Hello Dm Jesse! I'm currently studying in order to become a diplomat and i loved the idea of making a Centaur kind of diplomat between the kingdom and the centaur tribes. How could we work this out? On my part I love writing and have been driven into the Pathfinder world one year ago or so. Hence my knowledge isn't the one of a veteran but I hope this doesn't creates problems.
how does it influences the campaign if we choose to be an iffrit? aaaaand an Undead Iffrit? that was my idea lol.. I just read ALL the recruitment thread but i'm still a bit loss for what we have to give up in order to take a template (see undead one)
Ambre DuPuits
Female Human Urban Ranger 13 (Advanced Player's Guide pg. 1)
NE Medium humanoid (human)
Init +9; Darkvision 120ft; Perception +15
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Defense
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AC 30, touch 22, flat-footed 21(+8 Armor, +8 Dex, +1 dodge, +1 weapon defense, +2 ring of protection)
hp 128 (13d10+39)
Fort +11, Ref +17, Will +6;
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Offense
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Speed 30 ft.
Melee
+1 Keen Thundering Scimitar +16/+11/+6 (1d6+8/16-20,+2d6 bleed+1d8 sonar)
or +1 Keen Thundering Scimitar +14/+11/+6 (1d6+8/16-20,+2d6 bleed+1d8 sonar)
and +1 Keen Thundering Wakizashi +14/+11/+6 (1d6+2/16-20,+2d6 bleed+1d8 sonar)
Ranged
Composite Shortbow (+2) +21/+16/+11 (1d6/x3)
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Statistics
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Str 14, Dex 26, Con 16, Int 12, Wis 24, Cha 10
Base Atk +13/+8/+3; CMB +15; CMD 33
Feats Double Slice, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Rend, Two-Weapon Defense, Critical Focus, Bleeding Critical, Dodge, Weapon Finesse, Martial Weapon Proficiency (Wakizashi)
Traits Guide of the streets, Faith’s Hunter
Skills Acrobatics +11, Bluff +3, Climb +7, Disable Device +20, Escape Artist +10, Fly +15, Heal +9, Intimidate +12, Knowledge (Dungeoneering) +7, Knowledge (Geography) +5, Knowledge (Local) +14, Perception +15, Sense Motive +7, Sleight of Hand +13, Spellcraft +10, Stealth +26, Survival +15
Languages Common, Varisian
SQ Heart of The Streets
Other Gear +1 Keen Thundering Scimitar, +1 Keen Thundering Wakizashi, Composite Shortbow (+2), 40 arrows, Rangers Kit, Mwk Thieve tools, +2 Mythral Breastplate, Bat cloak, Ring of Protection (+2), Belt of incredible Dexterity (+6), Goggles of Darksight, 5614 gp
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Spells
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Spells per Day
1st: 4
2nd: 3
3rd: 1
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Special Abilities
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Two-Weapon Rend: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
Critical Bleed:Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Favored Enemy (Humans, Elves, Undead):gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check
Favored comunity (Korvosa, Magnimar, RiddlePort):he urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
Trapfinding: At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.
Hunter’s Bond:a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Push Through:an urban Ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the Ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Blend In:An urban Ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general
Faith’s Hunter: When you confirm a critical hit against a favored enemy, you may extend the duration of any divine spell affecting you by 1 round. The benefits from multiple critical hits stack. Divine spells with an instantaneous duration can't be extended in this manner.
In her journey through Golarion, she learnt to appreciate in particular all the lost ruins through the Varisian lands. Those immense structures, once filled with magic, from a such ancient time were, so beautiful yet so mysterious. Thassillonia began to be a sort of obsession for her. Why does nobody know nothing about it? Such a power lost and forever gone, reminded to us just through broken rocks. She wanted more, she needed more, she needed the absolute knowledge and the Thassilonian culture was a bug in her immense but still limited knowledge. So she began to visit all the ruins she could find,reading every book about thassilonia in every library, interrogating any specialist of this kind. Through her studies, while staying in Galduria's library (the only place where a Catfolk would not be bothered), she located several ruins in the region of Magnimar and in particular Sandpoint. There, the famous "Old Light" as they call it, an ancient Thassilonian ruin was in the middle of the city, defending it. Was it luck or not, A caravan was soon departing from Galduria to Sandpoint. Apparently there was an important event for the reconstruction of a new church. Tiyeri was slightly demotivated to stay in the middle of thousands of people, but this was the perfect chance to explore those ruins and maybe more! she had to fight her fears and continue her voyage of the world, her voyage to Irori's knowledge, as she was meant to.
By the way the reason Tiyeri visits sand point is simply the event that is taken place there for the new church. Every new knowledge she can afford is always a good excuse for her to travel. :)
Tiyeri Purr
Female Catfolk Oracle (Lore Mystery) 1 (Advanced Player's Guide pg. 49)
N Medium humanoid (Cat-folk)
Init +3; Senses low-light vision; Perception -1
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Defense
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AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3 (Cat’s luck 1/day), Will +1;
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Offense
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Speed 30 ft.
Melee Quarterstaff -4 (1d6/1d6) or Dagger -4 (1d4,19-20)
Ranged Dagger -1 (1d4, 19-20)
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Statistics
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Str 10, Dex 16, Con 12, Int 12, Wis 9, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Extra Revelation (Think on it)
Traits Outlander(Exile), Mystery Initiate
Skills Diplomacy +7(+11 gather info.), Knowledge(Arcana) +8, Knowledge(Local) +10, Knowledge (History) +10, Knowledge (Religion) +9,
Languages Common, Catfolk, Elven
SQ Cat’s Luck, Curiosity, Sprinter, Oracle’’s curse (Blackened), Oracle Mystery (lore), Reveletions (Lore Keeper, Think on it)
Other Gear Chain shirt, Quarterstaff, Dagger (5), backpack, bedroll, belt pouch, flint and steel, rope (50 ft.), Hourglass(1minute), torch (3), trail rations (5), waterskin, 37gp, 8sp, 7cpTiyer
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Special Abilities
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Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.
Think On It (Ex): Once per day, the oracle of lore can re-attempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.
Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
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Spells
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Spells Known:
(0, Horisons): Create Water, Detect Magic, Light, Read Magic, Stabilize
(1st-4/day): Burning Hands, Cause Fear, Cure Light Wounds, Murderous Command
Tiyeri Purr Background:
Tiyeri was the the eldest of her sisters, but at the same time wasn’t completely their sister. Her father was the leader of the council’s tribe, located way to the north of Riddleport, in the step lands. Her mother was some kind of prostitute, surely a city slum cat folk, her father met while traveling through the region, but luckily, or not, she was taken by him, as she was her first born. The life of a bastard in a cat folk tribe isn’t that harsh, apart from that horrible name: “Purr”. She had the chance to study as her father wanted and she loved that. The few spare time she had between taking care of her brothers and sisters, was all spent on books. She lived a generally happy teen life trying to forget the burden of being a bastard while studying more and more. At the age of 20 a band of Orcs attacked the tribe. All the tribe had been slained, tortured and raped, right in front of her eyes. Her brothers… Her sisters… everyone, dead. Up to today she still asks herself how and why did she survive. Maybe it was that dream, the curiosity that night before that pushed her to go and read her latest history book on a hill a few miles away. When she came back every one was gone, every soul was gone. She cried for every corpse that was in her sight, the pain, the emotional pain she was living through was so hard that she felt unconscious without any energy left. She dreamt of terror, pain; she dreamt of orcs torturing her, she felt her body burnt to death her arms still burning while she tried to wrap her face with them; she dreamt of what appeared to be a god, what appeared to be Irori saving her from the orc, killing it with just an Hourglass, just waiting for time to pass and kill. When she woke up Tiyeri was on the edge of a river, her arms dumped in its flow. They were completely blackened, her overall skin was in pain. At her neck a small chain with a little golden hourglass. She understood, she accepted her fate. So began the journey Tiyeri Purr, the catfolk bastard.
Defenitely would like to play i was thinking of an Oracle focused on knowledge skills and supportive gameplay..Will do the character sheet in toto if needed.
I would like to submit this Female Slayer Human Shoanti Character called Mada. I have played Rise of the Runelords and felt in love with Sandpoint and it's characters, hence i made a particular Background. I hope to have matched at my best the background to the character sheet.
Meda, Human(Shoanti) Slayer:
MEDA
Female human (Shoanti Sklar-Quah (Sun Clan)) Slayer 1 (Advanced Class Guide pg. 53)
CN Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2;
Defensive Abilities -
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Offense
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Speed 30 ft.
Melee Machete +2 (1d6+1/19-20) or Dagger +2 (1d4+1/19-20)
Ranged Shortbow +4(+5,<30 ft) (1d6(+1,<30 ft) /x3) or Dagger +4(+5,<30 ft) (1d4+1,(+1,<30 ft)/19-20)
Special Attacks /
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Statistics
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Str 13, Dex 17, Con 12, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot*, Iron Will
Traits Childhood Crush (Ameiko), Hunter's Knack (+1 attack rolls on studied target)
Skills Acrobatics +7, Disable Device +4,Knowledge (geography) +5, Knowledge (local) +5, Perception +6,Sense Motive +4, Stealth +7, Survival +4
Languages Common, Shoanti
SQ -
Other Gear Studded leather coat, Machete, Dagger(5) ,short bow, backpack, bedroll, belt pouch, blanket, flint and steel, torch(3) , trail rations (5), waterskin, whetstone, Arrows (80: normal(40), blunt(20), whistling(20)), Drow Poison 10 gp, 8 sp, 5cp
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Special Abilities
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Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Meda, Background:
Meda was born in SandPoint. Her father Vechedi, Sandpoint's Jailor, was a brute and aggressive parent, typical for the shoanti sun clan, and Meda grew up in a state of fear, awaiting for her daily punishment, hoping that her mother would come and rescue her. She couldn't remember of her mother unfortunately, she was gone. At the age of 7 she learned to stay as far away as possible from home and started surviving throughout Sandpoint. In this period her attention for the urban environment grew, in particular she was fond of hunting little animals through all Sandpoint streets, and when she was older she started creating little traps or assassinating birds and rats with her silent bow. When she became a teenager she completely got out of her father control and started to sleep where she could find a nice and safe spot. In one of these nights she found a new friend, Ameiko Kaijitsu, which soon became a kind of romantic obsession. In the past, the idea of boys, relationships and even marriage, was just way too unreal but thinking she could fall in love of another girl, this was really unexpected. At 16 Ameiko went off hoping to become and adventurer and this was heartbreaking for Mada. Gelous and mad she took her bow and went on her own personal adventure. At first she followed her beloved-one's tracks, but then, in the middle of Magnimar, she got lost. Those years were even worse of the one with her father. Living in a city as big as Magnimar was horrendous, she never slept without an eye open, always on the hunt in order to survive and more than once she had to defend herselves against several thieves. At the end she decided to return to the peace of Sandpoint, and in her way back she felt completely renewed, conscious of her newly acquired experience and strengths, hoping Ameiko would be back to.