Isilda

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23 posts. Alias of Sapiens.


About Sapiens' Placeholder

Falanaiel
Aasimar (Angel-blooded) Antipaladin (Tyrant) 1
Height 6' 2''
Weight 180 lbs
Senses Perception -1, darkvision 60 ft.
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Defense:
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AC 17, touch 10, flat-footed 17 (+7 lamellar iron armor)
HP 12 (10 + 2)
Fort +4, Ref +0, Will +1
Initiative +0
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Offense:

Speed 30 ft. (20 ft. armored)
Melee
+1 BAB, +4 Str / +6 (1.5 Str)
- Greatsword +5 (2d6+6)[Slashing] 19-20/x2
{Power Attack: +4 (2d6+9)}

- Pickaxe +5 (1d8+6)[Piercing] x4
Ranged
- Javelin +1 (1d6+4)[Piercing] x2 (10 of them)

--------------------
Statistics:

Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 16
Base Atk +1; CMB +5; CMD 15
Favored Class Bonus +1 HP/level
Feats
Power Attack (-1 to hit, +2 to damage [+3 with two-handed]) - (Feat tax)
- (Lv. 1)
Traits
-
-
Skill points per level: 3
Skills(ranks)
- Diplomacy +7 (1 rank, +3 Cha, +3 class)
- Intimidate +7 (1 ranks, +3 Cha, +3 class)
- Sense Motive +3 (1 rank, -1 Wis, +3 class)
Armor Class Penalty -7
Languages Common, Celestial, Infernal
SQ
=== Race ===
- Celestial Resistance (resist acid 5, cold 5, electricity 5)
- Skilled (+2 Heal, Knowledge(planes))
- Spell-like Ability (alter self 1/day)
- Darkvision (60 ft.)
=== Class ===
- Aura of Evil (shine bright on Detect Evil)
- Detect Good (at will, move action to do a full check of a target)
- Smite Good (+3 to attack, +1 to damage)

Magic Items
Mundane Items Armor, weapons, (Anti-)Paladin's Kit (a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol)

Encumbrance 70/100-200-300 lbs. (light load)
Money 15 gp

Plans for feats:
3 Dazzling Display
9 Soulless Gaze
11 Mask of Virtue
13 Violent Display
5 Cornugon Smash
7 Shatter Defenses

----- Archive of Rejected and Tentative Characters -----

Brother Fearghus, Human Catholic Cleric:

NG Human Cleric (Ecclesitheurge) 5
Humanoid(human)
Init +1; Senses Perception +4
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Defense
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AC 13, touch 13, flat-footed 12 (+1 Dex, +1 deflection, +1 attunement)
HP 38 (8 + 5*4 + 2*5)
Fort +7, Ref +3, Will +9
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Offense
--------------------

Speed 30 ft.
Melee
- Quarterstaff +3 [1d6, Bludgeoning] x2 (attuned for +1)
Ranged
- Dagger +4 [1d4-1, Piercing] x2
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Statistics
--------------------

Str 8, Dex 12, Con 14, Int 12, Wis 18, Cha 14
4th level +1 to Con
Base Atk +3; CMB +2; CMD 13
Favored Class Bonus +5 skillpoints
Feats
- Selective Channeling
- Scribe Scrolls
- Extra Channel
- Quick Channel
Traits
- Child of the Temple (+1 to Knowledge(local) and (religion))
- Nomadic (+1 to Survival, Survival as class skill)
Armor Class Penalty 0
Skills(ranks)
(5 skill points/level) (2 base, +1 Int, +1 FCB, +1 human)
- Craft(calligraphy) +4 (1 rank, +0 Int, +3 class)
- Diplomacy +10 (5 ranks, +2 Cha, +3 class)
- Heal +8 (1 rank, +4 Wis, +3 class)
- Knowledge(history) +4 (1 rank, +0 Int, +3 class)
- Knowledge(religion) +9 (5 ranks, +0 Int, +3 class, +1 trait)
- Linguistics +4 (1 rank, +0 Int, +3 class)
- Profession(brewer) +8 (1 rank, +4 Wis, +3 class)
- Sense Motive +12 (5 ranks, +4 Wis, +3 class)
- Survival +12 (5 ranks, +4 Wis, +3 class)
Languages Irish Gaelic, Latin
Special Qualities
- Aura (Good, Strong)
- Channel Positive Energy (3d6, 7/day, DC 14, can spend 2 uses to channel as a move action)
- Domains:
- - Knowledge(Memory subdomain, primary domain)
- - Healing(Restoration subdomain, secondary domain)
- - Protection(Defense spells only))
- Blessing of the Faithful: Standard action, bless one ally within close rangewith a +2 sacred bonus on attack rolls, skill checks, ability checks, or saving throws or to AC until next turn. Can spend 1 channel energy to have it last a number of rounds equal to the number of channel energy dice (3).
- Bonded Holy Symbol: Must use it to cast or have to do a Concentration check. 1/day, can cast any cleric spell without preparation.
Domain Powers
- Recall (Memory): can touch creature to allow them to reroll a Knowledge check done in the last minute, with a bonus equal to Wis. Can be used 3 + Wis times/day.
- Restorative Touch (Restoration): Can touch a creature to remove the dazed, fatigued, shaken, sickened, or staggered condition. Can be used 3 + Wis times/day.
Special Attacks --
Magic Items Bonded Holy Symbol (wooden cross)
Usable Items --
Mundane Items --
Encumbrance --
Money --

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Magic
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Concentration +9 (level 5 + 4 Wisdom) +4 for Combat Casting
Spells prepared
Level 0
- Create Water
- Guidance
- Resistance
- Detect Magic
Level 1
- Bless
- Command
- Protection from Evil
- Sanctuary
- Shield (domain)
Level 2
- Bull's Strength
- Hold Person
- Lesser Restoration
- Barkskin (domain)
Level 3
- Bestow Curse
- Prayer
- Protection from Energy (domain)

----------------[ spoiler=Backstory]
When Brigit, second of three daughters of the rí mór túath of Waterford, was found to be pregnant out of wedlock, her father was faced with a choice. Raising the bastard would have meant giving up Brigit's bethrotal to the young son of a rival toísech, a bethrotal which meant the end of a blood feud, but gaining a male descendant of his dinasty, something he craved. The Overking pondered the matter, while keeping the daughter away from the public eye, and ultimately decided to leave the infant to the nearby Kilcolumb Monastery.
The monks were used to raising abandoned children, and took in the foundling. Unlike many tales, there were no signs of his birth: no expensive cloth wrapped around him, no heraldries or heirlooms for him to know who his real parents were. The boy, named Fearghus, grew up with a score of other foundlings in the abbey.
He took the vows, of course. He had never known any sort of different life, he was unfit for war and struggle, and his faith was as deep as any other monk. His days were spent illuminating codexes, learning the herbal arts, and how to get beer from barley and hops. It was a good existence.
The day he realized that his conduit to the divinity was stronger than he had anticipated was in equal part glorious and terrifying: if he realized the privilege and honor that being a miracle worker carried forth, the possibility of being accused of witchcraft were concrete. He spent a week in prayer, meditation and thought, until inspiration struck, in the form of Saint Colmcille, the founder of Kilcolumb. The wandering monk and preacher had roamed the country, founding monasteries and spreading the Good Word, like an apostle.
From there, Fearghus' choice was easy. He took the little he had: his clothes, a walking stick, a Bible and a few rolls of parchment, and set off northwards, marking the start of his life as a pilgrim.
[ /spoiler]

Moriko Swampstrider, Grippli SoP Druid/Wandslinger:

Moriko Swampstrider
Neutral Good Grippli Druid(Spirit Mender) 2 / Gunslinger(Wandslinger) 2
Init +3; Senses Perception +8, Sense Motive +3, darkvision 60 ft.
Height 1'11' Weight 31 lbs.
Grit 3/3
Spell Points 6/6

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Defense
--------------------

AC 19, touch 19, flat-footed 15 (+3 Dex, +3 Wis, +1 spiritual, +1 size, +1 dodge)
HP 22 (+2 Con)
Fort +4, Ref +6, Will +6
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Offense
--------------------

Speed 30 ft. climb 20 ft.
Melee
+2 BAB, +3 Str, +1 size
- Stone Light Mace +6 [1d4-1, Bludgeoning, x2]
- Dagger +6 [1d3-1, Slashing/Piercing, 19/20 x2]
Ranged
- Destruction Battered Wand +6 [1d6, Bludgeoning]
- Net +6 [touch attack, entangles]
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Statistics
--------------------

Str 8, Dex 16, Con 13, Int 12, Wis 16, Cha 10
Base Atk +2; CMB 0 (+4 for disarm, sunder or trip); CMD 17
Favored Class Bonus +2 skillpoints
Feats
- Precise Shot (no penalties for shooting into melee)
- Cantrips (free) (can do a variety of magical effects)
Traits
- Slippery(Combat) (+1 to Stealth, it's a class skill)
- Healing Reserve (1/day, can lose 1 HP to gain 1 temporary SP for Life Sphere)
Skills(ranks) 6 + 2 BG ranks/level (+1 Int, +1 FCB, + Acrobatics and Swim for Spheres)
- Acrobatics +9 (2 ranks, +3 Dex, +3 class, +1 Sphere bonus)
- Climb +12 (2 ranks, -1 Str, +8 racial, +3 class)
- Knowledge(nature) +8 (2 ranks, +1 Int, +3 class, +2 nature sense)
- Perception +8 (2 ranks, +3 Wis, +3 class)
- Spellcraft +6 (2 ranks, +1 Int, +3 class)
- Stealth +13 (2 ranks, +3 Dex, +3 class, +1 trait, +4 size) [+4 in forests and swamps]
- Swim +4 (2 ranks, -1 Str, +3 class)
- Survival +10 (2 ranks, +3 Wis, +3 class, +2 nature sense)
Background Skills(ranks)
- Handle Animal +5 (2 ranks, +0 Cha, +3 class)
- Sleight of Hand +8 (2 ranks, +3 Dex, +3 class)
Armor Check Penalty 0
Languages Grippli, Common, Sylvan, Druidic
SQ
---Racial---
- Camouflage (+4 to Stealth in swamps or forests)
- Glider (half falling distance, can move horizontally half that distance)

---Druid---
- Nature Bond (Plant Domain/Nature Sphere)
- Nature Sense (+2 to Knowledge(nature) and Survival)
- Wild Empathy (can use Diplomacy to influence animals)
- Spiritual Protection (Wis to AC)
- Attendant Spirits (always clean, bonus against metallic and alchemical bindings)
- Bound Spirits (gain 3+Wis spirits, can use them in various ways)
- - Aid the Living (+1 +1/5 levels to attacks and saving throws to a human, animal, magical beast or plant)
- - Lovelorn Spirit (stabilize an ally at negative HP, grant them 2/level temp HP for 1 minute)
- - Open Arms (affect 1/2 levels allies with a Life sphere ability)
- Effortless Stride (move through difficult terrain, take no Stealth penalty for moving)

---Gunslinger---
- Grit (max equal to Wis)
- Tools of Destruction (can craft and use wands)
- Gritty Activation (can activate or recharge wands using grit points)
- Deeds
- - Steady Aim (can take a move action or spend 1 grit point to increase the range of a Destruction wand by 5 ft./level)
- - Gunslinger's Dodge (can spend 1 grit point as an immediate action to move 5 feet and gaining +2 AC, or drop prone to gain +4 AC)
- Nimble (+1 +1/4 levels beyond 2 to AC and CMD when unarmored or light armored)

---Mythic Abilities - Hierophant---
- Hard to Kill (automatically stabilize, dies at -[2xCon score])
- Mythic Power (3+tier uses/day)
- Surge (immediate action to add 1d6 to any d20 roll)
- Divine Surge: Inspired Spell (to be concorded with the GM)
- Mythic Feat: Extra Path Ability - Eldritch Breach (roll twice and take highest on CL checks)

If possible
- Path Ability: Legendary Item: Rashalin, Fiery Wrath, NG Wand of Destruction
- - Properties: Intelligent (x2), Upgradable
- - Int 14, Wis 12, Cha 10, Ego
- - Purpose: to defend the swamp dwellers
- - Expanded Senses (60 ft.)
- - Spellcasting (to be concorded with the GM)

Magic Items --
Mundane Items
Usable Items
Encumbrance light load (please don't make me count it)
Money 1000 -20 net -1 mace

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Practitioner (no progression)
--------------------

Martial Tradition: Free Runner (giving up martial weapon proficiency)

Athletic Sphere (regain martial focus when withdrawing)
- Run package (keep Dexterity to AC while running, run at 5x speed)
- Expanded Package (leap, Swim)
- Leap package (reduce height fall by 20 ft. wth a DC 15 Acrobatics check, +10 ft. for 10 points over DC)
- Swim package (can charge and Withdraw while swimming, can make standard actions without losing breath, double swimming speed)
- Wall Stunt (can use Acrobatics to jump off a wall while falling, and decrease falling damage, can run alongside walls)
- Moving Target[i] (when moving more than 5 ft., gain 20% miss chance against ranged attacks)

--------------------
High-Caster
--------------------

Caster Level: 2
Casting Modifier: Wisdom
Save DC: 14
Spell Points: 6 (2 from levels, 3 from Wis, +1 drawbacks)
Magic Talents: 7 (2 from levels, 2 bonus, 2 bonus Alteration, free Nature Sphere)

Custom Casting Tradition - Shamanism
- Somatic Casting (2)
- Verbal Casting
- Magical Signs (spirits swirl around him, temporarily visible)
- Easy Focus (boon)
- +1 spellpoint, +1 per 3 levels in casting classes

Alteration Sphere (can give 1 trait +1/5 CL)
- [i]Mimicry
(can study a creature to gain the corresponding talent)
- Size Change (can enlarge or reduce by 1 step, +1 per 5 CL)
- Flesh Warper (drawback) (can't shapeshift self)
- Rebound (drawback) (if an unwilling target saves, must save or get that same effect)

Life Sphere (can use several abilities) (cure 2d8+CL)
- Restore Health (cure heals 1d8 extra, restore heals poison and disease)

Nature Sphere (can use geomancing)
- Plantlife Package (can use several abilities)
- Expanded Geomancing (water)
- Water Package (can use several abilities)

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Backstory
--------------------

The Narlmarshes, in the Stolen Lands, are the largest swamp in Golarion, rich in wildlife of all kinds, from the quietest mammals to the aggressive owlbears and trolls. The Narlmarches also used to host one of the largest druidic circles of the region, vowed to the protection of nature's balance in the wildlands and to the celebration of rot and decay as a part of the cycle of nature, rather than something negative. Child of two more grippli druids, Moriko was promising at a young age.

More importantly, however, was his tie to the spirits: mystical entities born from the overflow of life in the swamp, from its inherent fertility. And among these spirits there was a different one, one that Moriko called "Rashalin". While most of the spirits were kind souls, of life and birth (most spirits of death and disease didn't like to bond), Rashalin was a warrior spirit of might and wrath, the soul of an elven paladin of Ketephys that ages ago had been a protector and a warden of the green.

The quiet of the Narlmarshes circle was disrupted, however, as the peaceful insects that lived in the swamp were corrupted by servants of Deskari, and with them their druids. Turned to blighted defilers, these renegade druids massacred the remaining members of the circle in a swift act of betrayal, but Rashalin saved Moriko: as the small frog was about to be smitten by the unholy foes, the spirit possessed a stick of wood, and all of her righteous wrath smote the attacker, an onslaught of magic attacks channeled by her desire to protect Moriko.

Rashalin stopped speaking to Moriko that day, the spirit weakened by the magic display, but Moriko, now alone, had a quest: he would trace the minions of the Locust Lords back to the Worldwound, and cut the problem at the stem by joining the Mendevian crusade.

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

About as tall as a human child, this brown frog stands on its hind legs. He's wearing a simple spun tunic under several simple, tribal ornaments like feather necklaces.

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Personality
--------------------

Moriko is usually very laid-back. He lies to consider problems from several perspectives, and is not one to rush into action. He calmly chats and offers advice even during fights, defending himelf until he finds a chance to strike effectively.
In social contexts, he has little to no knowledge of what is and isn't appropriate. He could say things that he had no idea were supposed to be secrets, take a bath in public without regard for others' sense of decency, and he has the disgusting habit of eating flies out of the air with his tongue.

Write 5 background and concept elements that you feel are important to your image of the character.
Other than the written background, 5 more:
- His first motive to join the Crusade was to reclaim his circle, but as he's seen what's at stake, he's more and moire convinced that the demons have to be stopped my any means necessary.
- He has a habit of speaking to the invisible spirits that are drawn to him, as well as his walking stick/wand. He can seem kooky to onlookers.
- He always likes to give advice, but he knows next to nothing on social interaction.
- He survived a purge on his druidic circle, operated by Deskari's minions, and doesn't like to speak of that.
- The reason he was granted mythic power is that Terendelev saw the spirits of life and rebirth enshrouding him, a sign of a pure, merciful soul.

List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
- His primary goar is to stop the minions of Deskari, cutting the influence that corrupted his native circle.
- My principal goal is to play an uncommon character, with a mind working very differently from a human. What better than a frog?

List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
- Rashanalin, the spirit of his wand, claims to be a paladin, but she Fell due to her wrath, refusing to show mercy. Moriko feels guilty using her abilities, as she's a force of destruction without creation, and would like to grant her repose, but doesn't want to lose his best friend.
- During the purge of the circle, Moriko was briefly dominated by Deskari's minions. He came to his senses after murdering a fellow druid, and he has no memory of the incident, but subconscious remorse played a large part in his heading to the Crusade.

Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
- Do intelligent items count? If so, Rashanalin, the spirit tied to his wand. A fallen elven Paladin, she has lost most of her memories. She's fierce and terrible in opposing evil, channeling her wrath into blasts of energy, focused by Moriko's walking stick.
- If they don't count, Suwaya Thornheart, Moriko's mother. A bright blue, poisonous Mantella druid, she was kind but stubborn and quick to anger. She left the circle after a furious debate with the elders, and her whereabouts are unknown.
- Esmeralda Rosetti, a Varisian fortuneteller and Suit Seeker inquisitor of Desna, she found Moriko stealing in Mendev, not knowing of economy. Herself traveling to Kenabres, she took him in and taught him about society. She's a sarcastic, snarky woman, and has no interest in the Crusade, but she's looking for cards that are part of an ancient, powerful enchanted Harrow deck.
- Rodyen Gesdragh, an Orc shaman who spread Deskari's teachings in the druid circle. He's the one who tried to murder Moriko, but was knocked out by him and Rashanalin. His failure earned him a harsh punishment from Deskari, and he's been tracking Moriko to finish his task.

Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
- He has a habit of eating flies, snatching them from the air.
- He likes to rest on the shoulders of larger characters, and to climb high places using his natural agility.
- If uninterested in a conversation, he'll just move away, not caring of what the other may think.

Konrad Schroedersen, Gnome Elder Mythos Cleric:

Konrad Schroedersen
CN Male Gnome Cleric (Elder Mythos Cultist) 1 / Unchained Monk (Scaled Fist) 1
Init +2; Senses Perception -1 (-3 sight-based) Darkvision 60 ft.
Sanity Score 36, Edge 18, Threshold 4

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Defense
--------------------

AC 18, touch 18, flat-footed 16 (+2 Dex, +4 Cha, +1 dodge, +1 size)
HP 22 (10 + 8 +2*2)
Fort +7, Ref +4, Will 7 (-2 against mind-affecting, fail on confusion, insanity and nightmare if CL>character level, +2 against illusions)
[clerig HLH, UMonk HHL, total +3 +2 +2]
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Offense
--------------------

Speed 20 ft.
Melee +1 size
- Unarmed Strike/Touch Attack +2 [1d4 Bludgeoning, x2]
Ranged
- Ranged Touch Attack +2 [n/a]
--------------------
Statistics
--------------------

Str 10, Dex 14, Con 18, Int 10, Wis 8, Cha 18
Base Atk +1; CMB +2; CMD 15
Favored Class Bonus +2 skillpoints
Feats
- Selective Channeling
- Improved Unarmed Strike
- Dodge
- Stunning Fist (DC 15, 1/day)
Traits
- Dangerously Curious (UMD as class skill, +1 to UMD)
- Formerly Mind-Swapped (can reroll Knowledge 1/day)
- Planar Savant (Charisma to Knowledge(planes))
- Oblivious (Drawback, -2 Sense Motive, sight-based Perception)
Skills (2 base +1 Int = 3/level (+2 monk))
- Acrobatics +7 (2 ranks, +2 Dex, +3 class)
- Knowledge(arcana) +10 (2 ranks, +1 Int, +3 class, +2 profane, +2 racial) [+2 on Elder Mythos]
- Knowledge(planes) +11 (2 ranks, +4 Cha, +3 class, +2 profane)
- Spellcraft +6 (2 ranks, +1 Int, +3 class)
- Use Magic Device +9 (2 ranks, +4 Cha, +3 class, +1 trait)
+1 racial Bluff and Diplomacy, -2 trait Sense Motive and sight-based Perception
Background Skills
- Craft (calligraphy) +6 (2 ranks, +1 Int, +3 class)
- Linguistics +6 (2 ranks, +1 Int, +3 class)
Racial Traits
- Academician (+2 Knowledge(arcana))
- Gift of Tongues (2 languages per Linguistics rank, +1 Bluff, Diplomacy)
- Darkvision 60 ft.
SQ Channel the Void (1d6, harm fleshy creatures, Fort DC 14 half, 7/day)
- Racial SLAs: 1/day dancing lights, ghost sound, prestidigitation, speak with animals.
- Domain: Void (Dark Tapestry)
- - It Came From Beyond (1/day, summon advanced creature)
Languages Common, Gnome, Sylvan, Draconic, Varisian, Varisian Sign Language, Elven, Dwarven
Magic Items --
Scrolls --
Mundane Items --
Usable Items --
Encumbrance --
Money 500 gp

--------------------
Spells Prepared (3/2+1) CL 1 Save DC 14+level
--------------------

Level 0
- Detect Magic
- Light
- Read Magic
Level 1
- Cure Light Wounds
- Summon Monster I
- Feather fall (domain)
--------------------
Appearance
Looking unhinged even by gnomish standards is no small feat, but Crundin manages it. Apparently, every part of his clothing has been taken somewhere and hodge-podged into a patchwork of rags in clashing colors, mold growing in spots, although no unpleasant smells come from him. His ash blond hair hasn't seen a comb in weeks, possibly months. Everything in him gives off an impression of being unkempt and abandoned, but his eyes are awake and feverish, ever moving, following thoughts or figments.

Personality
Rather than excitable as gnomes often are, Crundin is constantly in a status of intense focus, although his concentration can easily switch to unrelated things. When something catches his attention, it is undivided and total, but if a foreign thought enters his mind, he's likely to just drop what he was doing.
He's not an especially good person, doesn't see the purpose in helping others for the sake of it, but he understands the advantage that comes from working together others and being trusted.

Nightshade, Human Psychic:
M-55086 "Nightshade"
Male Human (French) Psychic (Amnesiac, Psychedelia) 1
Init +2; Senses Perception +3

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Defense
--------------------

AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 7
Fort +1, Ref +2, Will +4 [+4 against drug addiction]
--------------------
Offense
--------------------

Speed 30 ft.
Melee
- Light Mace +0 [1d6][Bludgeoning]
Ranged
- Dagger +2 [1d4][Slashing] 19-20/x2
--------------------
Statistics
--------------------

Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 12
Favored Class Bonus +1 skillpoint
Feats
- Iron Will
- Familiar Bond (Figment Raven)
Traits
- Student of Philosophy (Int to Diplomacy to persuade and Bluff to lie)
Skills (2 base +3 Int +1 human +1 FCB= 7/level)
- Bluff +7 (1 rank, +3 Int, +3 class) [+3 to feint or other]
- Knowledge(arcana) +7 (1 rank, +3 Int, +3 class)
- Knowledge(nature) +7 (1 rank, +3 Int, +3 class)
- Knowledge(planes) +7 (1 rank, +3 Int, +3 class)
- Knowledge(religion) +7 (1 rank, +3 Int, +3 class)
- Perception +6 (1 rank, +2 Wis, +3 class)
- Spellcraft +7 (1 rank, +3 Int, +3 class)
Occult Skill Unlocks Phrenology, Read Aura
SQ Phrenic Pool (2 points), Will of the Dead (can spend 2 points to affect undead with mind-affecting), Cognatogen (1/day, 1 min/level, +4 Int/-2 Str)
Languages English, French, German, Italian
Magic Items --
Scrolls --
Mundane Items
Usable Items --
Encumbrance --
Money 70 GP (SPEND THEM!)

--------------------
Spells Known (per day inf/4)
--------------------

Level 0
- Dancing Lights
- Detect Magic
- Prestidigitation
- Telekinetic Projectile
Level 1
- Polypurpose panacea (discipline)
- Summon Monster I
- Amnesiac Slot
--------------------
Appearance
This prisoner looks like he hasn't been fed in several days or seen the sun in several months, his eyes burning feverishly in a sunken, pale, gaunt face framed by shaggy hair. His gaze is erratic, following something only he can see, and his clothes stink of opium. A plucked raven pokes her head from the tattered rags clothing him.

Charlotte
Named after Nightshade's first love, this scruffy, ruffled imperial raven tends to slip away from gazes, minds slipping over her as if trying to remember a dream. She likes to rest in the folds of Nightshade's clothes.
Raven Figment familiar (1 HP). As soon as I get Improved Familiar Bond I'd also make her a Sage.

Name to be changed, Kinetic Knight:

Sogreth Meerkrutz
LG Dwarf Kineticist (Kinetic Knight) 1
Humanoid (dwarf)
Init +0; Senses Perception +5
--------------------
Defense
--------------------

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 studded leather armor) +4 against giants
HP 13 (8 +4 Con +1 FCB)
Fort +6, Ref +3, Will +1 +2 against poison, spells and SLAs
--------------------
Offense
--------------------

Speed 30 ft.
+1 attack against orcs and goblinoids.
Melee
- Kinetic Blade(earth) +3 (1d6+5)[B/S/P] x2
Ranged
- Javelin +0 (1d6+3) [Piercing] x2 Ammo:x5
--------------------
Statistics
--------------------

Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +3; CMD 13 +4 against bull rush and trip
Favored Class Bonus +1 HP/level
Feats
- Power Attack
Traits
- Grounded (+2 to Acrobatics when balancing, +1 Reflex)
- Kraggodan Castaway (bonus Undercommon language, stabilizes underground)
Skills(ranks)
Armor Class Penalty -1
(4 skill points/level)
- Diplomacy +3 (1 rank, -1 Cha, +3 class)
- Perception +5 (1 rank, +1 Wis, +3 class) +2 for unusual stonework
- Sense Motive +5 (1 rank, +1 Wis, +3 class)
- Use Magic Device +3 (1 rank, -1 Cha, +3 class)
Background Skills(ranks) Have to check if used
+2 for metal and stone
- Craft(weapons) +4 (1 rank, +0 Int, +3 class)
- Craft(armor) +4 (1 rank, +0 Int, +3 class)
Languages Common, Dwarven, Undercommon
Special Qualities Hardy, Craftsman, Stonecunning, Defensive Training, Burn, Gather power
Special Attacks Kinetic Blast (Kinetic Blade)
Magic Items --
Mundane Items weapon, armor, Explorer’s Outfit
Encumbrance 21/26-53-80 lbs
Money 5gp

--------------------
Wild Talents known
--------------------

Infusions
- Kinetic Blade - 0 burn
- Pushing Infusion - 1 burn (can bull rush using Con instead of Str)
Utility
- Basic Geokinesis

----------------Backstory
Strong stood Kraggodan among the Mindspin Mountains, a proud stronghold, known across all of Nirmathas. And it was in this proud city that Sogreth was born, an ordinary dwarf by all accounts.
His unusual talents lay dormant during his childhood and adolescence: stout and strong, he trained as a blacksmith. The first time he did something out of the ordinary, he was sixty-three years old. He had joined a mining party, as his mentor had wanted him to get familiar with the mineral veins and the purity of the metal, and he was surveying what appeared to be a trace of mithral, when the ground shook, collapsing the ceiling and burying him away from the tunnels. He was alone, without a pick, a shovel or food, and in a fit of desperation he punched the debris with all of his strength. To his wonder, rather than his bones, it was the rock that cracked and splintered, as a layer of hardened stone had coalesced around his fist. It took him just a few minute to learn how to replicate the effect, and through strenuous effort he punched through earth and rubble until he had managed to break through.
Kinesis, said the arcane scholars of Kraggodan as they examined him. A partially magical quirk, denouncing attunement to an element, not unlike an elementalist Wizard's powers, but more restricted, focused, and fueled by raw robustness and tenacity rather than study and wit.
This newfound power didn't change his life that much: there was little chance for fighting in the city, and he wasn't interested in joining the militia, although he somewhat trained in combat techniques.
What changed his life, instead, was Mirasol Coleet. Half-elven, dark-haired and ever-smiling, she had come to the Sky Citadel as a trainee gemcutter, and her skill was impressive for one so young, by dwarven standards. But among a hundred gems she worked, Sogreth thought her eyes to be the most magnificent, lovestruck at first sight. Courtship was a hard toil, but Sogreth's infatuation didn't waver, and eventually made breach into her heart, culminating in a marriage under the full moon.
The couple lived happily until the day Mirasol received a letted from a village called Phaendar, where her mother lived. The elderly human woman had taken ill, and she asked her daughter to come to her for one ast time. Together with her, Sogreth moved away from Kraggodan, gingerly leaving his hometown, an uneasy feeling in his guts. After his mother-in-law had passed away, the couple decided to remain in Phaendar for a little longer, and that's when news reached them, news of a Molthuni siege that had cut Kraggodan off from the rest of Nirmathas...
----------------Personality
Following this example.
Sogreth's Primary Motivators are Benevolence and Domesticity: he wants to see Mirasol safe and happy, and he's willing to risk his life to this purpose.
Sogreth's Emotional Disposition is Calm, his Moodiness is Even-Tempered: he always tries to evaluate a situation rather than rushing in.
Outlook: Optimistic
Integrity: Conscientious
Impulsiveness: Controlled
Boldness: Cautious but not cowardly
Agreeableness: Agreeable but still gruff
Interactivity: Reserved
Conformity: Conventional

Seamus McCormick, Irish Catholic Paladin:

Seamus McCormick
Male Human Paladin 2
Init +1; Senses Perception +4
Height 6'2'' Weight 190 lbs.
Battlecry "Libera a malo!" ("Free(us) from evil")

--------------------
Defense
--------------------

AC 20, touch 11, flat-footed 19 (+1 Dex, +9 full plate)
HP 18 (2d10+2)
Fort +7, Ref +4, Will +5
--------------------
Offense
--------------------

Speed 30 ft. (20 in armor)
Melee +2 BAB, +3 Str, +1 mw, +1 focus
- Masterwork Greatsword +7 (2d6+4)[Slashing] 19-20/x2
Ranged
- Javelin +3 (1d6+3)[Piercing] x2
--------------------
Statistics
--------------------

Str 17, Dex 12, Con 12, Int 10, Wis 9, Cha 16
Base Atk +2; CMB +5; CMD 16
Favored Class Bonus +2 skillpoints
Feats
- Power Attack
- Weapon Focus(greatsword)
Traits
- Seeker (+1 to Perception, Perception as a class skill
- Dangerously Curious (+1 to Use Magic Device, UMD as class skill)
Skills(ranks) 4 ranks/level
- Diplomacy +8 (2 ranks, +3 Cha, +3 class)
- Sense Motive +4 (2 ranks, -1 Wis, +3 class)
- Perception +3 (1 rank, -1 Wis, +3 class)
- Use Magic Device +8 (2 ranks, +3 Cha, +3 class)
- Knowledge(religion) +4 (1 rank, +0 Int, +3 class)
Background Skills
- Linguistics +5 (2 ranks, +0 Int, +3 class)
- Profession(farmer) +3 (1 rank, -1 Wis, +3 class)
- Perform(string instruments) +7 (1 rank, +3 Cha, +3 class)
Armor Check Penalty -6
Languages English, Irish, Latin, Celestial

SQ Aura of good, detect evil, smite evil 1/day, divine grace, lay on hands (4/day)
Mundane Items Weapon, armor
Encumbrance 86/86-173-260 lbs. (light load)
Money 150 gp (pounds?)

Backstory
Kilkenny, Ireland, 1860.
My dear brother John,
Thank you for the money you sent, we paid off the last of Pa's debt and the farm's all ours again. The crop looks good this year, I believe that we'll manage to set some coins aside for the rainy days, though you'll remember how much rain you got here.
We received your picture of young Patrick, tell 'im that his uncle, aunt and cousins are so very proud of him. Had they told me my first nephew would become a doctor in America, I'd have thought they'd be tryin' to fool me. But you worked yourself to the bone and managed to gave 'im a future, you worked a miracle. I'll be toasting to him next Saint Pat's Day.
On other news, Mary's with child again! I think if it's a boy we'll call 'im Seamus, like Pa. I miss 'im, John, the house isn't the same without him cursing and singing while carving wood. Thankfully, I've got Eoin, Catherine, Thomas and Bridget to fill the home, and soon little Seamus will join the troublemakers.
Here's to hoping to see you again soon,
Your brother,
Mark McCormick

Kilkenny, Ireland, 1870.
My dear brother John,
My heart weeps for Sarah. What a cruel fate for Patrick, to survive the war unscathed just to have his wife stolen by an illness. But tell 'im that it wasn't his fault. God has a plan for all of us, and the pain just means that he loved much. I had Father O'Donnelly write some lines for you and him, you'll find them with this letter. I hope you remember the old priest.
Mary's been taken ill this winter, and though she's healed, she's now weaker than she was. Eoin left home in spring, just as his Ma was no longer sick, and he's gone off to Cork, got 'imself enlisted in a mercantile ship. Perhaps you'll meet 'im in some harbor there in your countries. Bridget, on the other hand, is going to be married to Dylan McGrath next June, and she'll leave home too. Little Seamus is nine now, and he's growing big and strong: thanks to the good harvests in the last years, we haven't lacked for food, and O'Donnelly taught 'im to read and write.
Take care,
Your brother,
Mark McCormick

Kilkenny, Ireland, 1880.
My dear brother John,
After I buried Mary I thought that my misery couldn't be any worse. I was wrong. The famine was terrible this year, we've lost almost all of our money. Unless we have a good crop next season, I'm afraid we'll have to ask for money again.
But there are some good news too: Catherine has had another baby, she's called him John just like you, and Seamus, bless his heart, has been working 'imself to the bone to help us. Last year he was drafted in the military, and he sent home most of the money they paid him, while me and Thomas tried to salvage the crop. He's a good boy, tall and strong but always smiling and well-loved, curious and kind. Father O'Brien, who was sent after O'Donnelly passed away, says that he's one of the most God-loving souls that he's ever seen, and that he'd make a great priest, but I don't reckon it's 'is calling. He's come back from the army wit' some kind of huge, old sword, and he's been playin' with it like a barbarian of the times before Saint Patrick.
May your days be bright and your glass full,
Your brother,
Mark McCormick

Kilkenny, Ireland, 1885.
Dear uncle John,
Please forgive me for bearing bad news, but if you ever planned to see your brother again, I think you'd better come quicly.
Pa's acting like everything's the same, but I see 'im getting two years older with every winter. He never recovered from losing Eoin in that storm, and he can't manage to keep the farm going. I've arranged for Thomas to take over, he's got a family of his own now and he's good with land, while Pa can stay home or with Father O'Brien.
Myself, I'm leaving the Emerald Isle, hopefully not for long. O'Brien managed to find me a very good job in London, going there I'll manage to send enough money home to pay off the debt and keep our land to the McCormick name.
Here's to hoping to see you soon,
Your nephew,
Seamus McCormick

London, England, 25th October 1889
To the attention of the Most Reverend Fathers Sunlight, Moonlight and Candlelight
I can report that the mission was a success, though it came at a hard price. The Peddler of Trinkets double-crossed us, just like we expected, but the Veilweaver was involved as well. We reacted as fast as we could, striking them both down, but we were too late to help Brother Sebastian, who was distracted and got stabbed in the back by the Veilweaver.
Despite the loss, we managed to pinpoint the location of the cultist's base. They refused an offer of surrender and attacked us, but we had anticipated that possibility. Me and Smithson held them at bay while Ms. Randhawa freed the prisoner and led her to safety. There were no survivors among the cultists, but the prisoner is safe, if somewhat harmed.
As I end this report, I have to ask for a favor of a personal nature: I would ask your Excellencies to please allow me to return to my homeland for a few months. My father is dying.
In nomine Dei Patris, et Filii, et Spiritus Sancti, haec scripsit servus vester,
Seamus McCormick

Appearance
Seamus is tall, broad and imposing. His eyes are green as a meadow, his hair are a fiery Irish red, and he keeps a short beard.
When not "on duty" he usually wears casual, cheap clothes: simple cotton shirts with woolen coats against cold and tough breeches. His only expensive item of clothing is a black travel cloak that was Father O'Brien's parting gift when he left Ireland.
When acting on behalf of the Chantry, Seamus dons a heavy steel plate armor and a greatsword, covered in a white cape embroidered with a black cross, unless he has to hide his faith, but he's usualy anything but subtle. From the decorated cross-guard of his greatsword to the cross on his breastplate, he's proud of his faith, which he believes sends evil cowering and bolsters good.

Personality
Seamus knows that much in the world is grim. He lost his mother when he was 13, he grew up through the occasional famines and outbreaks of disease, and he's seen the seedier underbelly of London. However, for this very reason, he wants to bring some sunlight into it. He smiles the brightest when times are the hardest, he cares for the weak, the poor and the downtrodden, and he's a trustful soul who always tries to see the best in people. This means that he's a bit naive, but he never lets anyone fool him twice, and should someone suffer because of him giving trust to the wrong person, he would seek retribution.
He's deeply religious, but far from a stick in the mud. After all, he's Irish, so he takes great joy in drinking, singing and carousing, he's a big eater and has a soft spot for girls, especially if they have the red hair that reminds him of his homeland.
As for group dynamics, he takes great pride in being dependable and trustworthy. He's always ready to listen to one's problems, never judgemental. It's not his place to judge, after all.
As for goals: as simple as it seems, Seamus wants to fight against evil and protect innocents. He went to the Society as a job to make money, he stayed because here he'd found something worthwhile to do with his life, at the service of God and his fellow man.
But if you ask me for my own goals for the character... I want to test him. He's a good-hearted Paladin (not a Mary Sue, I hope, just someone genuinely nice) in a dark, gritty world. So, throw your best emotional punches at him. Have him face suffering and horror, I want to see if and how he'll manage to stand against a tide of darkness. (Just please, don't be one of those masters who have Paladins Fall just for kicks).

Connor Alpenbaum, Human Scaled Fist Unchained Monk:

Connor Alpenbaum
LG Male Human Unchained Monk (Scaled Fist) 1
Init +2; Senses Perception +4
Height 5'8'' Weight 170 lbs.

--------------------
Defense
--------------------

AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Cha)
HP 11
Fort +3, Ref +4, Will +0 (+2 against sleep, paralysis, stun, +3 (Cha) against mind-affecting)
--------------------
Offense
--------------------

Speed 30 ft. (ignore difficult terrain on charge, run or withdraw)
Melee +1 BAB, +3 Str, +1 focus
- Unarmed Strike +5 (1d6+3)[Bludgeoning] x2
- Flurry of Blows +5/+5
- Stunning Fist DC 13 3/day
Ranged
- Javelin +3 (1d6+3)[Piercing] x2
--------------------
Statistics
--------------------

Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 19
Favored Class Bonus +1 HP
Feats
- Improved Unarmed Strike (monk bonus)
- Stunning Fist (monk bonus)
- Dragon Style (monk bonus 1st)
- Weapon Focus(unarmed strike) (human bonus)
- Dodge (first level)
Traits
- Monster Hunter (+1 atk and dmg against aberrations, mag.beasts)
- Steadfast Personality (Cha to Will against mind-affecting effects)
- Dangerously Curious (+1 to Use Magic Device, UMD as class skill)
Skills(ranks) 5 ranks/level
- Acrobatics +6 (1 rank, +2 Dex, +3 class)
- Intimidate +7 (1 rank, +3 Cha, +3 class)
- Perception +4 (1 rank, +0 Wis, +3 class)
- Stealth +6 (1 rank, +2 Dex, +3 class)
- Use Magic Device +7 (1 rank, +3 Cha, +3 class)
Background Skills
- Craft(cooking) +4 (1 rank, +0 Wis, +3 class)
- Perform(string instruments) +7 (1 rank, +3 Cha, +3 class)
Languages Common, Varisian

SQ Flurry of Blows, Stunning Fist
Mundane Items
Encumbrance small/86-173-260 lbs. (light load)
Money 60 gp

Background
Few creatures in this world are as fearsome and powerful as dragons are. Saying that power courses through their veins is not an exaggeration, as dragon blood carries their own magic. Connor's parents belonged to a cult of sorcerers of the draconic bloodline, devoted to harvesting and drinking red dragon blood, using it to achieve a higher state of consciousness and magical might. They were also completely insane.
Connor was born from a woman addicted to dragon blood, and a quite powerful draconic sorceress as well: had he grown up among the cult, he would surely have been taught to harness the raw power in his veins into raging fire. Fate had other plans, and those plans were made manifest when a cadre of Iroran paladins attacked the cult's lair. After an intense fight, the shining Blue Hand camped over the profane symbols of the sorcerers, who now lay dead in pools of magical blood.
It was here that Connor was found, a crying toddler in a crib. Although they sensed the corruption in his blood, they took it upon themselves to guide him towards righteousness. He was given to Sara and Lydia Alpenbaum, a paladin and a cleric of the Master of Masters, who were looking for a son to adopt and raise as their own. With them, and with the Church of Irori, Connor grew up, a boy strong of body and head, somewhat brash and hot-headed, but with a good heart, just like Sara.
When he was fifteen, Sara and Lydia abandoned the Church due to divergent opinions, and set out as indipendent monster hunters, roaming Ustalav, Taldan and Varisia. Soon, Conor was good enough to help them in a scrap, or to act as a scout using his natural grace. Those were good days. Connor was happy, roaming the world, vanquishing monsters and meeting new people. However, it did not last. While the two women and the kid had braved evil and darkness, it was time that hampered them. Sara's sword arm grew weaker, Lydia's back pain became overwhelming, and they decided to retire, find a quiet place to live a good life and help people with small actions instead of the sword. Sandpoint looked just like the perfect place.
About seven months after they had arrived, the Swallowtail Festival began...

Appearance
Connor is a tall, muscular young man with a head of flame-red, unruly hair and black eyes. He prefers to dress in clothes that don't hamper his movement, usually dyed in bright colors. On his face is a perpetual cocky, slightly amused smirk.

Personality
Connor is hot-headed and brash, but growing up in the church of Irori taught him the discipline needed to master martial arts and progress towards self-improvement. He respects the authority that comes from experience, since following his mothers' orders was necessary to be safe in a scuffle, but he won't blindly obey uneasonable commands unless he trusts who's giving them.
He's friendly, sometimes overbearing and nosey, but he tries to be as reliable as he can.

Alsande Roh, Android Nanite-Blooded Arcanist:

Alsande Roh
Age "24" Height 5ft. 6in. Weight 130 lbs.
Male Android Arcanist(Blood Arcanist(Nanite)) 1

LN Medium humanoid/construct
Init +7; Senses Perception +4, Sense Motive -3, low-light vision, darkvision 60 ft.

--------------------
Defense
--------------------

AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 8
Fort +2, Ref +3, Will +3
. . +4 against mind-affecting, paralysis, poison, stun, immunity to fatigue, exhaustion, disease, sleep, fear, emotion and morale bonuses
--------------------
Offense
--------------------

Speed 30 ft.
Melee
- Dagger -1 [Piercing or Slashing] 1d4-1, 19-20/x2
- Melee Touch Attack -1
Ranged
- Dagger +3 [Piercing] 1d4-1, 19-20/x2
- Light Crossbow +3 [Piercing] 1d6, 19-20/x2
- Ranged Touch Attack +3
--------------------
Statistics
--------------------

Str 8, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD 12
Favorite Class Bonus +1 skill point
Feats Improved Initiative
Traits
- Pragmatic Activator (Int to UMD instead of Cha)
- Local Ties (+1 Disable Device, it's a class skill, apply Technologist to it)
Racial Traits
- Constructed (saves bonuses and immunities)
- Emotionless (-4 to Sense Motive)
- Nanite Surge (1/day as an immediate action, get 3+character level on a d20 roll)
Skill Points 7/level
Skills(ranks)
- Craft(mechanical) +8 (1 rank, +4 Int, +3 class)
- Disable Device +8 (1 rank, +3 Dex, +3 class, +1 trait)
- Knowledge(arcana) +8 (1 rank, +4 Int, +3 class)
- Knowledge(engineering) +8 (1 rank, +4 Int, +3 class)
- Knowledge(local) +8 (1 rank, +4 Int, +3 class)
- Perception +4 (1 rank, +1 Wis, +2 racial)
- Spellcraft +8 (1 rank, +4 Int, +3 class)
- Use Magic Device +8 (1 rank, +4 Int, +3 class)
Background Skills
- Appraise +8 (1 rank, +4 Int, +3 class)
- Linguistics +8 (1 rank, +4 Int, +3 class) [Androffan]
Languages Common, Hallit, Gnomish, Elven, Dwarven, Androffan
Magic Items --
Scrolls
Mundane Items
-
Encumbrance /26-53-80 lbs. (light load)
Money 70gp
--------------------
Class features
--------------------

Arcane Reservoir 4 points, 3 each morning. Spend one to increase spell DC or CL by 1.
Consume Spells 1/day move action to expend a slot and add level to reservoir
Bloodline Arcana Transmutation school affecting only me last 50% longer
Bloodline Power (1st level) 2/day add nanite poison to melee weapon (injury, DC 12, 1/round for 6 rounds, 1 Str)
Arcanist Spellbook
- Level 0
-- All of them
- Level 1
-- Color Spray
-- Disguise Self
-- Grease
-- Mage Armor
-- Shield
-- True Strike
-- Vanish
Spells Prepared (0/1) 4/2
- Level 0
-- Dancing Lights
-- Detect Magic
-- Mage Hand
-- Mending
- Level 1
-- Color Spray
-- Mage Armor
Spells per Day (0/1) infinite/3

Spell DC 14+level

--------------------

In hindsight, that Alsande had no memories before his 18 years should have been a clue. That he had an uncanny knack for working with all kinds of gizmos and trinkets could have been another. But when a man named Khonnir Baine shelters you, teaching the tools of his trade and spinning you the tragic tale of how you were[/i][/i]