life.
  • Sees no value in holding back complaints and concealing emotions.
  • Deeply values introspection.
  • Finds moderation and self-control to be very important.
  • Strongly values tranquility and quiet.
  • Values a harmonious existence.
  • Finds those that develop skill with weapons and fighting distasteful.
  • Respects the development of skill.
  • Values hard work.
  • Believes that those who sacrifice for others should be deeply respected.
  • Respects perseverance.
  • Values leisure time.
  • Values romance.
  • Holds nature to be of greater value than most aspects of civilization.
  • Believes that peace is always preferable to war.

--------------------
Personality
--------------------
Standard

  • Timid and meek; unlikely to voice concerns to others, lest it be bothersome for them.
  • Subservient; more likely to do as told than to confront or complain.
  • Craves external validation.

Dorf Fort
  • Can easily fall in love or develop positive sentiments.
  • Does not easily hate or develop negative feelings.
  • Is prone to strong feelings of jealousy.
  • Is rarely happy or enthusiastic.
  • Often feels discouraged.
  • Is slow to anger.
  • Is always tense and jittery.
  • Does not often feel lustful.
  • Cracks easily under pressure.
  • Doesn't focus on material goods.
  • Does not enjoy participating in physical confrontations.
  • Has a noticeable lack of perseverance, and is conflicted by this, as she respects perseverance.
  • Prefers that everyone live as harmoniously as possible.
  • Is very friendly and always tries to say nice things to others.
  • Is very polite and observes appropriate rules of decorum when possible, and is conflicted by this, as she finds maintaining decorum a silly, fumbling waste of time.
  • Relies on the advice of others during decision making.
  • Is somewhat fearful in the face of imminent danger.
  • Lacks confidence in her abilities.
  • Is not inherently proud of her talents or accomplishments.
  • Is not driven and rarely feels the need to pursue even a modest success.
  • Feels a strong need to reciprocate any favor done for her.
  • Prefers to present herself modestly.
  • Tends to hang on to grievances.
  • Has a low sense of self-esteem.
  • Is easily moved to mercy.
  • Tends to assume the worst of two outcomes will be the one that comes to pass.
  • Is gripped by a crippling shyness.
  • Tends not to reveal personal information, and is conflicted by this, as she sees no value in holding back complaints and concealing emotions.
  • Often finds herself changing her mind to agree with somebody else.
  • Is somewhat uncomfortable around those that appear unusual or live differently from her.
  • Forms strong emotional bonds with others, at times to her detriment.
  • Is swayed by emotional appeals.
  • Dislikes helping others, and is conflicted by this, as she believes that those who sacrifice for others should be deeply respected.
  • Finds obligations confining, and is conflicted by this, as she greatly prizes loyalty.
  • Can get caught up in internal deliberations when action is necessary.
  • Tries to keep her things orderly.
  • Is slow to trust others.
  • Prefers to be alone, and is conflicted by this, as she both values family greatly, and believes friendship is a key to the ideal life.
  • Would never under any circumstance speak up or otherwise put forth her point of view in a discussion.
  • Doesn't seek out excitement.
  • Is given to flights of fancy to the point of distraction.
  • Has a tendency to consider ideas and abstractions over practical applications.
  • Greatly moved by art and natural beauty.

Wolfgang:
--------------------
Name
--------------------
  • Wolfgang (given by mother at birth) [how he calls himself]

--------------------
Appearance
--------------------

  • Gender: Male
  • Age: 24
  • Height: 5'9" (175cm)
  • Weight: 179lbs (81kg)
  • Skin Tone: Jasper Orange (#de8f4e)
  • Iris Color: Olive (#808000)
  • Hair Color: Bistre Brown (#967117)
  • Hair Length: 4"
  • Hair Style: Wavy, combed back.
  • Facial Features: Triangle jaw; hooded eyes; strong nose; leathery skin
  • Body Features: Builtfat physique; leathery skin; scar from collar to right armpit

--------------------
Alignment
--------------------

  • Altruism vs Sadism: Neutral
  • Duty vs Utility: Pleasure
  • Law vs Liberty: Liberty
  • Order vs Impulse: Neutral
  • Faith vs Skepticism: Skepticism
  • Tradition vs Progress: Neutral
  • "Chaotic Evil"

--------------------
Philosophy
--------------------
Standard

  • Might makes right.
  • People lack intrinsic rights; they have the right to only what they can protect.
  • A person's life has a quantifiable value.
  • Will harm or kill others when doing so is more convenient than not.
  • Will steal or vandalize when doing so is more convenient than not.
  • Will lie, cheat, or manipulate when doing so is more convenient than not.
  • "Convenience" here is long-term, not short-term; does not kill, steal, lie, or cheat lightly, because doing so would invite risk of reprisal.
  • Revels in being strong, but not necessarily in inflicting harm.

Dorf Fort
  • Disdains the law.
  • Values loyalty.
  • Lacks any respect for family.
  • Sees power over others as something to strive for.
  • Sees lying as an important means to an end.
  • Greatly respects the shrewd and guileful.
  • Values eloquence.
  • Is disgusted by the idea of fairness and will freely cheat anybody at any time.
  • Is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting.
  • Is disgusted by tradition and would flout any he encounters if given a chance.
  • Finds artwork boring.
  • Values cooperation.
  • Treasures independence.
  • Finds those that deny their impulses somewhat stiff.
  • Prefers a noisy, bustling life to boring days without activity.
  • Truly values merrymaking and parties.
  • Has a great deal of respect for worthy craftsmanship.
  • Believes that martial prowess defines the good character of an individual.
  • Really respects those that take the time to master a skill.
  • Values hard work.
  • Thinks that the entire concept of sacrifice for others is truly disgusting.
  • Views competition as a crucial driving force in the world.
  • Greatly respects individuals that persevere through their trials and labors.
  • Finds romance distasteful.
  • Sees war as a useful means to an end.
  • Values knowledge.

--------------------
Personality
--------------------
Standard

  • Generally outgoing; puts on a show for others.
  • Open-minded; willing to hear others out and try new things.
  • Tries to plan ahead, but capable of improvising as necessary.
  • Can be cruel, but is not capricious; consistency through risk-reward evaluations.
  • Hates when people request something for nothing; loathes when people snivel or beg.

Dorf Fort
  • Does not easily fall in love and rarely develops positive sentiments.
  • Does not easily hate or develop negative sentiments.
  • Often feels envious of others.
  • Is often cheerful.
  • Almost never feels discouraged.
  • Has a calm demeanor.
  • Often feels lustful.
  • Can handle stress.
  • Is very greedy.
  • Occasionally overindulges.
  • Likes to brawl.
  • Doesn't mind a little tumult and discord in day-to-day living.
  • Is a friendly individual.
  • Could be considered rude.
  • Is generally quite confident of his abilities when undertaking specific ventures.
  • Is pleased by his own appearance and talents.
  • Is very ambitious, always looking for a way to better his station.
  • Takes offered help and gifts without feeling particularly grateful.
  • Doesn't mind wearing something special now and again.
  • Finds the humor in most situations.
  • Has no sense of vengeance or retribution.
  • Is sometimes cruel.
  • Tends not to reveal personal information.
  • Doesn't cling tightly to ideas and is open to changing his mind.
  • Is quite comfortable with others that have a different appearance or culture.
  • Does not generally respond to emotional appeals.
  • Does not go out of his way to help others.
  • Hates vows, obligations, promises, and other binding elements that could restrict him.
  • Sees others as selfish and conniving.
  • Enjoys being in crowds.
  • Has an overbearing personality.
  • Likes a fast-paced life.
  • Seeks out exciting and adventurous situations.
  • Has an active imagination.
  • Likes to keep things practical, without delving too deeply into the abstract.
  • Does not have a great aesthetic sensitivity.


Quick question while I work on crunches: maybe I missed it, but what's our starting wealth: we doing roll for gold, average for class, a set amount for everyone, etc?


You're probably right. I don't want to step on any toes, so let's focus on Abby and Wolfgang.

Abbicka:
General backstory I do for Abbicka is that she was part of a druidic order, but broke some taboo and is now on the run. The taboo is typically something where the purpose of the rule isn't intuitively apparent. I usually say that she taught druidic to an outsider, and was offered the choice to kill this outsider to correct her misdeed, and instead warned the outsider and herself fled. And, having rejected atonement, Abbicka fell and lost her connection to her animal companion(s). In desperation, she caged them, seeking some way to reestablish her connection.

For this campaign, you seem to have an established druidic organization, the Green, which works nicely. Abbicka will have formerly been of the Green, but is no longer affiliated, and is possibly even sought by them, though I don't imagine her offense so serious that every other initiate knows her face. This rejection by her peers, by even her own animal companions (initially), is a big part of what has driven her to be so subservient. The outsider she tried to save died anyway, so she sacrificed basically everything to stand for her own morals (that killing is wrong) to no benefit to anyone, and she deeply regrets it now. The outsider was probably from Sophia - I generally imagine him being an anthropologist or archeologist studying druidic ruins - which probably hasn't helped the Green's image. Either way, Abbicka is frantic for external validation and is likely to attach herself to the first individual to give her any. As an aside, I generally note Abbicka as having received extensive tattoos as part of her initiation into whatever druidic organization she was once affiliated, but this is your setting, so I will instead ask if it is acceptable that at least some sects of the Green tattoo initiates to mark them.

Were this starting at a higher level, I'd probably ask to retain a level or two of Fallen Druid to represent this, but as a 1st-level start, I'll instead presume any dead levels were retrained as Hunter. As a 1st-level Hunter, she has reestablished connection with one of her companions. I'd ask that the second (if I go with that build) just be treated as a normal animal with the Young template. If I play this character, I will be using the RAW/RAI Handle Animal rules for pushing and teaching animals; I know a lot of GMs just ignore it, but if my process hasn't made it clear, I rather like disempowering my characters a little. I do ask that I, as a player, be permitted to roleplay the animal companion(s), on the promise that I will seek to play them true to their nature and not abuse this allowance.

I have two general builds for this character, as a Hunter, both of which emphasize the combat potential of the animal companion(s). In either case, Hunter also has up to 6th-level spellcasting, which isn't nothing. Combined with being a spontaneous caster, I imagine that Abbicka with offer decent utility/healing as a caster.

The first is Packmaster, as I mentioned before. Packmaster is honestly a suboptimal archetype for PCs; Pathfinder does not scale linearly (even for martial classes, despite common refrains to the contrary), so having two things of half power is not even remotely equivalent to one thing of full power, let alone three of a third power or four of a quarter power being so. To this end, I expect Packmaster Abbicka to have okay combat potential, particularly at low level when the scaling hasn't ramped up much yet. This build involves two companions, both deinonychus. It makes extensive use of the Evolved Companion feat from Advanced Class Guide, because I assume for balance reasons that each application of the feat applies to a single animal companion at a time, so I essentially take each iteration of the feat twice.

The second is Primal Companion. This archetype operates similarly to the Evolved Companion feat, allowing the animal companion to be temporarily augmented by eidolon evolutions in place of the animal focus feature. This build also makes use of the Evolved Companion feat, though having a single companion frees it up to grab lots of extra teamwork feats as well. Overall, I expect this build to have extremely high combat potential. It's the better build, mechanically, but I personally like the roleplay dynamic of the Packmaster build better.

In both cases, I need to clarify if you're requiring the Summoner class to use Unchained rules, because that does affect the evolutions available to me via Primal Companion and Evolved Companion (the change that stands out to me is that the bleed evolution was removed, which was previously a 1 point evolution and thus could be obtained via Evolved Companion).

Wolfgang:
General backstory I do for Wolfgang is that he was essentially sold into slavery young working on a privateer vessel as a cabin boy to cover "debts" he incurred in food and shelter. Some years later, a man grown (that is, 16 years old), he won his freedom in a game of chance, but the captain renegged on the deal, so he waited until they were in port, slit the captain's throat in his sleep, and set the captain's quarters ablaze. He signed on the very first vessel out of port, which ironically happened to be an out-and-out pirate vessel. Wolfgang worked with the pirates for many years, eventually coming to captain his own vessel, before he and several others were sold out by a crew member and lead into an ambush by authorities. Wolfgang was knocked off the ship and left for dead, while most of his compatriots were either killed or captured and hanged. Wolfgang washed ashore amidst the wreckage and corpses, and it was the sight of the locals picking the bodies clean but offering him no aid and his compatriots no rest that he had a stark realization: everything was b~$&#$%*. Nobody owed anyone anything, not them him and not him them. The rules were made up, and the only reason they continued to exist was because the strongest had chosen to enforce them. Wolfgang dragged himself off that beach of his own power, and vowed that he would never again be shackled by arbitrary social constructs, except as they benefitted him somehow.

For this campaign, the main thing I need to establish is that there are coasts; that is, that we're not dealing with two landlocked nations. I'm rather attached to the piracy aspect, as otherwise generic and flexible as the backstory would otherwise be. As long as this is the case, the big question is figuring out why Wolfgang is working with the party. I'm not sure if we're starting out as a party, or if circumstance will bring us together, but war can be either terrible or lucrative business (or both), so it might be harder to sell him on it if the initial hook is too... lawful good, for lack of a better word. Still, I'll strive to keep the game rolling; I just want to also play the character consistently as much as possible.

I have two general builds for this character, depending on party needs. Both are finesse melee combatants with decent combat potential, with an emphasis on DEX making up for a general lack of armor. They don't do the kind of damage a two-hand Barbarian might, nor what a dual wielding Rogue can put out, but they do decent damage. The first is a Fighter/Duelist build, which emphasizes INT. As a result, this build is as described above, plus a skill monkey. No replacement for a Rogue when it comes to picking locks and disabling traps, but generally good at skill checks outside that. The second is a full Swashbuckler build, which emphasizes CHA. This makes it a decent party face. The differences between Fighter/Duelist and Swashbuckler are... nuanced. I generally find that Fighter/Duelist is more consistent with damage, while Swashbuckler is more variable but has the potential for better overall output, as a result of the Panache system. In either build, the stat of the other isn't dumped, so both builds are at least ok with skills and conversation. I personally like the Fighter/Duelist build better, because I tend to gravitate more towards skill monkey play than party face, even if I think the Swashbuckler build suits my vision for the character a little better.

So, let's take a look at stats.

4d6 ⇒ (4, 2, 5, 4) = 15 4 + 2 + 5 + 4 = 13 (+1)
4d6 ⇒ (2, 3, 3, 2) = 10 2 + 3 + 3 + 2 = 8 (-1)
4d6 ⇒ (3, 1, 4, 1) = 9 3 + 1 + 4 + 1 = 8 (-1)
4d6 ⇒ (6, 6, 3, 6) = 21 6 + 6 + 3 + 6 = 18 (+4)
4d6 ⇒ (2, 5, 3, 4) = 14 2 + 5 + 3 + 4 = 12 (+1)
4d6 ⇒ (3, 4, 1, 2) = 10 3 + 4 + 1 + 2 = 9 (-1)

Oof. Just... oof.

I think I can make this work for Abby, but I'll almost certainly use point-buy for Wolfgang. Expect crunches and the like, probs tomorrow.


Alright, so I've got three character ideas that I think could conceivably work in the setting. Rather than three statblocks, I'll just give three character bios.

Goldoth:
What Does the Character Do?
Hit things, really hard. But not hard enough to kill anyone. Goldoth isn't smart, he's not much for conversation, and despite being very good at hitting things, he's a pacifist. He's an Orc that I'll play as some melee martial class, likely a Fighter.

What Does the Character Believe?
I'd probably classify him as Chaotic Good, but I feel like that label isn't that useful for conveying my intent, given that no one really agrees on where the lines in Good vs Evil or Law vs Chaos lie. So instead, I'd describe Goldoth as an impulsive, altruistic deontologist. He doesn't think before he acts, he legitimately enjoys helping others, and he cares more about duty than utility (actions are "right" or "wrong" regardless of intent or consequence). He does not have strong feelings regarding law vs liberty, faith vs skepticism, or tradition vs progress.

How Does the Character Play?
Goldoth doesn't really understand things, and tends to be jovial and optimistic as a result. Ignorance is bliss, to a degree. That said, even if he doesn't understand the situation, he's highly empathic, though he pretty much always defaults to being sad when dealing with a negative situation. Beyond that, Goldoth is at least somewhat aware that he's not very smart, and generally defers to others as a result. Couple this with a fundamental lack of understanding deception in the abstract, and you wind up with a character that is very easy for others to manipulate. Generally, Goldoth is going to do what others ask of him, unless it obviously violates the few lines he won't cross, like killing.

Where Does the Character Go?
I expect Goldoth to be a mixture of comic relief, mild frustration, and mild salvation for the party. What I mean by that is that his antics will be humorous when the stakes are low, but somewhat frustrating when the stakes are high, until he lands a big hit or something and comes through for the party.

What Makes the Character Work in This Game?
Honestly, this is the weakest of the three submittals, regarding thematically tying into the game. Not to say that it can't work - I think Goldoth's naive, grossly oversimplified view of killing is an interesting way to highlight the brutality of war - but the character himself isn't particularly complex, which limits how much he can explore thematically.

Why Would You Do This?
When I first sat down to make Goldoth, my goal was just to play the polar opposite of my other character, whom I'd played exclusively up until this point. That character had been a witty rogue, so I said to myself "what's the opposite of that?" and decided a really stupid two-hand fighter was appropriate. The original concept was that Goldoth had no understanding or appreciation for societal expectations and just wanted to get into fights, but I found it difficult to come up with reasons why such a character would cooperate with others. From there, I landed on the pacifist angle as being both more interesting and an interesting excuse to heavily min/max without disrupting party dynamics.

Abbicka:
What Does the Character Do?
Not a lot. But she's got some friends that are a bit more useful. Abby is a Gnome that I'd either play as a Druid or Hunter, with heavy emphasis on the Animal Companion feature.

What Does the Character Believe?
I'd probably classify her as Neutral Good, but I feel like that label isn't that useful for conveying my intent, given that no one really agrees on where the lines in Good vs Evil or Law vs Chaos lie. So instead, I'd describe Abbicka as an organized utilitarian. I describe her as organized, but I should note that she wants to be organized but isn't necessarily; as a result, she tends to be overwhelmed and paralyzed by decisions, and often second-guesses herself. This is only further complicated with her concern with utility, her desire to ensure that the consequences of her actions are ultimately net positive. She does not have strong feelings on altriusm vs sadism, law vs liberty, faith vs skepticism, or tradition vs progress.

How Does the Character Play?
Abby is timid, rarely speaking up unless forced and often putting others before her, less because she legitimately enjoys helping others and more because she's terrified of the social consequences of seeming selfish. She'll be helpful without asking too much of the party.

Where Does the Character Go?
For the most part, Abby is going to be a passenger to the party. Whether, through the party she learns to become more self-assured and assertive or simply becomes addicted to external validation and compromises on her morals is ultimately up to the party.

What Makes the Character Work in This Game?
While I didn't intend for Abby to be an exploration of moral subjectivity, I once challenged myself to make her work in an evil campaign, and found that her characterization actually works remarkably well for that. In this, Abby is a decent vessel for exploring how good characters can go bad in a bad situation, and similar themes.

Why Would You Do This?
I originally built Abby because I was challenged to make a CRB-only character. I chose a Druid because it was antithetical to both Goldoth and my other character, a WIS-based full caster, and I basically fell in love with the concept of animal companions, to the point that I actively sought to disempower the actual character in favor of just focusing on the animal companion.

What Requires Approval?

  • I'd like to play Abby as either a Druid with the Pack Lord archetype, or a Hunter with the Packmaster archetype. Both of these are from PRG-line books (Ultimate Magic and Advanced Class Guide respectively), but I still feel like the mechanic is major enough that I should bring it up. I can play Abby with only one companion, but I prefer to play her with two.
  • And, on the topic of companions, I've become overly attached to the idea of that companion being a raptor. The deinonychus is literally CRB, but even if the mechanics check out, that assumes there are dinosaurs in your setting, somewhere. So I need to ask: are there dinosaurs in your setting somewhere? Because despite this being the dumbest thing, it's a deal breaker for me; I'm just too emotionally invested in the concept to do anything else.

Wolfgang:
What Does the Character Do?
Wolfgang can either be built as a skill monkey, or a party face; in either case, he does decent damage as a finesse striker. He'll likely be built as either a Fighter/Duelist or a Swashbuckler, depending on whether we need a skill monkey or a party face more.

What Does the Character Believe?
I'd probably classify him as Chaotic Evil, but I feel like that label isn't that useful for conveying my intent, given that no one really agrees on where the lines in Good vs Evil or Law vs Chaos lie. So instead, I'd describe Wolfgang as a libertarian skeptic, but acting like an organized traditionalist. Wolfgang is essentially a sociopathic postmodernist: he puts no value in social constructs except in how he can manipulate them to benefit him. This is a character who fundamentally believes that the strong will take from the weak; he would not genuinely desire revenge if another took from him, but would seek revenge anyway if only to dissuade others from taking the same action. He has no strong feelings about altruism vs sadism, duty vs utility, order vs impulse, or tradition vs progress, beyond how others' opinions on these subjects can be manipulated to further his own goals.

How Does the Character Play?
Most people would see Chaotic Evil and that Wolfgang essentially holds nothing sacred, and assume that he's a duplicituous backstabbing jerk who would betray the party as soon as cooperate, but I wan to emphasize that Wolfgang is not a moustache-twirling Disney villain. Wolfgang is strongly aware of the consequences of his actions, and how they ripple back to affect him in the longterm, and frankly speaking, treachery is a very shortsighted means to power, because it almost always provokes reprisal. In a lot of ways, Wolfgang plays like a standard adventurer, gauging how the rest of the party feels and seeking to operate in a way that does not offend any of them while simultaneously trying to ensure that they stay alive.

What Makes the Character Work in This Game?
Wolfgang is fundamentally morally gray. I describe him as evil only because Dungeons & Dragons, and Pathfinder by proxy, has such a childish definition of good and evil. This makes him excellent for exploring the themes of a morally gray war story: a character absolutely lacking moral compunction, caring only of how his actions might be perceived by others.

Why Would You Do This?
Wolfgang is actually one of my oldest character concepts, but in his original state, he was just a generic swashbuckling pirate. It was something of an inside joke at the time. I built it for one game a decade ago, and then it basically sat on the shelf, collecting dust, before I dusted it off a year or so ago for a quasi-evil campaign set on the high seas. At that time, I wanted to reimagine the character as being a little more nuanced, and decided to actually lean into the whole piracy - not as a cliche rogue with a heart of gold, but like an actually, legitimately evil individual. But I didn't want to be a Disney villain, so I instead latched on to the ideology of "might makes right" and cranked it up to 11. I was actually outright rejected from that campaign because the character was "too evil" and having what amounted to an anti-hero in the party would somehow lessen the experience of the other players, who I guess were meant to play traditional heroes.

What Requires Approval?

  • There's the part where most people would classify the character as Chaotic Evil. I could see an argument for Neutral Evil, Chaotic Neutral, or even True Neutral, depending on where lines are drawn, but regardless, I feel like I should bring attention to this because I know some GMs outright ban three of the four alignments I just noted.
  • It's probably worth mentioning, even though Adventurer's Guide is a PRG-line product, that I intend to make heavy use of the Aldori Dueling Sword (or just Dueling Sword on the SRD) and related feats for both builds.

I'd appreciate if you'd just give each of these a cursory look - you can just skim most of it - I provided as much information as I did in case you want to give them a deeper read - but the second and third characters have an allowances bit at the bottom, which you probably should read in full; that isn't to say I won't seek further approval when I sit down to actually build the character, but these are things that require approval during the conceptual stage. At the moment, I'm just looking for "no, that concept is rejected" vs "yes, that concept could theoretically be allowed" before I start diving deeper into any submissions. Pending the possibility of acceptance, I'll likely have more questions as I refine the submissions.


How do you feel about multiple character submissions? I have a few character ideas I think could fit this campaign, so if I can just submit all of them, I'll do so, but otherwise, I'll need some time to figure out which I would want to play most.


I mean, technically speaking, Mercy did say in the leader recruitment thread that he wanted the chosen leader to help with selection, but my primary concern is just ensuring that it makes sense for the leader's character to want my submitted character in the group, so even if Arty doesn't technically have authority in the selection, ensuring that it makes sense for Surtur to chose Wolfgang helps make my submission more appealing (or I hope so, at least).


Skimming the thread and realized I hadn't replied to Arty.

Artemis:
I definitely considered the plausible deniability angle when I was applying for leader, but it's not as immediately important as a subordinate to the leader. Still useful, but less a justification on its own.

I think I'll age Wolfgang up some, have him be a pirate after his recovery for a few years, and then have him caught once more, this time actually captured. From there, he's imprisoned pending execution by hanging, and perhaps at around the same time Surtur is tasked with collecting a group to subjugate Gelkrosh without drawing attention to their affiliation. I could conceivably see Surtur finding Wolfgang potentially useful, perhaps offers him (and maybe even his crew) amnesty in exchange for Wolfgang's service.

You know Surtur better than I, so I'll defer to your discretion. If Wolfgang were captured, he'd serve in exchange for amnesty, but would Surtur choose him? Wolfgang has some useful combat and leadership skills, but I don't know how appealing that would make him for this task, and outside of such a situation, I'm not sure Wolfgang would willingly leave piracy behind to help in landlocked Gelkrosh.


I sat down yesterday and did a more refined, somewhat revised summary of Wolfgang's backstory, so if Herr Mercy and Arty want to give it a peak, it is below.

Revised Backstory:
Wolfgang was born in the squalor of poverty to a prostitute, with no father or father figure beyond his mother's proprietor. Despite Wolfgang having no way to earn his keep, his "father" did not put out on the street; instead, when Wolfgang turned 12, his "father" sold him to privateers to work as a cabin boy. He served on a privateer vessel for three years, before winning his freedom from the captain in a game of chance. Wolfgang had cheated, but despite not knowing this, the captain reneged on the agreement. The next time the vessel made port, Wolfgang slit the captain's throat in his sleep, set the captain's quarters afire, and fled the ship. He signed on with another vessel, the first vessel leaving port, only to discover he'd signed on with out-and-out pirates. Still, he was a free sailor now, not a slave, and so he worked hard at piracy, coming to value the crew. After eight years as a pirate, Wolfgang was now the captain of his own vessel, the Red Wolf, and part of a modest pirate navy of four ships. The group had successfully looted several merchant ships, including one vessel transporting gold specie for a local kingdom, and were mildly infamous as a result. However, when authorities cracked down on piracy, a member of Wolfgang's crew secretly took a pardon and, through Wolfgang, led the four vessels into a trap. Wolfgang was knocked overboard in the ensuing fight, and left for dead by the authorities. He awoke days later, having washed ashore amidst the wreckage and bodies, nearly dead of thirst, on the island he had once called home. The locals had picked the bodies, his included, clean of valuables, but had not even offered them proper burial. Wolfgang was furious at first, but as he knelt on that beach, too weak to stand under his own power, barely clinging to life, unable even to express his rage, something within him shifted, and he came to understand the situation. As a pirate before, he had sought to be a good person. He and his crew stole, but they did not rape or pillage, nor kill unnecessarily. He had killed in cold blood only once in his life, and thinking back, it was the only time his life was truly in his own control. It occurred to him in that moment, watching the children nearby stare at him but offer him no aid, that there was no such thing as "good" people and "bad" people, that no one owed him anything, and neither did he owe anyone anything. There were only those who took, and those who were taken from. Wolfgang survived, dragging himself from the debris-strewn beach to a river where he drank deeply. When he felt well enough to stand, he stole food from orchards and fields. A year later, mostly recovered, he <action to be determined>. He would become strong, and take from those weaker than him.

Still need to work out the particulars of coming into the Dragon's employ.


Artemis:
It's difficult to write in motivation for Wolfgang that isn't intrinsically self-motivated because he's fundamentally a purely self-motivated individual. He doesn't hold any external concepts like honor, contracts/promises, compensation/debt, etc as being sacred. He abides by them when doing so is more convenient than not. I do want to emphasize that he takes a much longer view of things; when I talk about convenience, I'm not meaning to convey that he is impulsive or short-sighted, but merely that his actions are entirely intentionally self-motivated.

That said, I'm not too concerned with this lack of grander motivation. In order for Wolfgang to betray the Dragon, what he stands to gain must be greater than what he stands to lose, and what he stands to lose is everything. Not only would he would need the patronage of an entity strong enough and willing to protect him from reprisal should he defect as a baseline, but he'd also need to gain something to make up for the increased anxiety and disruption defection would cause. Betrayal isn't nearly as convenient as some would believe. Unless you can assure that the party you intend to betray, and anyone with misplaced loyalty toward them, is going to be dead afterwards, there is a ton of inherent risk.

All that said, I suppose a lot of this doesn't necessarily apply to his relationship with Surtur. Surtur is likely to be much closer in strength, and it's possible to undermine Surtur without losing the approval of the Dragon, perhaps to replace him as leader. Wolfgang is very much a carrot and stick guy, so we'd probably want to work out what carrots and sticks exist that allow Surtur to keep a fairly tight rein on Wolfgang. The presence of party members with more scruples would probably help.

Worst case scenario, I have other characters that I am considering submitting, either alongside or in place of Wolfgang, that I passed over before because they weren't suited to leadership, so if we can't figure out a way to make Wolfgang fit well as a subordinate, I'll just shift to one of these other character concepts. I do hope Surtur doesn't mind yes men too much, if that's the route we go. :P


For the time being, going to be throwing myself in the ring with my previous submission. I will probably need to work with Arty to modify the backstory, such that Wolfgang is chosen by Surtur rather than by the Dragon herself.

For convenience, here's what I had previously submitted:

Appearance:
  • Gender: Male
  • Age: 24
  • Height: 5'9" (175cm)
  • Weight: 179lbs (81kg)
  • Skin Tone¹: Jasper Orange (#de8f4e)
  • Iris Color¹: Olive (#808000)
  • Hair Color¹: Bistre Brown (#967117)
  • Hair Length¹: 4"
  • Hair Style¹: Wavy. Combed back.
  • Facial Hair Color¹: Bronze (#cd7f32)
  • Facial Hair Length¹: Clean-to-less than 3/20" (4mm)
  • Facial Features¹: Square jaw. Hooded eyes. Strong nose. Leathery skin.
  • Physique: Toned in a way that emphasizes practicality, not aesthetics.
¹I'll be looking at Paizo avatars if selected, and may change these to reflect what I choose.

Philosophy:
  • Might makes right.
  • People lack intrinsic rights; they have the right to only what they can protect.
  • A person's life has a quantifiable value.
  • Will harm or kill others when doing so is more convenient than not.
  • Will steal or vandalize when doing so is more convenient than not.
  • Will lie, cheat, or manipulate when doing so is more convenient than not.
  • Revels in being strong, but not necessarily in inflicting harm.
  • Is not capricious; consistency through risk-reward evaluations.

(Dorf Fort)

  • Does not respect the law.
  • Values loyalty.
  • Sees power over others as something to strive for.
  • Finds blind honesty foolish.
  • Greatly respects the shrewd and guileful.
  • Values eloquence.
  • Sees life as unfair and doesn't mind it that way.
  • Values decorum, dignity, and proper behavior.
  • Finds artwork boring.
  • Values cooperation.
  • Treasures independence.
  • Finds those that deny their impulses somewhat stiff.
  • Prefers a noisy, bustling life to boring days without activity.
  • Truly values merrymaking and parties.
  • Has a great deal of respect for worthy craftsmanship.
  • Believes that martial prowess defines the good character of an individual.
  • Really respects those that take the time to master a skill.
  • Values hard work.
  • Sees sacrifice (for others) as wasteful and foolish.
  • Views competition as a crucial driving force in the world.
  • Greatly respects individuals that persevere through their trials and labors.
  • Sees war as a useful means to an end.
  • Values knowledge.

Personality:
  • Generally outgoing; puts on a show for others.
  • Tends to trivialize acts of cruelty in casual conversation, rather than making ominous threats or the like.
  • Open-minded; willing to hear others out and try new things.
  • Tries to plan ahead, but capable of improvising as necessary.
  • Hates when people ask for what they're not entitled; loathes when people snivel or beg.

(Dorf Fort)

  • Does not easily fall in love and rarely develops positive sentiments.
  • Does not easily hate or develop negative sentiments.
  • Often feels envious of others.
  • Is often cheerful.
  • Almost never feels discouraged.
  • Has a calm demeanor.
  • Often feels lustful.
  • Can handle stress.
  • Is very greedy.
  • Occasionally overindulges.
  • Would never pass up a chance for a good fistfight.
  • Doesn't mind a little tumult and discord in day-to-day living.
  • Is a friendly individual.
  • Could be considered rude.
  • Is generally quite confident of his abilities when undertaking specific ventures.
  • Is please by his own appearance and talents.
  • Is very ambitious, always looking for a way to better his station.
  • Takes offered help and gifts without feeling particularly grateful.
  • Doesn't mind wearing something special now and again.
  • Finds the humor in most situations.
  • Doesn't tend to hold on to grievances.
  • Is sometimes cruel.
  • Tends to share his own experiences and thoughts with others.
  • Doesn't cling tightly to ideas and is open to changing his mind.
  • Is quite comfortable with others that have a different appearance or culture.
  • Does not generally respond to emotional appeals.
  • Does not go out of his way to help others.
  • Finds obligations confining.
  • Sees others as selfish and conniving.
  • Enjoys being in crowds.
  • Has an overbearing personality.
  • Likes a fast-paced life.
  • Seeks out exciting and adventurous situations.
  • Has an active imagination.
  • Does not have a great aesthetic sensitivity.

Backstory:
Attached Worldbuilding
  • equitorial archipelago east of Golm, Volligluck²
  • Volligluck initially colonized by dissidents from Inzeldrab; semi-autonomous due to distance
  • minor port city on equitorial peninsula, Arglos²
  • maritime trade opens up between Golapor and Inzeldrab, results in Arglos becoming major trade hub
  • Volligluck too far south for Inzeldrab to reasonably govern; insurrection
  • pirates begin praying upon naval trade between Golapor and Arglos
  • pirates support Volligluck insurrection in exchange for commission and safe harbor
²names subject to GM approval or alteration

Backstory Outline³

  • Wolfgang is born on Volligluck to a prostitute, father is absent and unknown
  • mother cannot support him, proprietor has no work for him, but does not put him out
  • at 14, Wolfgang is leased to privateers to pay the debt he has incurred being housed and fed by his mother's proprietor thus far
  • serves on the Red Fox as cabin boy
  • at 17, Wolfgang wins his freedom from the captain of the Red Fox through gambling; Wolfgang cheated
  • the captain refuses to honor the bargain regardless, and Wolfgang slits his throat in the night
  • the new captain, on a whim, grants Wolfgang his freedom, provided Wolfgang stay on as a privateer
  • Wolfgang agrees, and is nicknamed the Blood Wolf by the captain
  • at 23, the Red Fox is led into a trap by fellow privateer, and captured by the Inzeldrab navy
  • much of the crew is executed by hanging for piracy, but Wolfgang is spared
  • as a man with little prestige and no loyalty to the pirates, he could be useful
  • the Dragon knows that Wolfgang will act on her behalf, if that is in his own best interest
  • she demonstrates her power for Wolfgang, demonstrates the price of failure, the absence of possible escape
  • Wolfgang has no intrinsic loyalty to Inzeldrab, but he is loyal to himself, and serving Inzeldrab keeps him alive
³obvious alterations need to be made, particularly to the end, since I'm no longer applying to be leader

And here's some new stuff for our GM:

Thoughts on the Build:
No longer being the leader, I may deviate from Swashbuckler to something that emphasizes INT over CHA, probably Fighter multiclassing into Duelist. The general feel of the character should remain the same - I still intend to play a light swordsman emphasizing precision and tactics over raw strength - but where I was previously looking at being off-damage and party face, I'll now be looking at being off-damage and skill monkey.

Alignment:
Wolfgang is a moral nihilist, believing that the very notion of morality, of inherent right or wrong, is ridiculous, that the concepts of "good" and "evil" are just arbitrary constructs pushed onto people by those stronger than them. In place of morality, he subscribes to a sort of social darwinism, believing that the strong will naturally supplant the weak - a sort of "might makes right" mentality - and so seeks to be strong. Mind that "strong" here is not necessarily a reference to physical prowess, but also to mental wit; to be strong is to be capable of exerting your will upon others, through whatever means available. Just as he does not believe in inherent right or wrong, neither does he believe that bravery is always superior to cowardice, or otherwise draw arbitrary lines in the sand that dictate behavior. He does, however, acknowledge lines in the sand that others have drawn, insofar as his crossing those lines will have a demonstrable affect on how other people treat him: he's not going to overtly use underhanded tactics if doing so will alienate an otherwise important ally, for example. He's still subject to social pressures; he just views them cynically as things he needs to do to maintain social relationships, rather than as ironclad guidelines, and so he will cross those lines when doing so is more beneficial than maintaining the relationship that doing so might break.

On the Good vs Evil spectrum, Wolfgang assigns no inherent sanctity to sapient life. He believes that there is a value to life, but treats it as something that can be measured like any other resource, rather than something that is intrinsically invaluable. This means that Wolfgang has no qualms about killing, any more than he would have qualms about theft or vandalism, because that's all killing really is to him: an advanced form of destruction of property. Right away, this precludes him from being Good-aligned, in my eyes. Likewise, he does not believe that anyone has any inherent rights. If you are not strong enough to protect your own life, then you do not deserve that life. The point is that if someone can kill you, they have earned the right to kill you. Likewise, if you are not strong enough to protect your property, you do not deserve that property. If someone can steal from you, they have earned the right to steal from you. To Wolfgang, there is no should or should not - no right or wrong - only can and cannot. That said, Wolfgang is not a sadist; he takes no pleasure in causing harm in others. He steals when it is convenient, and he kills when it is convenient, but he does not revel in the act of stealing or killing itself, only in his capability to do so when necessary. Whether this is Evil or Neutral I think depends very largely on where you draw those lines, whether Evil is defined as simple a lack of moral compunction, or as deriving explicit pleasure from harming others. I generally define it as the former, but many people seem to define it as the latter.

On the Law vs Chaos spectrum, Wolfgang believes that laws are just arbitrary rules put in place by individuals or organizations strong enough to do so. He will follow a law only if he believes that the individual or organization that created that law is strong enough to either prevent him from breaking it, or to discover that he broke it and ensure he pays the penalty. He might also break a law if he believes doing so and paying the penalty is more convenient than not doing so. The point is, he does not hold the law as intrinsically sacred in any way. Laws are just particularly powerful entities imposing that strength on others, and if they are strong enough to impose them on him, then they will. He has nothing in particular against the order created by civilization - it can certainly be convenient at times - but he views it as the weak falling into line, rather than something he himself must work to uphold. This immediately precludes Wolfgang from being Lawful. However, Wolfgang isn't really actively fighting against order; he just doesn't pursue order for its own sake. And his actions certainly aren't capricious. Doing anything just for the sake of it, he believes, is a waste of time and effort. He is ultimately pragmatic. Indeed, he finds the excessive application of otherwise unnecessary cruelty to be rather distasteful. I generally would describe this as Neutral, but the lines in the Law vs Chaos spectrum are a lot more erratic from person to person, because Law vs Chaos isn't as clearly defined, being a sort of catch-all for what could be three or four separate, unrelated spectra.

Thus, I need to know where you draw those lines. I know you said that a lot of the mechanical impact of alignment is going to be house ruled out except for extreme examples, and I definitely appreciate that, but I can see interpretations of what I've just described viewing it as extreme in nature, so I want to have a clear understanding of how you feel about this description, so we're on the same page.

Regarding Submissions:
In my time playing D&D, my general approach has been to create a character, and then continue attempting to play that character until I get to run them through a campaign that reaches a satisfying conclusion, only creating new characters when an existing concept doesn't suit a campaign. I've had absolutely terrible luck finding campaigns, having participated in only two in the decade I've been playing D&D.

As a result, I have a number of character concepts in various stages of depth that I am interested in running. Several of them have higher priority over Wolfgang, but I previously passed over because they weren't suitable for leadership. In this case, the absence of leadership as a prerequisite opens up two additional character concepts that I'd consider running.

Some GMs have a one-submission-per-potential-player rule, so I wanted to ask before mocking up additional submissions: would you be amenable to multiple character submissions? If not, I'll probably cease working on Wolfgang (unless you really like the concept) and shift my submission to one of the other concepts, because Wolfgang is still fairly nebulous in my mind and that will make it a lot more difficult for me to roleplay him in a consistent manner.

And for our glorious leader, Artemis P:

Regarding Backstory:
If you wouldn't mind glancing at the backstory outline I've provided, I'd love to hear recommendations for how to alter it to better reflect Wolfgang as a subordinate. The core character (as described in Philosophy/Personality) is mostly set in stone, but I have very little attachment to the backstory at this stage. Having been a pirate at some point is really the only element that I would strongly desire to retain.


Inzeldrab is coastal then. Wunderschön.

Here's what I've thrown together.

Spoiler:
Context
  • equitorial archipelago east of Golm, Volligluck
  • Volligluck initially colonized by dissidents from Inzeldrab; semi-autonomous due to distance
  • minor port city on equitorial peninsula, Arglos
  • maritime trade opens up between Golapor and Inzeldrab, results in Arglos becoming major trade hub
  • Volligluck too far south for Inzeldrab to reasonably govern; insurrection
  • pirates begin praying upon naval trade between Golapor and Arglos
  • pirates support Volligluck insurrection in exchange for commission and safe harbor

Backstory

  • Wolfgang is born on Volligluck to a prostitute, father is absent and unknown
  • mother cannot support him, proprietor has no work for him, but does not put him out
  • at 14, Wolfgang is leased to privateers to pay the debt he has incurred being housed and fed by his mother's proprietor thus far, serves on the Red Fox as cabin boy
  • at 17, Wolfgang wins his freedom from the captain of the Red Fox through gambling; Wolfgang cheated
  • the captain refuses to honor the bargain regardless, and Wolfgang slits his throat in the night
  • the new captain, on a whim, grants Wolfgang his freedom, provided Wolfgang stay on as a privateer
  • Wolfgang agrees, and is nicknamed the Blood Wolf by the captain
  • at 23, the Red Fox is led into a trap by fellow privateer, and captured by the Inzeldrab navy
  • much of the crew is executed by hanging for piracy, but Wolfgang is spared
  • as a man with little prestige and no loyalty to the pirates, he could be useful
  • the Dragon knows that Wolfgang will act on her behalf, if that is in his own best interest
  • she demonstrates her power for Wolfgang, demonstrates the price of failure, the absence of possible escape
  • Wolfgang has no intrinsic loyalty to Inzeldrab, but he is loyal to himself, and serving Inzeldrab keeps him alive

I hope I am correct in my assumption that Inzeldrab is the nation which we will be serving. I poked around the blog, and noticed that it was referenced as a nation ruled by a dragon. If not, substitute that for the correct name. If any of these details don't line up with the world as it currently exists, let me know and I'll make alterations as necessary.

The major assumptions are that Inzeldrab has existed for at least 30ish years, likely much longer, that Inzeldrab would have any interest in colonizing an archipelago to the south for purely national reasons in the absence of an important resource on the island, that trade between Inzeldrab and Golapor is both possible (politically, economically, and physically) and that it's fairly recent (less than 30 years ago), and that Inzeldrab maintains a navy sufficient to deal with pirates, but is not willing or perhaps able to otherwise crush the rebellion on Volligluck.

Also, here's a link with vaguely where I imagine Volligluck and Arglos are located.
https://i.imgur.com/ZWd2TA1.png


Dotting for interest. Thinking of doing a former pirate that was captured by the Dragon's nation, and is being given a stay of execution to act on her behalf here because he wouldn't otherwise be recognized as an agent of her nation. Likely doing a Human Swashbuckler.

This is what I've got so far

Spoiler:
Appearance
  • Gender: Male
  • Age: 24
  • Height: 5'9" (175cm)
  • Weight: 179lbs (81kg)
  • Skin Tone: Jasper Orange (#de8f4e)
  • Iris Color: Olive (#808000)
  • Hair Color: Bistre Brown (#967117)
  • Hair Length: 4"
  • Hair Style: Wavy. Combed back.
  • Facial Hair Color: Bronze (#cd7f32)
  • Facial Hair Length: Clean-to-less than 3/20" (4mm)
  • Facial Features: Square jaw. Hooded eyes. Strong nose. Leathery skin.
  • Physique: Toned. Obviously does some form of manual labor.

Philosophy

  • Might makes right.
  • People lack intrinsic rights; they have the right to only what they can protect.
  • A person's life has a quantifiable value.
  • Will harm or kill others when doing so is more convenient than not.
  • Will steal or vandalize when doing so is more convenient than not.
  • Will lie, cheat, or manipulate when doing so is more convenient than not.
  • Revels in being strong, but not necessarily in inflicting harm.
  • Is not capricious; consistency through risk-reward evaluations.

Personality

  • Generally outgoing; puts on a show for others.
  • Tends to trivialize acts of cruelty in casual conversation, rather than making ominous threats or the like.
  • Open-minded; willing to hear others out and try new things.
  • Tries to plan ahead, but capable of improvising as necessary.
  • Hates when people ask for what they're not entitled; loathes when people snivel or beg.

Dorf Fort Philosophy

  • Does not respect the law.
  • Values loyalty.
  • Sees power over others as something to strive for.
  • Finds blind honesty foolish.
  • Greatly respects the shrewd and guileful.
  • Values eloquence.
  • Sees life as unfair and doesn't mind it that way.
  • Values decorum, dignity, and proper behavior.
  • Finds artwork boring.
  • Values cooperation.
  • Treasures independence.
  • Finds those that deny their impulses somewhat stiff.
  • Prefers a noisy, bustling life to boring days without activity.
  • Truly values merrymaking and parties.
  • Has a great deal of respect for worthy craftsmanship.
  • Believes that martial prowess defines the good character of an individual.
  • Really respects those that take the time to master a skill.
  • Values hard work.
  • Sees sacrifice (for others) as wasteful and foolish.
  • Views competition as a crucial driving force in the world.
  • Greatly respects individuals that persevere through their trials and labors.
  • Sees war as a useful means to an end.
  • Values knowledge.

Dorf Fort Personality

  • Does not easily fall in love and rarely develops positive sentiments.
  • Does not easily hate or develop negative sentiments.
  • Often feels envious of others.
  • Is often cheerful.
  • Almost never feels discouraged.
  • Has a calm demeanor.
  • Often feels lustful.
  • Can handle stress.
  • Is very greedy.
  • Occasionally overindulges.
  • Would never pass up a chance for a good fistfight.
  • Doesn't mind a little tumult and discord in day-to-day living.
  • Is a friendly individual.
  • Could be considered rude.
  • Is generally quite confident of his abilities when undertaking specific ventures.
  • Is please by his own appearance and talents.
  • Is very ambitious, always looking for a way to better his station.
  • Takes offered help and gifts without feeling particularly grateful.
  • Doesn't mind wearing something special now and again.
  • Finds the humor in most situations.
  • Doesn't tend to hold on to grievances.
  • Is sometimes cruel.
  • Tends to share his own experiences and thoughts with others.
  • Doesn't cling tightly to ideas and is open to changing his mind.
  • Is quite comfortable with others that have a different appearance or culture.
  • Does not generally respond to emotional appeals.
  • Does not go out of his way to help others.
  • Finds obligations confining.
  • Sees others as selfish and conniving.
  • Enjoys being in crowds.
  • Has an overbearing personality.
  • Likes a fast-paced life.
  • Seeks out exciting and adventurous situations.
  • Has an active imagination.
  • Does not have a great aesthetic sensitivity.

I have a question about the world before I started doing a backstory. Namely, I need to know where the game is taking place. You've got a world map and a local map, but I'm not sure where on Eldreon the Gelkrosh Region is located, or the Dragon's nation for that matter. Personally hoping it's vaguely western Golm, because that area looks the most likely to have pirates. Gotta make sure the concept is even viable before I go full dive into trying to work out a backstory, after all.


I've actually been taken by a strange mood and claimed a glass furnace, so I might be a while, but maybe my friend Vunomônor can tag in for me?

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