Gold Dragon

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Working to complete my submission... a Half-orc Lore Oracle (Enlightened Paladin DG).


I'll jump in with a vote:

1. Another Night at the Broken Broadsword
2. Stonefall: the Beginning
3. Fortune, Fame, and Honor… among Thieves!


So sorry for your loss.


Hope she's doing better! Best wishes to you and your family!


4d6 - 3 ⇒ (5, 3, 3, 6) - 3 = 14
4d6 - 1 ⇒ (1, 5, 6, 5) - 1 = 16
4d6 - 2 ⇒ (5, 3, 2, 2) - 2 = 10
4d6 - 1 ⇒ (6, 5, 1, 4) - 1 = 15
4d6 - 1 ⇒ (1, 4, 4, 6) - 1 = 14
4d6 - 2 ⇒ (2, 4, 2, 5) - 2 = 11

I can work with that... hopefully it's not too late to apply.

Pre-crafting with scribe scroll possible? I have a bit of coin left over.

Krükhaut, the dwarven wizard:

Male dwarf transmuter (enhancement[APG]) 1 (Pathfinder RPG Advanced Player's Guide 145)
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d6+4)
Fort +3, Ref +3, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +3 (1d8+3/×3)
Special Attacks hatred
Transmuter Spells Prepared (CL 1st; concentration +3)
. . 1st—enlarge person (DC 13), mage armor, stone shield[ARG]
. . 0 (at will)—detect magic, mage hand, message
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 16, Int 14, Wis 13, Cha 8
Base Atk +0; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Arcane Strike, Scribe Scroll
Skills Acrobatics +3 (-1 to jump), Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (religion) +6, Spellcraft +6
Languages Common, Draconic, Dwarven, Orc
SQ arcane bond (object), augment, physical enhancement (+1), rock stepper[ARG]
Other Gear battleaxe, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 139 gp
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Augment (+2 ability or +1 AC, 1 round, 5/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhancement Associated School: Transmutation
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.


Dot for interest... a good undead/horror setting always gets my interest.


Doting for interest


I’ve never played Jade Reagent and this sounds like a blast! I am thinking about an Aasimar Scaled Fist Monk/Eldritch Scion Magus. Let me see if I can put together an interesting background and character concept.


dot for interest

Stat1: 4d6 - 2 ⇒ (6, 2, 2, 2) - 2 = 10
Stat1: 4d6 - 2 ⇒ (5, 4, 6, 2) - 2 = 15
Stat1: 4d6 - 1 ⇒ (1, 6, 3, 3) - 1 = 12
Stat1: 4d6 - 1 ⇒ (4, 1, 1, 2) - 1 = 7
Stat1: 4d6 - 3 ⇒ (5, 6, 6, 3) - 3 = 17
Stat1: 4d6 - 2 ⇒ (2, 3, 4, 6) - 2 = 13

Stat array: 17,15,13,12,10,7


Dotting for interest. Not sure on concept yet, but the campaign premise is intriguing.

Stat1: 4d6 - 1 ⇒ (6, 1, 4, 2) - 1 = 12
Stat2: 4d6 - 2 ⇒ (5, 5, 3, 2) - 2 = 13
Stat3: 4d6 - 1 ⇒ (1, 5, 2, 3) - 1 = 10
Stat4: 4d6 - 4 ⇒ (6, 4, 6, 6) - 4 = 18

Stat Array: 18,18,13,12,10,8

Copper: 1d4 ⇒ 4


As leinathan mentioned above, we've paired up for an Azlanti submission. Without rehashing what he laid out previously here is:

a bit more:

My character: a female spirit guide oracle of lore, a war veteran against the serpentfolk who has laid down her arms, a tinkerer and crafter of machines and clockworks, a spirit that has returned to her disabled body following a summoning ritual gone awry.

Our Character Relationship: We have vastly different views on ethics and alignment but we share the common purpose to uncover the political corruption.

Bit More on Background: While she came from a long line of wizards, Araqíel's heart lay with Amaznen. Dedicated to the god of magic, she answered his call as a holy warrior fighting for the Azlanti empire against Ydersius and her serpentfolk. She felt that Amaznen was calling her to his service. She was gravely injured in battle, and during her recovery, her dreams were filled disturbing images and visions of Azlanti lore and the corruption lay deep within it. Riddled with these visions that she could not reconcile, she sought refuge within the dual-faith church of Acavna and Amaznen, laying down her arms and armor.

There at the temple, the visions became more frequent and detailed. Among them were plans and designs of machines. These inventions became a reoccurring part of her dreams. She felt that the mysteries revealed to her were instructions from Amaznen. She had always been inquisitive, and tinkered with contraptions as a child. It was commonplace for her parents to let her play with their designs and their research. So, she endeavored to piece it together and discover what it would reveal to her. Araqíel began to construct something from these images. She filled journals with her notes and thoughts, describing the visions that she had beheld. But before she could assemble it, she was attacked and killed by the agents of the aboleths.

Araqíel has been reincarnated nearly a dozen times. The visions she sees and the voices that accompany them are her own past lives. Each life has ended with her assassination at the hands of the aboleths. This time, however, she was summoned, prior to reincarnating, by leinathan’s character who had picked up on the trail that Araqíel had first started. The ceremony was disrupted. Their two souls inexplicably linked and inseparable.

What I'm Looking for as a Player: I'm looking for an immersive game with a good amount of roleplaying and dialogue. I'd like to strike a good balance between intrigue and tactical encounters. Thematically, I want to explore the difficulties of of adhering to your beliefs despite society’s disapproval and the direct interference by opposing forces, some of whom you considered allies. I'd like to be unsure of who to trust and who to defeat. I'd like to experience the bitter sweetness of sticking to your principles when the easier option is offered.

Let us know if you want more detailed backgrounds or stat blocks.

Thank you!


Thank you regarding scribe scroll.

I hadn’t yet considered any game mechanics that represented the ‘spirit made corporeal’ idea as I’m still just trying to determine the basics of the character build; namely, what class?! If you have any suggestions regarding mechanics, I’d love to hear them.


YoricksRequiem wrote:
- No to: Leadership, Mounts, Crafting feats.

Does this include Scribe Scroll?


Dotting for interest.


Very interested. Couple questions:

1. Is combat stamina available?

2. You've added Power Attack, Combat Expertise and Deadly Aim... this is similar to the added combat feats in the Elephant rules, except Agile Maneuvers and Weapon Finesse. Is that included, or needed to be taken?


Haven't played this AP. I'm thinking a diviner. Couple of quick questions.

Will there be time for any crafting, specifically scrolls?
Are you using background skills?
Can we play aged characters and gain the aging effects?


Color me interested.


I've been accepted into another game. So, I'll withdraw as I don't want to be spread too thin and you have many great applications. Have fun all!


Valjoen_KC wrote:

** spoiler omitted **

Stat Array: 11, 14, 16, 16, 17, 17

I can work with that!

[dice=Gold] 4d6 Guess I'm taking the average gold.

I've been going round and round for several days with my build, but her character concept and background has been worked out. I've built her as a 1st level character, but have no problem taking a quirk and starting at 2nd level if the group wants to do that. It looks like most people built their character as level 1, so I did that as well.

Eÿliana is a 1st level rogue that will split to wizard 2nd-4th level. At 5th level, she'll start down the Arcane Trickster prestige class. She'll only miss one level of spellcasting, and can operate in a number of roles. She'll have plenty of knowledge skills and plenty of rogue skills. She'll focus on scribing scrolls when possible to give her more versatility.

While she is inherently a good person, her life's experience as damaged her significantly. She won't be the groups moral compass, but rather an anti-hero within the group. She is well versed in the stories of the Temple of Elemental Evil as it had a significant role in her mother's tragic life (see background below).

I have her listed as chaotic neutral, but she will 'play' well with the group as her goals should align with theirs although her methods may be questionable.

Background:

Eÿliana's mother, Malynn, was the youngest daughter of the former Viscount of Verbobonc, Wilfrick. A headstrong young wizard, Malynn fought against the terrors that first surfaced when the Temple of Elemental Evil was constructed, much to her father's dismay. She was thought to have perished when the bodies of her escorts from Verbobonc were found in the Gnarley forest. The following spring, she was found near death clutching the body of dead elf. Marlynn was rushed to the Temple of Iomedae in Hommlet, but she died during the journey. Grieving, Wilfrick demanded the priestesses of Iomedae resurrect the young girl.

Unbeknownst to all of them, Malynn was two months pregnant when she died, and the dead child still lay in her womb. When she was subsequently resurrected, the child was revived as well. Not wanting the scandal of the noble woman having fathered a child out of wedlock, Eÿliana's birth was kept secret and the child was raised in the temple.

Malynn never spoke of the father and would not reveal the dead elf's name to anyone. She grew melancholy and depressed being separated from her child whom she only saw once a year. After 10 years of depression and isolation, Malynn took her own life. Eÿliana struggled the next several years, having lost her mother who had secretly confided much to her young daughter. The weight of her mother's secrets was more than the child could bear, and she withdrew from the priestesses that had raised her. She showed bouts of violence and unruliness. Then at the age of fourteen, she left the Temple and was not seen again.

Eÿliana returned to Verbobonc and lived on the streets for a time until she was taken in by a thieves' guild within the city. Bound to the guild, she developed her roguish skills but wished to free herself from the indentured status of a child thief. In the midst of a drunken night, a high ranking rogue within the guild challenged the young Eÿliana to steal something of note from the Viscount. Two days later, Eÿliana returned and unfurled the flag of the Viscount, stolen from his castle. She had her freedom again.

Personality:

Eÿliana has had a truly disturbing childhood. She has seen and felt death, and she does not fear it. She trusts no one and suspects everyone. She can appear happy at times, but that is just a mask she wears. She is solemn and angry. Her life was taken away and then little returned to her. She never knew her father, and she only knew a mother who mourned her love's death. Malynn spent little time with Eÿliana as she only saw the young girl's father when she looked into Eÿliana's eyes. She now has to bear the burden of her mother's secrets. She wishes to see the death of all those that have brought this pain upon her. She does have some happy memories of her early childhood in the Temple, but they also remind her of what she has lost.

She is fearless but her moral compass has been lost.

As to the noble family in Verbobonc, she is angry at them for abandoning her, but does not wish to kill them. She wants them to suffer as she did, but would weep at their pain. She's truly conflicted and confused.

Statistics:

Eäliana (Arcane Trickster)
Female half-elf unchained rogue 1 (Pathfinder Unchained 20)
NG Medium humanoid (elf, human)
Hero Points 1
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +5; +2 vs. enchantments
Defensive Abilities dual minded[APG]; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . rapier +3 (1d6/18-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 16, Int 19, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Spell Focus (enchantment), Spell Focus (illusion), Weapon Finesse
Traits forlorn, reactionary
Skills Acrobatics +7, Appraise +8, Bluff +6, Disable Device +8, Escape Artist +7, Intimidate +6, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (planes) +5, Knowledge (religion) +5, Perception +7, Sense Motive +7, Sleight of Hand +7, Stealth +7
Languages Abyssal, Aquan, Auran, Common, Elven, Ignan
SQ arcane training[APG], elf blood, hero points, illustrious urbanite, trapfinding +1
Combat Gear acid; Other Gear leather armor, dagger, rapier, mother's signet ring, backpack, bedroll, belt pouch, scroll case, signet ring, thieves' tools, wizard starting spellbook, 28 gp, 9 sp
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Questions:

Did you grow up poor, middle-class, or upper-class and wealthy?
Minor nobility by birth, but grew up in a temple and then upon the street of Verbobonc.

Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot?
Originally in the Temple in Hommlet, but later on the streets of Verbobonc.

Are you from the local area where the adventure begins, or a foreign land?
Local

Who was your father, and what did he do for a living?
He was an elven warrior that fought the Temple of Elemental Evil during it’s first rise, but perished without knowing that he would one-day become a father.

Who was your mother, and what did she do for a living?
A noble born wizard, who died, was resurrected and subsequently committed suicide.

Do you have any siblings?
Not aware of any.

Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)?
Plenty of cousins, uncles and aunts in Verbobonc, but does not know any of them.

Was your family religious?
Her mother wasn’t. Her father was dedicated to Calistria, whom Eÿliana now worships

What was your education like?
Formal for first 10 years in the Temple and then on the streets.

What were your friends like?
Had no friends as a child, some semi-friends on the streets of Verbobonc as a child thief.

Who was your first love, and what happened to them?
She trusts no men in her life. Her father died before she was born, her grandfather sent her away, and her uncles and aunts either deny her existence or simply have forgotten about her.

What was the happiest moment of your childhood?
Playing in the gardens of the Temple of Iomedae with her mother before here death.

What was the scariest moment of your childhood?
Vague memories and visions of her death while in utero.

What was the saddest?
Being told of her mother’s death.

Why did you become the class you are? Family tradition? Just fell into it?
She needed to survive on the streets

Who taught you your class's skills?
The rogue’s guild in Verbobonc.

What's your relationship with your family now?
All the family she knew are dead. She has no relation with them.

If your character wasn't adventuring, what would they be doing instead?
She refuses to think of it. Her life is dedicated to revenge. Once that is done, life loses meaning. However, she does fear that she may follow in her mother’s path.

What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them?
She thinks they don’t understand or refuse to help her. That is why she has found her way to Calistia.

If you could pick one emotion to describe your character, what would it be?
Anger

What terrifies your character?
Losing her opportunity to avenge her mother and father.

What emboldens your character?
Her lack of fear of death.

Do they have any goals? If so, what?
Her only personal goal is to become an efficient killer to aid her in finding and killing those associated with her parents’ deaths.

Why do they adventure?
To find her father’s killers

What role do they fill in the group?
Arcane caster, skill monkey

How does your character get along with members of a group?
She respects others abilities, but could care less about their reasons. She will aid anyone when it helps her accomplish her singular goal.

How do they feel about other races, like humans, dwarves, halflings, elves, etc.?
No prejuidices.

How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls?
She knows they can be evil, and in her core, knows they should be defeated. However, she wouldn’t want to risk herself to do so, unless it was part of her objectives to understand what evil lurks in Gnarley Forest and destroy it for personal reasons.

How does your character feel about magic?
Respects it when useful, but she would dismiss showy or flashy magic as wasteful. She believes magic should be used efficiently and effectively to destroy ones enemies.

How does your character dress?
She wears leather armor under a several layers of black clothing and a cloak. Leather boots with straps and a boot sheath.

What does your character look like? Do you have distinguishing birth marks, deformities, hair color?
She has long, white hair and blue eyes. Her skin is fair. She has delicate features, but she hides them under the scowl and furrowed brow that usually adorns her face.]/I]

Do they have any personality quirks?
[I]She has an oral fixation, biting her nails constantly. She has often bit her own tongue and lips causing them to bleed when she feels stress.

An orphanage is on fire and the children are trapped inside, what does your character do?
Call for help, but not risk herself.

The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do?
Potentially, break in the door to allow him to escape, then demand a just reward.


Statistic Rolls:

Stat1: 5d6 - 2 - 3 ⇒ (3, 5, 2, 6, 5) - 2 - 3 = 16
Stat2: 6d6 - 1 - 1 - 3 ⇒ (4, 6, 3, 1, 1, 4) - 1 - 1 - 3 = 14
Stat3: 6d6 - 1 - 1 - 3 ⇒ (4, 4, 3, 1, 1, 3) - 1 - 1 - 3 = 11
Stat4: 5d6 - 1 - 2 ⇒ (6, 1, 5, 2, 6) - 1 - 2 = 17
Stat5: 6d6 - 1 - 1 - 4 ⇒ (1, 6, 5, 4, 1, 5) - 1 - 1 - 4 = 16
Stat6: 4d6 - 3 ⇒ (6, 3, 5, 6) - 3 = 17

Stat Array: 11, 14, 16, 16, 17, 17

I can work with that!

Gold: 4d6 ⇒ (5, 2, 2, 2) = 11 Guess I'm taking the average gold.


This would definitely be of interest.

I'm thinking of a Swashbuckler with the Inspired Blade and Noble Fencer archetypes. She's the eldest child of a well-respected yet minor nobleman. She's charged with the managing the family's vineyards and winery to the north of Oppara. Bringing her family's newest vintage to the Exaltation Gala, she has proudly presented the wine to the nobles to rave reviews. She's the charismatic leader of her families generation, but as a woman unable to gain her father's titles and lands.

Unfortunately, her younger brother has shown little ability to manage any of the families estates. Leading slothful and self-entitled lives, the inept heir to the family could cause the downfall of the family. She is very much in favor of the new laws and hopeful to ensure their passage and continued relevance in Taldor.

She's helpful in a fight with her rapier, and quite useful in social settings with skill points in bluff, diplomacy and intimidate. She'll probably go straight swashbuckler, but may throw in a level of magus or rogue for some other utility.

I'm in the US, CST time zone and tend to post 1-2/day on the weekdays, mainly once mid-morning with a possible 2nd post in the afternoon. I've been playing PBP for 5-6 years here. I'm GMing a couple games at the moment, but not playing any on these boards at the moment.


Prefer Pathfinder as well.


Been out of town on vacation. If I'm not too late...

5d6 - 2 ⇒ (3, 4, 6, 2, 6) - 2 = 19
5d6 - 1 ⇒ (4, 6, 2, 1, 4) - 1 = 16
5d6 - 1 ⇒ (6, 4, 1, 6, 3) - 1 = 19
5d6 - 2 ⇒ (5, 6, 6, 2, 3) - 2 = 20
5d6 - 1 ⇒ (5, 1, 1, 1, 3) - 1 = 10
5d6 - 3 ⇒ (6, 6, 4, 3, 5) - 3 = 21

I'm flying most of tomorrow, but will see if I can get a crunch done and a backstory written before the deadline.


I’ve always wanted to play in a darksun campaign! This looks very interesting. Let’s see what I can come up with...

5d6 - 5 ⇒ (5, 3, 5, 3, 2) - 5 = 13
5d6 - 3 ⇒ (1, 6, 6, 6, 2) - 3 = 18
5d6 - 4 ⇒ (5, 6, 3, 4, 1) - 4 = 15
5d6 - 3 ⇒ (2, 1, 2, 4, 6) - 3 = 12
5d6 - 6 ⇒ (3, 3, 6, 3, 3) - 6 = 12
5d6 - 5 ⇒ (6, 1, 4, 6, 6) - 5 = 18


Dotting for interest.

Level 17:

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11

Level 1:

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17


I apologize for being a late-comer to this recruitment thread. I've been following it since you first posted it and couldn't make up my mind what type of character to offer up.

My character concept is a ratfolk unchained rogue. His name is Wuldric von Hamelin. He is one of the 130 children that disappeared from the town of Hamelin in Lower Saxony on St. John and Paul's day, June 26, 1284. The children were led from the town by the Pied Piper never to be seen again. Depending of your interpretation of the story as it applies to your campaign, the Pied Piper was could have been the personification of Death, a pagan cleric who led them to an accidental death in the forests near Coppenbrügge, or sold/bartered to a "landlord" trying to recolonize Transylvania following the mongol invasions.

Wuldric's background presupposes the first... namely that Death, one of the Four Horseman of the Apocalypse was the culprit. Wuldric and the other children remained in the afterlife for the next 60 years before being shepherded back to earth, as the Black Plague, by another horseman, Pestilence... the Antichrist. It was during this voyage across the otherworld to return to earth that Wuldric hid himself and was spared being part of the rat hoard that introduced the plague. He spent the next 90 years years alone in hell although his memory of the experience has been severely repressed. In 1340, three years ago he managed to finally escape and returned to earth as a 13 year old ratfolk. For three years, he has survived on the streets of [insert city] his only possession a grimoire he stole from the depths of hell.

So, I'm thinking he could be in either starting city. He will either take 4 levels of rogue with the eldritch scoundrel archetype, then go Arcane Trickster... or he will go 1 level of rogue then 3 levels of wizard before going Arcane Trickster. The first route makes him more melee focused with some good flexibility. He'll be the equivalent of a magus as a caster with 3/4 BAB. The second route makes him a full caster with only 1 level lost to rogue. So, more finger wiggling and less melee. If selected, which route he takes will depend upon the party make up. I've started his crunch assuming he takes the eldritch scoundrel archetype. Here it is currently, but I will be finishing it up in the next day or so.

Crunch:
Wuldric von Hamelin
Male ratfolk unchained rogue 1 (Pathfinder Player Companion: Arcane Anthology 23, Pathfinder RPG Bestiary 3 231, Pathfinder Unchained 20)
CG Small humanoid (ratfolk)
Init +6; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 claws +5 (1d4-1)
Special Attacks swarming
Rogue (Unchained, Eldritch Scoundrel) Spells Prepared (CL 1st; concentration +4)
. . 1st—silent image (DC 14), snowball[UW]
. . 0 (at will)—ghost sound (DC 13), mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 8, Dex 19, Con 12, Int 16, Wis 12, Cha 8
Base Atk +0; CMB -2; CMD 12
Feats Sharpclaw[ARG], Weapon Finesse
Traits life of toil, reactionary
Skills Acrobatics +8 (+4 to jump), Appraise +7, Disable Device +11, Escape Artist +8, Knowledge (arcana) +7, Knowledge (local) +7, Perception +5, Sleight of Hand +8, Stealth +14; Racial Modifiers +2 Stealth, rodent empathy
Languages Common, Draconic
SQ skulk[ARG], spells, trapfinding +1
Other Gear backpack, blanket[APG], book lariat[ACG], eldritch scoundrel starting spellbook, masterwork thieves' tools, mug/tankard, twine (50')[APG], waterproof bag[UE], waterskin, 90 gp, 6 sp, 7 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Skulk -5 on Stealth to hide from creatures you have distracted with Bluff (instead of -10)
Spells Can cast wizard spells with the number of slots of a magus.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
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Regrettably, I'm going to withdraw my submission. Another game of mine that was dormant has revived, and I think my plate is full at this time. As with many recruitments, you have a great group of candidates, and I'm sure this campaign will be fantastic.

Best of luck everyone!


GM Darkblade wrote:
Valjoen_KC wrote:

I've decided on an female admixture wizard named Ashëra Fæsalor.

She is built to be a well-rounded caster. Although she is an evoker, her focus with that school will be spells requiring a touch or ranged touch attack with the admixture giving her plenty of flexibility to deal with many adversaries. From a feat perspective, she will be focused on the illusion school, especially shadow spells.

** spoiler omitted **...

Scribing additional spells into a spellbook prior to the start will require scribing cost plus the borrowed spellbook fee, accounting for paying the former master or a fellow apprentice for access. All normal rules regarding the spells apply and the spell must be either 0 or 1st level only. The spells so scribed need to be notated, as I will require the appropriate check rolls if the character is accepted into the final group. Acceptable?

Sounds good. Thanks


I've decided on an female admixture wizard named Ashëra Fæsalor.

She is built to be a well-rounded caster. Although she is an evoker, her focus with that school will be spells requiring a touch or ranged touch attack with the admixture giving her plenty of flexibility to deal with many adversaries. From a feat perspective, she will be focused on the illusion school, especially shadow spells.

Stat Block from Herolab Output:

Ashëra Fæsalor HUMAN
Female human evoker (admixture[APG]) 1 (Pathfinder RPG Advanced Player's Guide 143)
CG Medium humanoid (human)
Hero Points 1
Init +5; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +2, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Special Attacks intense spells (+1 damage)
Evoker Spells Prepared (CL 1st; concentration +5)
. . 1st—shadow trap (DC 16), silent image (DC 16), snowball[UW]
. . 0 (at will)—acid splash, detect magic, prestidigitation
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Favored Prestige Class, Object Of Legend, Scribe Scroll, Spell Focus (illusion), Tenebrous Spell
Traits blood of dragons, life of toil, magical knack, reactionary
Skills Craft (bookbinding) +8, Craft (calligraphy) +8, Craft (leather) +8, Knowledge (arcana) +8 (+10 to gain information about the object of your quest), Knowledge (geography) +8 (+10 to gain information about the object of your quest), Knowledge (history) +8 (+10 to gain information about the object of your quest), Knowledge (local) +8 (+10 to gain information about the object of your quest), Knowledge (nature) +8 (+10 to gain information about the object of your quest), Knowledge (religion) +8 (+10 to gain information about the object of your quest), Perception +2, Spellcraft +8
Languages Common, Draconic, Goblin, Orc, Sylvan
SQ arcane bond (kythaela's ring), attached, hero points, versatile evocation
Other Gear dagger, kythaela's ring, backpack, bedroll, belt pouch, bookbinding tools, calligraphy tools, candle (3), candlestick[UE], chalk, flint and steel, grappling arrow[UE], ink, inkpen, leatherworking tools, mess kit[UE], mug/tankard, powder[APG], sack, silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterproof bag[UE], waterskin, wizard starting spellbook, 71 gp, 2 sp, 2 cp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Kythaela's Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Attached (Kythaela's Spellboook) If your attachment is threatened, -1 Will & -2 save vs. fear
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Object of Legend (1/day) +10 to confirm a critial hit against foe specifically opposing your quest. Bonus to Knowledge checks relating to quest.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Tenebrous Spell You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
--------------------
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Planned Progression:
My current thought is to multi class into rogue for 1 level almost immediately. This will pick her up some class skills, sneak attack, reflex saves, and light armor proficiency. By level 4, she'll be Wizard3/Rogue1 with +2d6 sneak attack and will move into arcane trickster. She will only be losing 1 spellcasting level which should keep her at a pretty competent level. Theoretically, she'll still have the ability to progress and get 9th level spells. She'll be decent ranged attacker with snowball and scorching ray, and she'll be very versatile with her illusion focus as I plan on getting into Shadow Conjuration, Shadow Evocation, Shadow Enchantment... etc. She'll have lots of skills points and can stealth and disable devices as needed.

Personality:

Ashëra is very quiet and reserved. She is quite confident in herself and her skills, but she looks to avoid the attention of people she doesn't know. She is an above average beauty in elven terms, tends to dress in such away to downplay her looks. She is friendly when approached, but is cautious to trust. She has a rebellious streak that has been quashed by her now deceased mentor. The seeds of her mischievous youth is beginning to reemerge.

Questions:

1. Can I scribe additional spells into my spellbook before the campaign starts?
2. If so, at what cost? Scribing cost; Scribing cost +50%(borrowed spellbook); Buy scroll + Scribing cost; or another formula?


GM_Solspiral wrote:
Valjoen_KC wrote:

With approval, I'd like him to take Echo Bonded arch-type. It basically gives him an arcane bond with a wand that functions similar to a witch's familiar. In that, his spells are learned by the wand.

My only problem with this archetype is that is references a 3rd party feat I cannot look up. Since I do not know what that feat does I cannot fairly judge its power.

Fair enough. I wasn't able to find much on that feat as well.

Let me see if I can come up with another concept.


Will there be time between adventures for any crafting?

And is there time for pre-game crafting? I'm only thinking scrolls for a wizard given the level 1 start.


Big DOT for Greyhawk. It's been over 30 years since I played a campaign here, although I did play in a short-lived PBP campaign for 2 pages last year. I'll definitely put a submission together, probably a wizard.


Interest campaign... I'm thinking of a crafting wizard who supplies minor magical items to the watch guard. He's a resent graduate of the Arcanamirium college that has taken up residency in Mivon and now has been pressed into field work. However, he is a bit skittish at the idea. He'd take the Arcanamirium Crafter specialization school.

With approval, I'd like him to take Echo Bonded arch-type. It basically gives him an arcane bond with a wand that functions similar to a witch's familiar. In that, his spells are learned by the wand.


Very interested in this AP!

I'll be submitting an elven unchained rogue, named Jÿstra Eldithas. Her father was a long time resident of Phaendar, having retired there following an illustrious career in a traveling carnival as an animal trainer. Jÿstra never knew her mother and her father never spoke of her. She had once asked the venerable elf about it, but her father just smiled and a tear ran down his cheek. She never asked again. He passed away nearly 20 years ago, but the few friendships that Jÿstra made in the small town kept her there.

Jÿstra lived off the earth for many years after her father's passing. She became reclusive and avoided going into town very often. She spent most of her days moving about the forests that surround the town. She is much more comfortable with the birds and animals, than she is with social interaction. She came upon a hatchling snark one day and it has been her constant companion since then.

Over the years she developed a deep father/daughter relationship with Arikalis, an elderly wizard who lived deep in the forest. The pair were gathering their wears for the Market Festival when the attack occurred. Jÿstra survived the initial onslaught, but Arikalis died in her arms. With his last breath he handed her a tarnished old ring and asked her forgiveness. Jÿstra weeped and asked the old man to what he was referring. He had never harmed her and had nothing to be forgiven. But the words remained on his lips as his spirit crossed over to the next life. She still holds his bloodstained spellbook and component pouch in her backpack.

Having lost two "fathers", Jÿstra is emotionally scarred and has a fragile ego. She may be weepy one moment and hostile the next. She is good hearted and kind, but quite awkward. She trusts slowly and cries most nights before she sleeps.

I would intend to take wizard for levels 2-4 and enter the Arcane Trickster prestige class at level 5. She has a familiar from her carnavalist rogue archtype and will take the ring as an arcane bond in wizard.

Jÿstra:

Jÿstra Eldithas
Female elf unchained rogue 1 (Pathfinder Player Companion: Animal Archive, Pathfinder Unchained 20)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +9 (+11 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +3, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
. . rapier +4 (1d6/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 12, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Alertness, Great Fortitude, Weapon Finesse
Traits animal whisperer, know the land
Skills Acrobatics +8, Climb +4, Disable Device +9, Escape Artist +8, Handle Animal +5 (+10 to push vs. indifferent or better animals), Intimidate +0 (+2 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +5, Perception +9 (+11 while benefit from concealment or full concealment due to darkness or dim light), Sense Motive +7, Sleight of Hand +8, Stealth +11 (+13 while benefit from concealment or full concealment due to darkness or dim light), Survival +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Sylvan
SQ dimdweller, elven magic, trapfinding +1
Other Gear leather armor, arrows (20), dagger, rapier, shortbow, arikalis's ring, backpack, bedroll, belt pouch, candle (2), candlestick[UE], chalk (10), flint and steel, grappling arrow[UE], ink, inkpen, mess kit[UE], piton (10), powder[APG], silk rope (50 ft.), soap, spell component pouch, spellbook, thieves' tools, trail rations (5), twine (50')[APG], waterproof bag[UE], waterskin, weapon cord[APG], whetstone, 1 sp, 3 cp
--------------------
Special Abilities
--------------------
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Planned Progression

1: Unchained Rogue
….Feats: Great Fortitude, Weapon Finesse, Alertness
2: Wizard
…Feats: Scribe Scroll
3: Wizard
…. Feat: Accompished Sneak Attack
4: Wizard
5: Arcane Trickster
….Feat: Preferred Prestige Class
6: Arcane Trickster
7: Arcane Trickster
….Feat: Expert Sniper?
8: Arcane Trickster
9: Arcane Trickster
….Feat: Spell Penetration
10: Arcane Trickster
11: Arcane Trickster
….Feat: Toughness
12: Arcane Trickster
13: Arcane Trickster
….Feat: ?


2d6 + 7 ⇒ (5, 4) + 7 = 16
2d6 + 7 ⇒ (3, 4) + 7 = 14
2d6 + 7 ⇒ (6, 3) + 7 = 16
2d6 + 7 ⇒ (3, 6) + 7 = 16
2d6 + 7 ⇒ (3, 4) + 7 = 14
2d6 + 7 ⇒ (4, 4) + 7 = 15

Definitely a dot!

I'm thinking a dex based brawler focused on dirty fighting.

Any chance you'd implement the Feat Tax rules?


Build PM'ed for Grumroid Hammerbrow -> Dwarven Fighter headed toward Eldritch Knight


Money: 5d6 ⇒ (6, 2, 4, 4, 3) = 19


Rolls:

4d6 - 1 ⇒ (1, 2, 3, 4) - 1 = 9
4d6 - 1 ⇒ (1, 2, 2, 2) - 1 = 6
4d6 - 1 ⇒ (6, 2, 1, 3) - 1 = 11
4d6 - 1 ⇒ (3, 1, 5, 3) - 1 = 11
4d6 - 2 ⇒ (2, 4, 6, 3) - 2 = 13
4d6 - 2 ⇒ (4, 2, 4, 2) - 2 = 10

Holy Carp! A Negative 2 point buy! Never seen something so horrific! It'd almost be fun to attempt it. Let's try again.

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

Ok...7 point buy... getting better.

4d6 - 1 ⇒ (6, 6, 1, 5) - 1 = 17
4d6 - 3 ⇒ (5, 3, 3, 4) - 3 = 12
4d6 - 2 ⇒ (4, 6, 2, 5) - 2 = 15
4d6 - 2 ⇒ (2, 6, 5, 6) - 2 = 17
4d6 - 2 ⇒ (2, 5, 6, 4) - 2 = 15
4d6 - 1 ⇒ (4, 4, 1, 1) - 1 = 9

There we go. Third times a charm with a 41 point buy!

Let's see what I can come up with.


My submission: Mÿsari Wryazorwyn, Female Human Incanter. She is focused on ice & water, having the destruction and nature spheres. Additionally, she has the divination and protection spheres.

Background:
Mysari is young varasian woman who lives with her mother and father along the coast just north of Sandpoint. Her father is a fisherman who owns several small fishing boats. As a young girl, Mÿsari was lost at sea during a violent storm. Hearing the father's voice over the thunderous sounds of the storm, Gozreh answered his pleas for help and touched the young girl granting her insight into the wonders of the sea. Through her own force of will, Mÿsari lifted herself out of the ocean to safety.

The stories of the young girl who was touched by the seas has now faded into lore. Mÿsari has traveled far to the north, to the Land of the Linnorm Kings where she discovered her destructive power of ice. Sailing back home, she heard of the disturbances of goblins in Sandpoint and came to see what aid she could offer.

She is kind and charming socially but quite protective of family and those she calls friends. When angered, she shows no mercy and often is surprised by her own wrath.

Mÿsari is of average heigh with a slender build. She has long brown hair and bright blue eyes. She wears loose fitting dresses with many layers. She loves to wear jewelry and is vain to a fault.

Stat Block:

Mÿsari Wryazorwynd
Female human (Varisian) incanter 2
LN Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+3 armor, +1 deflection, +2 Dex, +1 shield)
hp 12 (2d6+2)
Fort +1, Ref +2, Will +4
Weaknesses energy focus, magical signs, protected soul, somatic casting, somatic casting, verbal casting
--------------------
Offense
--------------------
Speed 30 ft.
Melee destructive blast +1 touch (1d6) or
. . longspear +1 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 13, Int 19, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Cantrips, Extra Magic Talent, Extra Magic Talent, Sphere Focus
Traits scholar of the ancients, world traveler
Skills Appraise +8, Diplomacy +2, Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +3, Spellcraft +9
Languages Aquan, Common, Draconic, Dwarven, Elven, Goblin, Thassilonian, Varisian
SQ armored magic, barrier, casting, create water, deflection, destructive blast, divine, explosive orb, fog, freeze, frost blast, geomancing, read magic, vortex, wave
Other Gear longspear, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, trail rations (5), waterskin, 979 gp, 1 sp
--------------------
Special Abilities
--------------------
Cantrips You can create a variety of small magical effects
Casting (CL 2, MSB +2, MSD 13, Concentration +3, DC 12) You can cast sphere effects.
Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage
Destruction: Explosive Orb (Radius 10 ft., DC 13) Deal destructive blast damage in a radius
Destruction: Frost Blast (DC 13) Your destructive blast deals cold damage and can stagger targets
Divination: Divine You can divine magical auras
Divination: Read Magic You can read and decipher magical writing
Energy Focus (Cold) You may only make a destructive blast of a single energy type
Magical Signs Your use of magic is obvious to all observers
Nature: Create Water Create water, and use it to perform other water-based geomancy
Nature: Fog Create a fog that obscures vision and grants concealment
Nature: Freeze (DC 12) Freeze water into ice, trapping creatures inside
Nature: Geomancing (Water) You may command terrain and natural effects to act on your behalf
Nature: Vortex (DC 12) Create a spinning vortex in a body of liquid that sucks creatures and objects to its center.
Nature: Wave (Bull Rush +3) Create a wave of water than can Bull Rush targets
Protected Soul You cannot target other creatures with your aegis, only yourself.
Protection: Armored Magic (+3 armor or +1 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Barrier You can create a ward that absorbs damage
Protection: Deflection +1 You can put an aegis on a creature to grant it a deflection bonus to AC
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Sphere Focus (Destruction [DC 13]) Gain +1 DC with abilities from chosen sphere
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF


Not sure how I missed this one… But let’s see, rise of the runelords and spears of power? Count me in for a submission.

4d6 - 2 ⇒ (2, 6, 4, 2) - 2 = 12
4d6 - 2 ⇒ (2, 5, 6, 6) - 2 = 17
4d6 - 2 ⇒ (3, 2, 6, 3) - 2 = 12
4d6 - 1 ⇒ (1, 5, 4, 6) - 1 = 15
4d6 - 2 ⇒ (3, 2, 5, 5) - 2 = 13
4d6 - 1 ⇒ (1, 1, 5, 4) - 1 = 10

27 point buy. Very respectable start array.

I’m thinking either a human or a half-orc Incanter. Although I might go a sorcerer sphere caster. I’ll try to work up a build and background by tomorrow morning. Hope that’s not too late to get considered


I'm game!


Below is a link to my submission:

Thâdænn Wyrmbeard

Thâdænn is a Gold Dwarf Sorcerer with the draconic bloodline. He is a gregarious, affluent dwarf who comes from a prominent, wealthy family in East Rift. He has spent much of his life savings tracing the origins of a family legend back to the Ten Towns. He had intended on studying the arcane arts, but had found it necessary to vindicate his great-great-grandfather's reputation as a dragonslayer before resuming his studies.

Presently, he has self-discovered some innate magical talents along his journey. However, believing them to be part of his studies to become a wizard, he does not yet realize the true-nature of his draconic bloodline powers.


Just read up on the Gold Dwarves too. They would work great! I'll work up my character today.


I'm thinking of a dwarven sorcerer that goes with the dragon disciple prestige class. Obviously, charisma is creating the difficulties with this build. I could go Empyreal to switch out Charisma for Wisdom, but that means I'm forced to go Crossblooded/Wildblooded further limiting his known spells.

Would you be willing to house rule the human favored class bonus for a dwarf? Honestly, the dwarven favored class bonus is terrible ("Add +½ to acid and earth spell or spell-like ability damage.") I'd much prefer to grab an extra known spell. My first thought was to give him a large dwarven double war axe and make him a melee Dragon Disciple, but more I think about it, I think a full caster Dragon Disc will be much more interesting to play.... so, spells are at a premium.


This sounds interesting.


Dotting for interest. I have an Oracle/Sorcerer gestalt concept I've been toying with but haven't found the right campaign for it.


Super interested in this!

I’m considering a Shadow Oracle/Lore Warden Fighter/Unchained Rogue.


Dotting.

Thinking of going straight fighter, probably a half-orc wielding a bastard sword.


This sounds like a lot of fun. I'm a big fan of home-brew campaigns and the premise here is quite interesting. I have an idea for an old-aged gnome dual-cursed shadow oracle that I played all of 2 pages in a home-brew campaign on these boards before the GM vanished. I think that character would do well here.

The previous GM allowed to rule variations for me, that I'd submit for your consideration.

1. The favored class bonus for gnome oracles is useless for this character. I'd love to be able to have the human oracle FCB if possible: +1 known spell.

2. By going dual cursed, I lose the Shadow mystery bonus spells: Blurred movement (2nd), invisibility (4th), and deeper darkness (6th). While Deeper Darkness is on the Oracle spell list, Blurred Movement and Invisibility are not. So, I couldn't select them as one of my known spells. I'd ask that those two spells be placed on my spell list, so I could select them with the appropriate known spell slots at a later time.

His backstory is that he was once an infamous slaver plying his trade all over the inner sea region. A wealthy client in Cheliax became desirous of the gnome's young servant-boy, a fletching that the gnome had raised since he was found upon the material plane as an infant. Always seeking a way to profit, the gnome sold the fletching to his clients for a significant price. The fletching child was subsequently tortured and killed. Returning to the gnome as an incorporeal haunt, the fletching has driven the gnome partially mad. Traumatized by the experience, the gnome went into self-exile for a number of years only recently returning to the slave trade. However, he is now opposed to slavery and has infiltrated the ship using his former reputation to gain the ship's slavers favor.


4d6 - 1 ⇒ (1, 2, 1, 5) - 1 = 8
4d6 - 1 ⇒ (6, 1, 6, 6) - 1 = 18
4d6 - 3 ⇒ (4, 3, 3, 5) - 3 = 12
4d6 - 1 ⇒ (1, 2, 6, 6) - 1 = 14
4d6 - 1 ⇒ (6, 4, 6, 1) - 1 = 16
4d6 - 3 ⇒ (3, 3, 5, 6) - 3 = 14

Happily will take those rolls!