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Torgald Frostbeard wrote:
I'm shocked we aren't seeing more rogues, or trap specialists

My alchemist gets full trapfinding starting at level 2, so he got that covered!


@GM: Seems like you missed my ratfolk alchemist.


1 person marked this as a favorite.

Hi, this is my submission, Mest Ianosh a ratfolk cook alchemist, as promised. I went with the Trap Breaker archetype which means he also covers trapfinding.
In the opening post, there's a mention that we don't have access to our weapons. That's fine, but... will we also not have access to reagents? I wonder because Mest would totally claim his reagents are cooking ingredients. That's not a total lie, since to him, alchemy is the same as cooking (think Breaking Bad).

Anyway, thanks for running.

Character sheet:

STR 7, DEX 16, CON 13, INT 17, WIS 12, CHA 11

Male Ratfolk
Medium Size
CN Alchemist 1 (Trap Breaker)
BaB +0
Init +5; Senses: Perception +8, Sense Motive +1, Darkvision 60ft
CMB -3 (0BaB -2Str -1 size)
CMD 10 (0BaB -2Str +3Dex -1 size)
Favored Class Alchemist
FC bonus +1 HP

Defense
AC 16, touch 14 flat-footed 13 (+2 Armor +3 Dex +1 size)
HP 10 (8 + 1 (1*1Con) + 1 (1 FC))
Fort +3 (+2 base +1 Con)
Ref +5 (+2 base +3 Dex)
Will +1 (+0 base +1 Wis)

Offense
Speed 20 ft
Melee Dagger -1 (1d3-2/19-20x2 piercing)
Ranged Light Crossbow +4 (1d6/19-20x2 piercing)
Ranged Throw Bomb +5 (Consider PBS feat)
Bomb 1d6+3 (4/day) (20 ft) (Splash DC 13)
Penalties to attack under water reduced by 1
Space 5 ft, Reach 5 ft

Alchemy
Prepared extracts:
1: Touch of the sea, (free slot)

Formula book:
1: Adhesive Spittle, Cure Light Wounds, Reduce Person, Shield, Touch of the Sea

Mutagen
+2 natural armor, +4/-2 alchemical bonus to Str/Int, Dex/Wis, Con/Cha

Other qualities
Swarming:
Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Traits
Touched by the sea
Uskwood Hunter
Reactionary

Feats:
Lvl 1 - Point Blank Shot
Alchemist 1 - Throw Anything
Alchemist 1 - Brew Potion

Skills:
Disable Device +7 (1 Ranks +3 Dex +3 CS)
Knowledge (arcana) +7 (1 Ranks +3 Int +3 CS)
Knowledge (nature) +7 (1 Ranks +3 Int +3 CS)
Perception +8 (1 Ranks +1 Wis +3 CS +2 racial +1 trait)
Stealth +12 (1 Ranks +3 Dex +3 CS +4 size +1 trait)
Swim +3 (1 Ranks -2 Str +3 CS +1 trait)
Use Magic Device +6 (1 Ranks +3 CS +2 racial)

Background skills:
Craft (alchemy) +9 (1 Ranks +3 Int +3 CS +2 racial) (add 1 to create alchemical items)
Profession (cook) +5 (1 Ranks +1 Wis +3 CS)
Profession (sailor) +1 (0 Ranks +1 Wis +0 CS)

Languages: Common, Aklo, Orc, Halfling

Equipment:
Wealth: 60gp 0sp
Common items
Dagger, Leather Armor, Backpack, Caltrops, Belt pouch, Trail rations x10, Soap, Waterskin, Thieves' tools
Alchemical items
Magic items

Background:

Mest Ianosh was born in the Nidal port city of Orolo's Quay. His mother Yara disembarked from the ship she was hiding in to give birth, but missed the opportunity to climb back onboard. Scurrying away in the town's small places, Mest grew up hearing the wonderful tales of the sea and the undescribable feeling of the night breeze gently touching one's facial fur.

Given the small size of the city, however, it was inevitable that they were found stealing food one day. To win Mest's loyalty, the Kuthanites put his mother to the sword and put him in the service of the Umbral Court. As an Uskwood hunter, he spent a great many years running the streets of Pangolais to help uproot agents against the throne. For a time, he received praise and some glory for his work.

However, the call of the sea grew stronger and stronger in him. He learned that he loved mixing different stuff to discover its results, and he learned to cook as well as some secrets about alchemy. He found out his place is not serving under a throne, but doing what he loves. Being so adept at hiding, he managed to find his way back to a port, and hid in a merchant ship.

He learned that only in the Shackles, he would be able to find the freedom he yearned, so he hid from ship to ship until he found his way to Port Peril. He chose to have a drink in a tavern called the Formidably Maid to celebrate his victory. The world was ready for him to take it, to be free and mix things, discover secrets and find fortune. The winds of luck were on his favor as he looked out the sea into the horizon, when he felt a blow to the back of his head, and the floor approaching him very fast...


Torgald Frostbeard wrote:
A question…is VMC allowed?

In the opening post, GM says it's allowed.

Rolling for alchemist money: 3d6 ⇒ (2, 3, 6) = 11

110gp. Above average! I like it!


Ouachitonian wrote:
My undine will be able to help with that, I get Create Water and can Purify water(as if with Purify Food and Drink) at will as an SLA. You bring the ingredients and heat, and together we can turn anything into a soup! And no one will ever go thirsty!

I love it!

Shadow Dragon wrote:

'What's in this stew?'

'Better to not know...'

Well, definitely not rat, so there's that.


Ok my guy will he a ratfolk alchemist. He'll be the ship's cook!


Decided to try and reroll my 10 pt buy since GM allowed it.

4d6 ⇒ (6, 5, 2, 1) = 14
4d6 ⇒ (4, 4, 3, 1) = 12
4d6 ⇒ (1, 2, 5, 2) = 10
4d6 ⇒ (3, 4, 6, 5) = 18
4d6 ⇒ (4, 5, 5, 3) = 17
4d6 ⇒ (2, 2, 2, 3) = 9

Rerolling the 7: 4d6 ⇒ (2, 1, 4, 6) = 13

So, a 13, 11, 9, 15, 14, 12. Better, much better. Just a 17 pt buy. At least a character can work now.


Let me roll and see what pops.

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

Rerolling lowest.

4d6 ⇒ (5, 1, 3, 3) = 12

So, for future reference, 15, 10, 10, 11, 12, 10.

10 pt buy, average man, here we go.


Thennor wrote:
Whoever Plastic Dragon chooses for the party, I hope there's a face -- I'm seeing a lot of negative CHA modifiers! :D

My Rogue is pretty face-y! All he lacks is Sense Motive, really, but the big 3 are there!


Yep, that completely clarifies it. Thanks guys!


Veniir wrote:

So, since we're going Core, I'll get one of the classics! Just like my first character ever, a rogue! Full with trapfinding and all. Also, since the adventuring doesn't go in huge levels, the rogue's weaknesses don't really arise as much.

Before level 3, however, his damage is somewhat gimped due to his negative strength, so he'll focus on Aid Another until then using his Helpful trait. But after, he'll soar!

** spoiler omitted **...

@GM: Quick question. I'm going uRogue, and the class gets free Weapon Finesse at level 1, but it's not a thing with Elephant in the Room rules. Do you have a preferred way to deal with this?


So, since we're going Core, I'll get one of the classics! Just like my first character ever, a rogue! Full with trapfinding and all. Also, since the adventuring doesn't go in huge levels, the rogue's weaknesses don't really arise as much.

Before level 3, however, his damage is somewhat gimped due to his negative strength, so he'll focus on Aid Another until then using his Helpful trait. But after, he'll soar!

Character sheet:

STR 6, DEX 19, CON 12, INT 14, WIS 10, CHA 14

Male Halfling
Small Size
CG uRogue 1
BaB +0
Init +4; Senses: Perception +6, Sense Motive +0, Lowlight vision
CMB -3 (0BaB -2str -1 size)
CMD 11 (0BaB -2str +4dex -1 size)
Favored Class Rogue
FC bonus: +1 Skill point

Defense
AC 17, touch 15 flat-footed 13 (+2 Armor +4 Dex +1 size)
HP 9 (8 + 1 (1*1 con))
Fort +2 (+0 base +1 Con +1 racial)
Ref +7 (+2 base +4 Dex +1 racial)
Will +1 (+0 base +0 Wis +1 racial) (add 2 vs fear)

Offense
Speed 20 ft
Melee dagger +5 (1d3-2/19-20x2 piercing)
Melee full attack dagger +3/+3 (1d3-2/19-20x2 piercing) (1d3-2/19-20x2 piercing)
Ranged light crossbow +5 (1d6/20x2 piercing)
Sneak attack 1d6
Space 5 ft, Reach 5 ft

Other abilities and SQ
Finesse Training (Ex):
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Helpful trait:
Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Traits:
Helpful

Feats:
Lvl 1 - Two-weapon fighting
Finesse Training - Weapon Finesse

Skills:
Acrobatics +10 (1 Ranks +4 Dex +3 CS +2 racial)
Bluff +6 (1 Ranks +2 Cha +3 CS)
Climb +4 (1 Ranks -2 Str +3 CS +2 racial)
Diplomacy +6 (1 Ranks +2 Cha +3 CS)
Disable Device +8 (1 Ranks +4 Dex +3 CS) (add 1 against traps)
Escape Artist +8 (1 Ranks +4 Dex +3 CS)
Intimidate +6 (1 Ranks +2 Cha +3 CS)
Knowledge (local) +6 (1 Ranks +2 Int +3 CS)
Perception +6 (1 Ranks +0 Wis +3 CS +2 racial) (add 1 against traps)
Stealth +12 (1 Ranks +4 Dex +3 CS +4 size)
UMD +6 (1 Ranks +2 Cha +3 CS)

Background skills:
Perform (flute) +6 (1 Ranks +2 Cha +3 CS)
Slight of Hand +8 (1 Ranks +4 Dex +3 CS)

Languages: Common, Halfling, Gnome, Goblin

Equipment:
Wealth: 41gp 8sp
Common items
Dagger x2, Leather armor
Backpack, Bedroll, Crowbar, Winter blanket, Belt pouch, Grappling hook, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools, Flute, Hooded lantern, Oil (1 pint)
Alchemical items
Acid x2, Sunrod x5
Magic items
Wands

Background:

Ukter Quickmug was born in a family of traveling merchants. Wanderlust was one of the first feelings he learned, and the joy of life was never lost to him. Being small in a world of human-sized people, however, brings many opportunities, most of which involve taking things that aren't, strictly speaking, his. These new habits, however, created a rift between him and his famliy.

Choosing a fun life, he decided he was old enough to leave and left to find his own path. Having no particular plan for life, he lived village to village, caravan to caravan. This went on until he talked himself onto a caravan to little town of Belhaim...


Let us see what we get.

4d6 ⇒ (2, 3, 1, 1) = 7
4d6 ⇒ (3, 4, 1, 3) = 11
4d6 ⇒ (2, 3, 2, 3) = 10
4d6 ⇒ (2, 3, 6, 5) = 16
4d6 ⇒ (5, 1, 4, 4) = 14
4d6 ⇒ (1, 2, 2, 6) = 11

Meh, 20-pt buy.


Galahad0430 wrote:

UPDATE:

I have decided to go with two distinct parties. I will create a new campaign thread after selection. It will look like this:

1) One group will follow the standard storyline and be focused on the area from Oleg's Trading Post to the Tuskwater and Candlemere Lake. The second group will follow the Varnhold storyline and will be exploring to the East of the other group, seperated by the Northern spur of the Tors of the Levine, exploring Eastward into the Dunsward.

2) After the two towns are founded, I'll run a parallel barony development. Also, may invite additional people who are willing to take a slightly background role.

3) About a third to half way into the campaign, the groups will combine.

4) This will make it easier to have multiple quests going at once.

This sounds like fun. My character is open to both groups.


Thanks for the list Sven! Your read of my character is correct. My only ask is that you use the updated link for my character: here, with background skills and equipment. Thanks again!


Hi, I am reposting my character, now including Background skills and average wealth for the paladin (175gp) with equipment bought. He is a potential baron, an Erastilian paladin with 2 archetypes!

Character progression:

The plan is to go 20 levels paladin. At level 5, he will go for mount divine bond, not only since the theme fits the campaign, but also because it's required by one of the archetypes (Shining Knight). He will then invest in some mounted feats, including working up to Spirited Charge.

Character role:

Submission has been thought of for the Ruler role, with high charisma and some social skills being on brand, as well as fitting his background. As a Lawful character, he doesn't really lie and may need help with Sense Motive rolls. If Ruler is not available, the role of General or High Priest is also on brand for him.

In combat, he's a tank with decent damage. Although his AC does not shine at first (no Dex), he will eventually wear really heavy armor and he'll have a shield on the horse since he can wear a shield and use the lance one handed. But he still has great self healing too with swift action lay on hands (with bonus healing from trait and fey foundling feat).

About the player:

I am a consistent poster and have some experience in these forums, as well as with PF1. I like to play to the party's strengths and be a team player. Also, if for some reason I will not be able to post, I always let the group know in advance. Unless, of course, the circumstances are unforeseen.

Character sheet:

STR 19, DEX 10, CON 12, INT 10, WIS 10, CHA 16

Male Human
Medium Size
LG Paladin 1 (Enforcer, Shining Knight)
BaB +1
Init +0; Senses: Perception +0, Sense Motive +0
CMB +5 (1BaB +4str)
CMD 15 (1BaB +4str +0dex)
Favored Class Paladin
FC bonus: +1 skill point

Defense
AC 15, touch 10 flat-footed 15 (+5 Armor)
HP 14 (10 + 1 (1*1Con) +3 Toughness)
Fort +3 (+2 base +1 Con)
Ref +0 (+0 base +0 Dex)
Will +2 (+2 base +0 Wis)

Offense
Speed 30 ft
Melee 2H greatsword, pwr attack +4 (2d6+9/19-20x2 slashing)
Ranged Shortbow +1 (1d6/20x3 piercing)
Smite Chaos 1/day
Space 5 ft, Reach 5 ft (Reach = 10 ft with Lance)

Divine magic
Needs paladin level 4

Other abilities and SQ
Aura of Good:
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Chaos (Sp):
At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.

This ability replaces detect evil.

Smite Chaos (Su):
This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures.

Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.

This ability replaces smite evil.

Traits:
Blessed touch
Trustworthy

Feats:
Lvl 1 - Toughness
Human - Fey foundling

Skills:
ACP -4
Diplomacy +8 (1 Ranks +3 Cha +3 CS + 1 trait)
Intimidate +7 (1 Ranks +3 Cha +3 CS)
Ride +0 (1 Ranks +3 CS -4 ACP)
Sense Motive +4 (1 Ranks +3 CS)

Background skills:
Handle Animal +7 (1 Ranks +3 Cha +3 CS)
Knowledge (nobility) +4 (1 Ranks +3 CS)

Languages: Common

Equipment:
Wealth: 9gp 1sp
Common items
Greatsword, shortbow (20 arrows), Scale mail
Backpack, Bedroll, Winter blanket, Flint and steel, Ink, Inkpen, Bullseye lantern, Oil (1 pint), Parchment x10, Belt pouch, trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Whetstone x10

Background:

Harter was found by his family in the wilds. Although they already had four sons, Harter became the fifth son of a minor branch of the (Lebeda) family. His father Nesle does own some land, although it is small. Still it is enough for his brothers to taunt Harter that he is never going to inherit any of it, being so far down the line and also adopted. Due to limited funds, Nesle hired a single instructor to teach the 5 boys the basics of etiquette, swordsmanship and retoric.

Harter's brothers were clearly inferior to him when it came to martial discipline. This made them taunt him even more, ganging up against him. Eventually, Harter convinced his father to send him to train as a priest. It wasn't hard, as this would mean one less mouth to feed, and also the local Erastil's congregation could teach him ways to make the family's crops grow better.

Harter was much happier living amongst the Erastilians. Although he led a much simpler life, he learned the thrill of hunting his own dinner, not for sport, but to avoid going hungry. He learned the value of the common folk's life and the company of strangers around a tavern's table. Still, he was having trouble learning the actual faith's lessons and he was always afraid that he'd be expelled if he did not manage to progress.

This was until the day he learned of paladins. His teachers were a set of twin brother and sister, Reno and Sharon, and they hadn't thought of this themselves, and were relieved when Harter came to them with this proposal. As an Erastilian paladin, Harter was able to play to his strengths and serve the communities in a more interesting fashion.

As he finished his training as a true paladin, he heard of the Brevoy's call to reclaim the Stolen Lands. He tells his teachers he will go bring order and community to the south, not really asking for their permission. If successful, he will become the region's new baron and make a real difference. The fact that he would be able to shove his new land to his brothers did cross his mind, but he dismissed it as pointless pride.


Hey, is it possible to know what the other players are playing? Will make it easier to narrow down the options.


Hi, this is my submission for a potential baron, an Erastilian paladin with 2 archetypes! Since there was no mention of how to make starting gear in the opening post, I did not buy equipment, except for weapons and armor, but I'm not even sure I can afford that! Will of course repost the character if this information is provided.

Character progression:

The plan is to go 20 levels paladin. At level 5, he will go for mount divine bond, not only since the theme fits the campaign, but also because it's required by one of the archetypes (Shining Knight). He will then invest in some mounted feats, including working up to Spirited Charge.

Character role:

Submission has been thought of for the Ruler role, with high charisma and some social skills being on brand, as well as fitting his background. As a Lawful character, he doesn't really lie and may need help with Sense Motive rolls. If Ruler is not available, the role of General or High Priest is also on brand for him.

In combat, he's a tank with decent damage. Although his AC does not shine at first (no Dex), he will eventually wear really heavy armor and he'll have a shield on the horse since he can wear a shield and use the lance one handed. But he still has great self healing too with swift action lay on hands (with bonus healing from trait and fey foundling feat).

About the player:

I am a consistent poster and have some experience in these forums, as well as with PF1. I like to play to the party's strengths and be a team player. Also, if for some reason I will not be able to post, I always let the group know in advance. Unless, of course, the circumstances are unforeseen.

Character sheet:

STR 19, DEX 10, CON 12, INT 10, WIS 10, CHA 16

Male Human
Medium Size
LG Paladin 1 (Enforcer, Shining Knight)
BaB +1
Init +0; Senses: Perception +0, Sense Motive +0
CMB +5 (1BaB +4str)
CMD 15 (1BaB +4str +0dex)
Favored Class Paladin
FC bonus: +1 skill point

Defense
AC 16, touch 10 flat-footed 16 (+6 Armor)
HP 14 (10 + 1 (1*1Con) +3 Toughness)
Fort +3 (+2 base +1 Con)
Ref +0 (+0 base +0 Dex)
Will +2 (+2 base +0 Wis)

Offense
Speed 30 ft
Melee 2H greatsword, pwr attack +4 (2d6+9/19-20x2 slashing)
Melee 2H heavy flail, pwr attack +4 (1d10+9/19-20x2 bludgeoning)
Melee 2H lance, pwr attack +4 (1d10+9/19-20x2 piercing)
Ranged Longbow +1 (1d8/20x3 piercing)
Smite Chaos 1/day
Space 5 ft, Reach 5 ft (Reach = 10 ft with Lance)

Divine magic
Needs paladin level 4

Other abilities and SQ
Aura of Good:
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Chaos (Sp):
At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.

This ability replaces detect evil.

Smite Chaos (Su):
This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures.

Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.

This ability replaces smite evil.

Traits:
Blessed touch
Trustworthy

Feats:
Lvl 1 - Toughness
Human - Fey foundling

Skills:
ACP -4
Diplomacy +8 (1 Ranks +3 Cha +3 CS + 1 trait)
Handle Animal +7 (1 Ranks +3 Cha +3 CS)
Intimidate +7 (1 Ranks +3 Cha +3 CS)
Ride +0 (1 Ranks +0 Dex +3 CS -4 ACP)

Languages: Common

Equipment:
Wealth: 0gp
Common items

Background:

Harter was found by his family in the wilds. Although they already had four sons, Harter became the fifth son of a minor branch of the (Lebeda) family. His father Nesle does own some land, although it is small. Still it is enough for his brothers to taunt Harter that he is never going to inherit any of it, being so far down the line and also adopted. Due to limited funds, Nesle hired a single instructor to teach the 5 boys the basics of etiquette, swordsmanship and retoric.

Harter's brothers were clearly inferior to him when it came to martial discipline. This made them taunt him even more, ganging up against him. Eventually, Harter convinced his father to send him to train as a priest. It wasn't hard, as this would mean one less mouth to feed, and also the local Erastil's congregation could teach him ways to make the family's crops grow better.

Harter was much happier living amongst the Erastilians. Although he led a much simpler life, he learned the thrill of hunting his own dinner, not for sport, but to avoid going hungry. He learned the value of the common folk's life and the company of strangers around a tavern's table. Still, he was having trouble learning the actual faith's lessons and he was always afraid that he'd be expelled if he did not manage to progress.

This was until the day he learned of paladins. His teachers were a set of twin brother and sister, Reno and Sharon, and they hadn't thought of this themselves, and were relieved when Harter came to them with this proposal. As an Erastilian paladin, Harter was able to play to his strengths and serve the communities in a more interesting fashion.

As he finished his training as a true paladin, he heard of the Brevoy's call to reclaim the Stolen Lands. He tells his teachers he will go bring order and community to the south, not really asking for their permission. If successful, he will become the region's new baron and make a real difference. The fact that he would be able to shove his new land to his brothers did cross his mind, but he dismissed it as pointless pride.


I'm interested. Full disclosure: I'm already in a Kingmaker game, but by your description, it seems the game will be unique enough for a separate experience and that makes me excited.

Quick question: the original game is not planned to go up till level 20, that's possible in the Owlcat video-game. What is the level cap for this game? I ask to plan for point buy abilities array.


Here is my submission. A deep shaman. With a Hex choice, he can breathe underwater and gains a swim speed, so that's covered. Since the archetype forces the waves spirit, it also means he can buff other party members with water breathing too!

He is a support caster and debuffer with the shaman spell list and hexes, but serves as an off-healer as well. With the wandering spirit ability he has immense versatility to cover any holes in the party's ability range.

Renshaw Blackburn:

STR 8, DEX 10, CON 14, INT 10, WIS 18, CHA 14

Male Human
Medium Size
NG Deep Shaman 1
BaB +0
Init +0; Senses: Perception +9 (+11), Sense Motive +4 (+6)
CMB 11 (0BaB -1str)
CMD 9 (0BaB -1str)
Favored Class Shaman
Fav Class bonus +1 skill point

Defense
AC 14, touch 10 flat-footed 14 (+4 Armor)
HP 11 (8 + 2 (1*2 Con) + 1 (1 FC))
Fort +4 (0 base +2 Con +2 Great Fortitude)
Ref +0 (0 base)
Will +6 (+2 base +4 Wis)

Offense
Speed 20 ft
Ranged Crossbow +0 (1d8/19-20x2)
Space 5 ft, Reach 5 ft

Divine magic
CL 1
Concentration (CL + Wis): +5

DC: 14+spell level

Prepared (slots+spirit):
Orisons (4/4): Detect Magic, Guidance, Dancing Lights
1 (2+1): Bless, Entangle + (spontaneous)

Spirit magic:
1st: Hydraulic Push

Spirit:
Waves

Spirit Animal
The skin of the shaman’s spirit animal constantly distorts, much as a pond’s surface ripples when drops of water fall gently into it. The animal gains Mobility as a bonus feat. The animal doesn’t need to meet the prerequisites for this feat. In addition, the animal can breathe underwater.
A deep shaman must choose the waves spirit. The deep shaman must choose a spirit animal with the aquatic subtype, and it gains the amphibious special quality instead of gaining the ability to breathe in water. A deep shaman gains Swim as a class skill.

Spirit Ability
A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability.

Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenching weapon special ability.
When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has. At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone.

This alters spirit ability and greater spirit ability.

Hexes:

Traits:
Following in the Footsteps
Seeker

Feats:
Lvl 1 - Great Fortitude
Human -

Skills:
ACP: -3
Diplomacy +7 (1 Ranks +2 Cha +3 CS +1 trait)
Heal +8 (+10) (1 Ranks +4 Wis +3 CS) (add with Healer's kit)
Perception +9 (+11) (1 Ranks +4 Wis +3 CS +1 trait) (add 2 when spirit animal is at arm's length)
Spellcraft +4 (1 Ranks +3 CS)
Survival +8 (1 Ranks +4 Wis +3 CS)
Swim +3 (1 Ranks -1 Str +3 CS +3 Spirit Animal -3 ACP)

Background skills:
Handle Animal +6 (1 Ranks +2 Cha +3 CS)
Profession (accountant) +8 (1 Ranks +4 Wis +3 CS)

Languages: Common

Equipment:
Wealth: 11gp 6sp
Common items
Light Crossbow (10 bolts), Hide Armor
Dagger x2, Backpack, Bedroll, Winter blanket, Belt pouch, Flint and Steel, Trail rations x10, Hemp rope, Sewing needle, Signal whistle, Soap, Waterskin
Tools
Healer's kit (10)
Alchemical items
Antitoxin
Magic items

Familiar:
Pooky
Blue-Ringed Octopus
N Tiny animal (aquatic) (amphibious)
Init +5; Senses low-light vision; Perception +1
Alertness, improved evasion, share spells, empathic link

DEFENSE

AC 18, touch 17, flat-footed 13 (+5 Dex, +2 size, +1 natural)
hp 5 (1d8)
Fort +0, Ref +5, Will +3
Defensive Abilities ink cloud

OFFENSE

Speed 20 ft., swim 30 ft., jet 60 ft.
Melee bite +7 (1d2–1 plus poison), tentacles +5 (grab)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 8, Dex 21, Con 10, Int 6, Wis 13, Cha 3
Base Atk +0; CMB +3 (+7 grapple); CMD 12 (can’t be tripped)
Feats MultiattackB, Weapon Finesse
Skills Escape Artist +15, Stealth +25, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
Special Attacks poison

Ink Cloud (Ex)

While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.
Jet (Ex)

The octopus can jet 60 feet in a straight line as a full-round action. This does not provoke attacks of opportunity.
Poison (Ex)

Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

Background:

Renshaw Blackburn is the second son of a family of accountants. Leading a boring life working for a Chelaxian family didn't sit right with him. Always looking up to his brother Amos, Renshaw ended up leaving the country. To the despair of their parents, Amos was keen on adventuring. After learning how to swing a sword, he set out to travel.

Renshaw followed his brother although he wasn't really for fighting. Helping sort out the accounts for the various caravans is what kept him employed and useful. for a few years, he was happy. However, as much as Amos loved his little brother, he always felt held back. For this reason, he applied for and got accepted for an expedition which turned out to be to found Talmandor’s
Bounty.

While Renshaw believed his brother Amos when he said that both would go together, he was caught by surprise when only Amos was accepted to go. Amos faked his disappointment well, but Renshaw noticed that he was happy. Rather than take the hint, Renshaw decided to follow his brother and applied again, this time highlighting his accounting skills above his adventuring.

As he spent so long waiting for the selection process in Almas, Renshaw started to hear the ocean calling to him. Not to dive or to drink, something else. As he walked the piers trying to understand what was calling to him, he was startled by a small octopus who was creeping toward him. Instead of getting scared, he approached the octopus and, without understanding how, knew how to communicate with him. He named the octopus Pooky, for having spooked him earlier.

About this time, he received information that he was accepted for the second wave of colonizers. Happy to go meet his brother, Renshaw boarded the Peregrine. For the first few days, he only commuted with Pooky, learning about the sea. Slowly thereafter, he started to also talk to the people onboard. He traded some information with Anya Sandstrider, tried learning some from Eamon Caranth and tries learning something about Luetin Calewick's line of work. And he enjoys the smell of the sea as the wind washes over his face.


Hi I'm very interested, thanks for running. Thinking of a shaman who's an accountant.

Point Buy: 1d4 + 15 ⇒ (3) + 15 = 18


1 person marked this as a favorite.

Hi, I'm submitting Leo Wulff, empiricist investigator.

About the submission:

This is obviously a skill monkey. He has the face skills as well, but if the selected party has another face, I'll consider redirecting Bluff and Intimidate if that's ok.
He'll cover the important knowledges, the very important trapfinding and spellcraft too. Perception will be very high.

He'll also giev a lot of party versatility via extracts. Starting level 3 he'll be able to share his extracts with the infusion alchemy discovery. That gives some unique buffs (like shield spell on anyone).

In combat, the empiricist is a late bloomer. He'll start doing little damage, but he'll eventually get dex to damage and studied combat, which scales slow but really powerfully.

About me:

I have a few games going on and am a very consistent poster. I inform the party of my absenses beforehand, like a trip or some other reason. My posting quality can vary, because sometimes I don't have much time to post, but I make sure to post at least something short, in the very least to keep things rolling.

Character sheet:

STR 13, DEX 16, CON 10, INT 18, WIS 10, CHA 10

Male Elf
Medium Size
LG Investigator (empiricist) 1
BaB +0
Init +3; Senses: Perception +6, Sense Motive +4, Lowlight vision
CMB 0 (+BaB)
CMD 13 (10 0+3Dex)
Favored Class Investigator
FC bonus: +⅓ inspiration

Defense
AC 15, touch 13 flat-footed 12 (+3 Dex +2 Armor) (mind shield extract)
HP 11 (8 (1st investigator) + 3 (Toughness))
Fort +1 (+1 Con +1 trait)
Ref +5 (+2 base +3 Dex)
Will +3 (+2 base +0 Wis +1 trait) (add 2 vs enchantment)

Offense
Speed 30 ft
Melee rapier +3 (1d6+1/20x2)
Space 5 ft, Reach 5 ft

Magic
Spell-like ability
At will: Detect Magic

Alchemy
CL 1

DC: 14+extract level

Prepared (slots):
1 (2): Shield, free slot

Formula book
1 (4): Crafter's Fortune, Cure Light Wounds, Disguise Self, Long arm, Shield, Tears to wine

Inspiration:
Inspiration pool: 4
Die: 1d6
Free uses: Knowledge, Linguistics, Spellcraft

Other abilities and SQ:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Traits:
Accelerated drinker
Forlorn
Missing child (own son)
Grudge keeper (flaw)

Feats:
Lvl 1 - Toughness

Skills:
Bluff +4 (1 Ranks +3 CS)
Disable Device +8 (1 Ranks +3 Dex +3 CS +1 trapfinding)
Diplomacy +4 (1 Ranks +3 CS)
Intimidate +6 (1 Ranks +3 CS +2 trait)
Knowledge (arcana) +8 (1 Ranks +4 Int +3 CS)
Knowledge (dungeoneering)
Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion) +8 (1 Ranks +4 Int +3 CS)
Perception +6 (1 Ranks +3 CS +2 racial) (add 1 to locate traps)
Sense Motive +4 (1 Ranks +3 CS)
Spellcraft +8 (1 Ranks +4 Int +3 CS)

Background skills:
Craft (alchemy) +8 (1 Ranks +4 Int +3 CS) (add 1 to create alchemical item)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Profession (private investigator) +4 (1 Ranks +3 CS)

Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc

Equipment:
Wealth: 5gp 2sp
Common items
Rapier, Leather armor, Dagger x2, Backpack, Bedroll, Caltrops, Crowbar, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools

Magic items
-

Background:

Leofel Wulff came to Korvosa with his family when he was young. They were coming to spend some time expanding their business. However, after only 10 months, they had not yet secured all the contacts they needed, they were all killed in a street robery. Leofel was barely a young adult, so he was not allowed to go on the business talks. When the Korvosan guard came to give him the news, he could not understand it.

As a young elf in a human city, Leofel was quickly scammed out of his family's money. All he managed to keep for himself was enough money to buy himself a small apartment in Old Korvosa. After learning how humans work, the elf started to go by the name of Leo, and started to try and get his family's business back on track.

It took Leo many years to realize he is not meant for commerce. Instead, he started a small private investigation office. It turned out that this business was better suited for him. He found enough clients to keep his office afloat and for a while he thought he'd make it.

A few years went by. One day he was hired by Yecza, a beautiful yet poor woman to find a watch of sentimental value to her. Even though he did find the watch, she couldn't afford his fee. She became his assistant to eventually have money to pay her debt. It was not entirely surprising that they fell for each other. Soon, the debt was forgotten, and they had a son together. They named him Cooper and they were happy.

Cooper was 8 years old when he disappeared from Leo's side one day at the market. The elf went mad with rage. Yecza didn't forgive the elf and hasn't since been able to form a coherent sentence due to grief.

Today Leo spends his days running the streets, mad to find any clue of his son.


Veniir wrote:

So I went to see the current party and submissions. It seems that melee and healing is covered. I think some Int character would be nice to take some weight off the bard's shoulders. Here is an evoker trying to fit that role.

** spoiler omitted **...

BTW, I'm missing one language. That'd be Goblin.


@Desdemona: I think we had the same thought. But I still stand by my submission.


So I went to see the current party and submissions. It seems that melee and healing is covered. I think some Int character would be nice to take some weight off the bard's shoulders. Here is an evoker trying to fit that role.

Character sheet:

STR 8, DEX 14, CON 14, INT 18, WIS 12, CHA 10

Male Human
Medium Size
CG Wizard (evoker-generation) 1
BaB +0
Init +2; Senses: Perception +6, Sense Motive +1
CMB -1 (0BaB -1 str)
CMD 11 (0BaB +2 dex -1 str)
Favored Class Wizard
FC bonus: +1 Skill Point

Defense
AC 12, touch 12 flat-footed 10 (+2 Dex) (Consider Mage Armor, Shield)
HP 7 (6 + 2 (1*2Con))
Fort +2 (+0 base +2 Con)
Ref +2 (+0 base +2 Dex)
Will +3 (+2 base +1 Wis)

Offense
Speed 30 ft
Ranged touch attack +2
Space 5 ft, Reach 5 ft

Arcane magic
Specialization: Evocation - generation
Opposed schools - Divination, Enchantment

CL 1
Concentration (CL + Int +2 trait): +7
Arcane bond: Ring

DC: 14+spell level
DC for evocation: 15+spell level

Prepared (slots+specialization):
Cantrips (3): Dancing Lights, Detect Magic, Daze
1 (2+1): Grease, Thunderstomp + Burning Hands

Spells known
Cantrips: All
1 (7): Burning Hands, Grease, Mage Armor, Magic Missile, Ray of Enfeeblement, Silent Image, Thunderstomp

Other abilities and SQ
Lingering Evocations (Su): Any evocation spell you cast with a duration greater than instantaneous lasts an additional number of rounds equal to 1/2 your wizard level (minimum +1). At 20th level, any dispel checks made against your evocation spells must be rolled twice, and your opponent must use the less favorable result.

Wind Servant (Sp): As a standard action, you can generate a blast of air that hurls an unattended object (or objects) or an object in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 1 pound per wizard level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an object, you must succeed at a ranged touch attack. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:
Seeker
Scholar of the Ancients
Focused Mind

Feats:
Lvl 1 - Spell Focus (Evocation)
Human - Precise Shot
Wizard 1 - Scribe Scroll

Skills:
Knowledge (arcana) +9 (1 Ranks +4 Int +3 CS +1 trait)
Knowledge (dungeoneering) +8 (1 Ranks +4 Int +3 CS)
Knowledge (local) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature) +8 (1 Ranks +4 Int +3 CS)
Knowledge (planes) +8 (1 Ranks +4 Int +3 CS)
Knowledge (religion) +8 (1 Ranks +4 Int +3 CS)
Perception +6 (1 Ranks +1 Wis +3 CS +1 trait)
Spellcraft +8 (1 Ranks +4 Int +3 CS)

Background skills:
Knowledge (history) +9 (1 Ranks +4 Int +3 CS +1 trait)
Knowledge (engineering) +8 (1 Ranks +4 Int +3 CS)

Languages: Common, Varisian, Elven, Draconic, Thassilonian

Equipment:
Wealth: 29gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Healer's kit (10)

Background:

Sergyn Falfer was born in Sandpoint and lived there for the first 21 years of his life. Upon first seeing Nualia and her beautiful hair and eyes, he was immediately infatuated by her. However, timid as he is young, he never said anything to her. He only walked around with Brodert Quink, studying and entertaining his strange theories. The only friend he really had at that time was Ameiko Kaijitsu, who tried giving him advice, but he was too focused on his inner thoughts to do anything palpable.

One day, after having a bad dream, he worked up the courage to talk to Nualia about how he felt. However, when he found her, she dismissed all his words as background noise. Shortly after, the Late Unpleasantness started. Upon hearing of Nualia's death, Sergyn shut himself down and found passion in nothing. After his mother Gaceem talked with Ameiko, they both decided that he should have something to occupy himself with. She gathered all the money she could borrow from the family and sent him to Magnimar to study under the great elf Pririeh Aan, mage and historian.

Sergyn had no time to grieve in his time in Magnimar. Master Aan put him through rigorous studies of magic and history. The elf was determined to learn the secrets of the great Thassilonian magic, which is why she traveled to Magnimar in the first place - a city with many ancient Thassilonian secrets to find.

The young Sergyn had no time and no intention to come back to Sandpoint to visit. He couldn't even bring himself to come for the inauguration of the Sandpoint cathedral, the monument to the healing of the town. The only thing that could bring him back is what unfortunately happened. Shortly before the cathedral consecration, a goblin raid happened and his mother was one of the very few people killed in it. Master Aan, of course, understood the need for him to go back, but insisted he returned as soon as he could to continue studying under her.

As Sergyn arrived in Sandpoint, he met with his family and they started mourning together. Sergyn spent most of his time in the Rusty Dragon, talking with Ameiko, letting his rage out. He wanted to get back at the goblins...

For the GM only:

So, with this backstory, Sergyn has a lot of growth opportunities during the 1st book of the campaign. Upon learning that Nualia was the one that ordered the attack that killed his mom, he will struggle with his feelings. His friendship with Ameiko seems to be a good way to get him into the action, since he is so close to her. Also, when the 1st book is done, he will have to stay in town to deal with family trying to seize his mother's house in town, so he will have to study a bit of law to know how to defend his house (through a Lore skill). But in the end he will regain the love for his hometown and will learn how to make friends. He will also feel protective of the Sandpoint folk being harmed, thus he will also be very emotionally affected when a certain few murders happen in the beginning of the 2nd book, feeling more in tune with the town.


Hi GM Spazmodeus. I participated in the original thread and ended up GMing a RotRL game of my own with a group of unselected players from the thread. It is going really well and I'm having a lot of fun with it. Group is currently level 4 and wrapping up book 1.

Having said that, I hope I can still be considered for your game. I'd be submitting a battle oracle. As such, I provide another melee to join your cavalier. As a non-martial character, he won't steal the cavalier's thunder, but he'll be a main healer in a party, as well as a level 9 caster, and some swift action healing (with combat healer revelation at level 7).

I'll need a few days to flesh him out though.


Ouachitonian wrote:
I’m not much for full casters, but I might could go for one that still has some combat ability; maybe a Sorc->Dragon Disciple or a Druid. It’s been a long time since I’ve tried a Druid, that could be fun. What a Druid is doing on the Plane of Fire I’m not completely sure, but presumably they have nature there too. Weird nature that needs studying.

So, I'm not participating in this recruitment as this game is not for me, but I like to lurk in some recruitment threads. I might have a suggestion for you.

It seems that the Elemental Ally druid archetype would fit the campaign and your proposal very well. You could be in the plane of fire to help an elemental friend that asked for your aid.


I can see and move George in Roll20.

BTW, I loved the map.


rdknight wrote:

Hello and good morning! Thanks for selecting me GMMichael!

Here's the tentative build for Sidonia: Sidonia

A few things to mention.

1. I've wavered quite a lot on whether to go the Dex 4 and Cha 3 versus Dex 3 and Cha 4. I think it's fairly obvious the idea with Sidonia is to be more on the face and social side of things compared to straightforward combat and thievery. This would suggest a Cha 4. On the other hand, the first couple of levels at least tend to be more 'all hands on deck' where combat is concerned, with characters really finding their niche after a few levels. This would suggest a Dex 4. I'm open to opinions and suggestions here.

2. Possibly connected to Thing 1, I haven't decided on an archetype for level 2. Mostly I'm looking at out of melee options like Bard, Sorcerer, Dandy, Captivator, or Celebrity(?). Again leaning more into non-combat development. This could be misguided? I was ready to consider knowledge oriented archetypes, but with an Investigator in the party it seems there's no need.

3. When I saw the background with a connection to Jubrayl Vhiski I almost scrapped this version of the character in favor of a Thief racket Rogue instead. That one would be a person looking to get out from under Jubrayl's thumb, having reconsidered their life choices thus far. Such a move would require protection, and attaching to a new group of heroes in town would be just the right opportunity to make the move. This version is still possible. There might not be enough for a more specialized social character to do?

Anyway, as I mentioned I have very little experience with 2e so I'm leaning into the confessions of uncertainty with an aim toward getting feedback form others.

So, Tiny George will be trained in all 3 social skills, but won't have Cha 4. Also, your pathbuilder link led me to the initial page, not a build. Not sure if it's my problem.

Anyway, for archetype I am fairly sure I'll go Marshal, which means I'll make everyone better for combat. You should factor that in.


Hi GM Michael. Thanks for the invite.

I can only create my alias tomorrow, but here we go.

Any other players from Sandpoint want to have a previous relationship? I can see that Barbie has a similar story to Tiny George, my character. We both are children of one of the Pixie's Kitten's workers with unknown father. We could easily be (spiritual) siblings.


George is Varisian, btw.


Ok, I have a character concept for you. I have a question though. You say a free archetype feat at 2nd level. Does this mean that this is not the free archetype optional rule, just one single extra feat at 2nd?

Mechanics:

Ancestry: Human
Heritage: Versatile
Background: Militia Member (Seven Dooms for Sandpoint Player's guide)
Class: Barbarian with the Giant instinct
Archetype planned: Either Marshal or Beastmaster. Not yet set in stone.

Others:
Planned skill training: Athletics (from background), Deception, Diplomacy, Intimidation. Think of him as a largely built Columbo (Peter Falk). Whenever called by the militia, he investigates whatever is asked by talking to people.

Character story:

George Oriun, or "Tiny" George as he's known, is the son of a sailor with one of the nice women that works in the Pixie's Kitten called Nuevi Oriun. At a young age, he wanted to meet his father, but never managed to. At his mother's protests, he even joined the crew of a few merchant ships to look for him. Sadly, all he learned was how to swim and brawl. He both admired and hated his father, the conflicting combination manifested in rage.

He finally decided to come back home and look for another way to live his life. He finally noticed his mother and hated what she had to do only to feed herself, and himself when he was young. He decided to focus on the parent he knew and loved.

After the first time he fought with a Kitten patron, he was forbidden to go there. He only wanted to protect his mother, but Madam Kaye assured him that she was perfectly able to manage her business. Still, he didn't let it go and started asking around that particular patron. Soon he found out he hung out with bad elements. Sheriff Hemlock took notice of young George's efforts. Despite the man's large size, it was only a matter of time until he angered the wrong person and wound up in a tiny alley with a shiv between his ribs.

After trying to get Tiny George to join the town's guard, he was too unruly and reckless when a fight broke out. He, instead, offered to have George join the unofficial town's militia. He'd help where needed, even doing unofficial investigations, as the sheriff learned he was good at learning stuff just by talking to people. This gave George some purpose, although he was usually very bored with waiting for something to happen. At least he wasn't getting stabbed, which made his mother happy.


I'm interested. No idea what to submit yet, so I'll see what I come up with.


All right, here is my submission. This is a Kensai Magus. He abandons armor and diminishes spellcasting to focus on the weapon.

He can reach decent AC over time, especially if there's mage armor in the group. He can also dish out decent damage over time. Right now, he's just average, though. He just scales really well.

Character sheet:

STR 11, DEX 19, CON 11, INT 17, WIS 12, CHA 13

Male Elf
Medium Size
CG Magus (Kensai) 2
BaB +1
Init +4; Senses: Perception +9, Sense Motive +0, Low-light vision
CMB +1 (1BaB+1str)
CMD 15 (1BaB +1dstr +4dex)
Favored Class Magus
FC bonus +2 HP

Defense
AC 16, touch 16 flat-footed 10 (+4 Dex +2 dodge (Int)) (Consider Shield spell)
HP 15 (8 + 5 (5*1Magus) + 2 (2*FC))
Fort +3 (+3 base)
Ref +4 (+0 base +4 Dex)
Will +4 (+3 base +1 Wis) (immune to sleep) (add 2 vs enchantment)

Offense
Speed 30 ft
Melee Rapier +5 (1d6+4/18-20x2)
Melee Rapier, power attack +4 (1d6+6/18-20x2)
Melee Rapier, spell combat +3 (1d6+4/18-20x2)
Melee Rapier, power attack, spell combat +2 (1d6+6/18-20x2)
Ranged Longbow +5 (1d8/20x3)
Space 5 ft, Reach 5 ft

Arcane magic
CL 2
Concentration (CL + Int + trait): +7 (add 2 against spell resistance) (add 2 to cast defensively)

DC: 13+spell level

Prepared (slots):
Cantrips (4): Arcane Mark, Dancing Lights, Detect Magic, Mage Hand
1 (1+1): Shield, Shocking Grasp

Spellbook
Cantrips: All
1: Burning Hands, Corrosive Touch, Feather Fall, Hide Weapon, Jump, Reduce Person, Shield, Shocking Grasp

Other SQ
Spell combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Arcane Pool (current pool: 4)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Diminished Spellcasting
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex) - Rapier
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Spellstrike
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Alternate racial trait: Arcane Focus

Traits:
Seeker
Focused Mind

Feats:
Lvl 1 - Fencing Grace
Kensai - Weapon Focus (Rapier)

Skills:
Intimidate +6 (2 Ranks +1 Cha +3 CS)
Knowledge (arcana) +8 (2 Ranks +3 Int +3 CS)
Knowledge (planes) +8 (2 Ranks +3 Int +3 CS)
Perception +9 (2 Ranks +1 Wis +3 CS +2 racial +1 trait)
Spellcraft +8 (2 Ranks +3 Int +3 CS) (add 2 to identify properties of magical item)
Use Magic Device +6 (2 Ranks +1 Cha +3 CS)

Background skills:
Craft (Weapons) +8 (2 Ranks +3 Int +3 CS)
Knowledge (nobility) +5 (2 Ranks +3 Int)

Languages: Common, Elven, Celestial, Draconic, Sylvan

Equipment:
Wealth: 50gp 2sp
Common items
Rapier, Longbow
Dagger x2, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Artisan's tools
Alchemical items
Alchemist's fire x2, Acid flask x2

Background:

Finniel Leafblow was born in Kyonin. The rigorous magical training did imprint on him 2 things: The importance of magic and how to stay focused. It also taught him that a life of obedience and close-mindedness was not for him. As soon as he found a way out, he took the opportunity and started to travel the world.

Finniel's traveling years were his happiest ones. He met so many people and learned so many new things that he thought he would spend his entire life travelling. That was until the sundering. The elf saw friends die and many other horrors. Angry, he decided to do something about it. He learned the sacred art of fighting with his trusted rapier and magic, forgoing armor entirely. He learned that Passbog had clues about the sundering and set out to travel there.


Another question. I'm thinking of a Dex magus. For the Slashing Grace feat, it specifically requires your other hand to be free or unoccupied. Do you consider that spell combat/spellstrike occupies the hand in this sense?


Say GM, would you allow Estoc to work with either Slashing Grace or Fencing Grace?


I'm working on a magus for the "extra body" position.


4d6 ⇒ (6, 5, 2, 2) = 15
4d6 ⇒ (5, 5, 4, 5) = 19
4d6 ⇒ (6, 2, 3, 1) = 12
4d6 ⇒ (5, 6, 4, 6) = 21
4d6 ⇒ (3, 6, 2, 4) = 15
4d6 ⇒ (1, 2, 4, 4) = 11

Reroll: 2d6 ⇒ (3, 3) = 6

So, 13, 15, 12, 17, 13, 11. Decent. I'll see what comes from this.


Here is my submission. He is a CN Cleric of Calistria/Shaman with the Heavens spirit. The spirit animal has not been yet chosen, because I'd like to discuss this with the GM in case I get chosen. This is a full caster. All physical damage aspects of the cleric and shaman are put to the side to make him a spell machine gun. Buffs and heals for allies, debuffs and control spells for enemies, not to mention hexes and domain powers. The biggest weakness of this character is getting focused and action economy, which means that turns will have to be very carefully planned for maximum efficiency. But, oh, they're going to be satisfying.
Out of combat, he is a full party face with all relevant skills maximized, where charisma also benefits both cleric and shaman class abilities. And, of course, the very necessary Perception skill.

Cerpidy Fuirst:

STR 8, DEX 10, CON 12, INT 12, WIS 19, CHA 14

Male Human
Medium Size
CN Cleric of Calistria/Shaman of Heavens 3
BaB +2
Init +0; Senses: Perception +11, Sense Motive +10
CMB +1 (2BaB -1str)
CMD 11 (2BaB -1str)
Favored Class Cleric
Fav Class bonus +3 skill points

Defense
AC 16, touch 10 flat-footed 16 (+6 Armor)
HP 24 (8 + 10 (2*5cleric) +3 (3*1 Con) + 3 (Toughness))
Fort +5 (+3 base +1 Con +1 Resistance)
Ref +2 (+1 base +1 Resistance)
Will +8 (+3 base +4 Wis +1 Resistance)

Offense
Speed 20 ft
Ranged Crossbow +2 (1d8/19-20x2)
Space 5 ft, Reach 5 ft

Divine magic
CL 3
Concentration (CL + Wis): +7
Cleric spontaneous casting: Cure

DC: 14+spell level

Prepared (cleric slots/shaman slots+domain+spirit):
Orisons (4/4): Create Water, Detect Magic, Guidance, Spark/Arcane Mark, Dancing Lights, Know Direction, Purify Food and Drink
1 (3/3+1+1): Bless, Comprehend Languages, Shield of Faith/Entangle, Inflict Light Wounds, Magic Weapon + Disguise Self + Color Spray
2 (2/2+1+1): Boneshaker, Owl's Wisdom/Barkskin, Spiritual Weapon + Invisibility + Hypnotic Pattern

Domain:
Trickery
Bluff, Disguise and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Luck
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spirit:
Heavens

Spirit Animal
The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Hexes:
Evil Eye
Chant

Other features:
Channel Positive Energy 2d6
Aura: Chaotic

Traits:
Bully
Seeker

Feats:
Lvl 1 - Alignment Channel (Damage evil)
Human - Toughness
Lvl 3 - Extra Hex (Chant)

Skills:
Bluff +8 (3 Ranks +2 Cha +3 CS)
Diplomacy +8 (3 Ranks +2 Cha +3 CS)
Intimidate +9 (3 Ranks +2 Cha +3 CS +1 trait)
Heal +10 (3 Rankis +4 Wis +3 CS)
Knowledge (religion) +5 (1 Ranks +1 Int +3 CS)
Knowledge (planes) +5 (1 Ranks +1 Int +3 CS)
Perception +11 (3 Ranks +4 Wis +3 CS +1 trait)
Sense Motive +10 (3 Rankis +4 Wis +3 CS)
Spellcraft +5 (1 Ranks +1 Int +3 CS)

Background skills:
Handle Animal +8 (3 Ranks +2 Cha +3 CS)
Knowledge (history) +7 (3 Ranks +1 Int +3 CS)

Languages: Common, Abyssal

Equipment:
Wealth: 26gp 9sp
Common items
Light Crossbow, Chainmail
Dagger x2, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Silver holy symbol of Calistria
Magic items
Wand of Cure Light Wounds (50 charges)
Cloak of Resistance +1
Pearl of power (1st)

Background:

Cerpidy Fuirst was born in a simple life. His father, a Mendevian farmer, taught him the value of community and his mother taught him freedom. The boy thought he'd inherit his father's farm and become a farmer himself. Still in his early years, however, he learned the pleasures of the flesh, and became somewhat infamous in his town. Still, he was a hardworking boy and, although he lacked the physical strength, he certainly knew his way around the farm, how to sell the excess produce and help the animals when they were hurt. He was referred to a local spiritual leader called Thomas who studied the now fallen land of Sarkoris. Thomas taught Cerpidy to listen to the whispers of the land and sky. The young boy was excited to learn of the spirits, but used his new powers to impress young girls more than heal the land.

Everything changed one day. Cerpidy never forgot the way the cultists invaded his house. They destroyed everything, killed his family and violated his mother before killing her. By the time Iomedae's order came, the cultists were trying to convince the young boy to join their cause, that his pain would fuel his power. He was taken to a temple to be taken care of and was told to pray to Iomedae to show gratitude for his life. However, he did not feel grateful. Not only did Deskari's cultists rob him of his family, they robbed him of his peaceful life. He could never go back now. He took the cultists' words to heart. He would use his hatred of Deskari and its cultists as fuel.

Knowing he was powerless to fight cultists, he decided to indeed turn to religion and let his time come. He wanted to honor his village and the now deceases Thomas. Although Erastil was the logical choice, he heard Calistria's call louder and louder. By the time he was 20 years old, he knew how to pray to Calistria, how to honor the godess and was capable of invoking her power, in addition to the spirits. It would be 10 more years until Deskari himself plunged into Kenabres leading an attack that would leave Mendev in the open, with only a new crusade between the Abyss and Golarion. Cerpidy saw this as an opportunity. He would be able to approach those that wronged him, and strike when the time is right.


Building a shaman/cleric of Calistria. Cleric for healing and buffing, shaman for debuffing and annoying. It's gonna be great.


I submitted a character in your other game with a cleric of Calistria when there was a need for a healer. I really loved your entire take on the campaign. Your new idea sounds equally interesting. I would be very interested.


I like this. I'm submitting an Oread Cleric of the Green Faith. I haven't created a full character sheet, but will post a character concept and background as described in the opening post.

Character concept:

Urtar Rockburst is very easy to get along with. His demeanor is calm and it feels like he never has a worry in the world. Somehow, in his presence, things always feel relaxed and that time is moving a bit slower. His big muscly arms, however, show how nobody should find out what he is like when he's angry.

This is a (vanilla) cleric with decent strength. When he's not healing, he is poking with his longspear. He will definitely go for Earth domain. Second domain I am still debating. Might go Fire for hot goodness or Plant for more versatility as well as the very powerful Barkskin spell.

Quick background:

Urtar Rockburst has lived in the Mwangi Expanse his whole life. Since early on he was exposed to the teaching of the Green Faith. While the philosophy always attracted him, he never found the interest to join a druidic circle and their very literal understanding of being close to nature.

Instead, he found himself talking to others about the Green Faith as something that would benefit them, given how close to nature they are. After so much work of his own will and volition, he found himself with clerical powers. He enjoyed them and started to take a more active role in the Mwangi Expanse, traveling more, healing the sick and being generally a good listener. Who would know what expected him from the caves within the jungle?


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All right, here is my submission. Given the focus on old gods, I decided to change him from Sarenrae to Ra.

Character concept:

This is an undead scourge paladin, which is one of the options the player's guide suggests to match the campaign's theme. I realize that a paladin can trivialize some of the challenges, being immune to fear and diseases (Divine Health even mentions mummy rot by name), and Mercy being able to heal fatigue. I still went with the Endurance feat to make him handle the desert a bit better. But I see this as a strategic choice, not a game breaking one.

In any case, there aren't that many opportunities to go an ifrit paladin and stay in the campaign's theme. This means that whenever I use the burning hands spell-like ability, I will definitely be shouting "By fire be purged!".

Character sheet:

STR 18, DEX 13, CON 14, INT 8, WIS 9, CHA 16

Male Ifrit (native outsider)
Medium Size
LG (Undead Scourge) Paladin of Ra 1
BaB +1
Init +1; Senses: Perception -1, Sense Motive -1 Darkvision
CMB +5 (1BaB +4str)
CMD 16 (1BaB +4str +1dex)
Favored Class Paladin
FC bonus: +1 HP

Defense
AC 19, touch 11 flat-footed 18 (+6 Armor +2 Shield +1 Dex)
HP 13 (10 +2 (1*2Con) + 1 (1*1FCbonus))
Fort +4 (+2 base +2 Con) (+2 vs death effects) (add Endurance bonuses)
Ref +1 (+0 base +1 Dex) (+2 vs death effects)
Will +1 (+2 base -1 Wis) (+2 vs death effects)
Fire resistance 5
Dies only when negative HP is Con score + 4

Offense
Speed 30 ft
Melee Longsword +5 (1d8+4/19-20x2)
Melee Power attack Longsword +4 (1d8+6/19-20x2)
Ranged Longbow +2 (1d8/20x3)
Space 5 ft, Reach 5 ft
Smite Evil 1/day +3/+1

Other abilities and SQ
Aura of Good (Ex):
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Smite Evil (Su) (1/day):
This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.

Spell-like ability:
Burning hands (DC 11 + Cha) 1/day

Traits:
Resurrected
Blessed touch
Elemental Apprentice

Feats:
Lvl 1 - Endurance

Skills:
Knowledge (religion) +3 (1 Ranks -1 Int +3 CS)

Background skills:
Knowledge (history) +0 (1 Ranks -1 Int)
Knowledge (nobility) +3 (1 Ranks -1 Int +3 CS)

Languages: Common, Ignan

Equipment:
Wealth: 39gp 4sp
Common items
Longsword, Heavy Steel Shield, Chainmail Armor
Dagger, Backpack, Bedroll, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin
Alchemical items
Alchemist's fire x2
Holy water

Background:

"Who are you?", a voice entoned. "I... I don't know. Who are y..." the ifrit started to answer, but was cut off by the original voice asking in the same tone as before "Who are you?"

The ifrit shouted "I don't know!" The voice entoned once again, without changing the tone "Who are you?" The Ifrit paused this time. He managed to remember his name and said "Ozain! Ozain Brimstone is my name." The voice asked again, but this time louder and aggressively "Who are you?"

Ozain was scared. He started to make an effort to remember. He wasn't sure what he was supposed to remember, but he did an effort nonetheless. Slowly his memories started to come. Memories of his life. He was born in a small town in the Osirian desert and lived unremarkably until he reached adulthood. His outsider family never wanted to draw attention to themselves and feel any prejudice from humans. He answered the voice "I'm nobody." The voice calmly asked "What will you do?"

Ozain made an effort to remember all the things he did up to that point. He remembered trying to be useful and helping people. He acted without caring much for himself, acting first and asking questions later. He grew physically strong and people rallied behind him. He faced stronger and more powerful opponents. He doesn't know how he survived fighting gnolls, giant scorpions and snakes. Or did he? He remembers now, he was stung! The fever lasted days. Who took care of him? Who healed him? Nobody! He remembers now, he died! Ozain is dead! Is this the afterlife? Is he talking to Pharasma? No, this is not the river Styx. But if he still had the consciousness to remember all that, then he could make choices for himself. He said "I will continue to fight injustice." The voice paused, then asked "What do you feel?"

Ozain was suddenly aware that he wasn't feeling anything. In fact, he wasn't seeing anything! Was he blind? Panic started to set into his mind. Instinctively, he tried waving his arms, but he didn't feel any arms or legs, or a body for that matter. Then, he felt a presence. It was the source of the voice. He couldn't explain it, but he felt it there. Its presence was soothing and warm. He felt safe, relaxing under the sun. The sun! Could this be...? He remembered learning about the old gods of Osirion, the undying legacy of the old cult. He started to understand what was happening. He said "I feel resolve." The voice asked "Who am I?"

Ozain could obviously not remember this, but something came to his mind all the same. If this isn't a memory, then... It is obvious, it is a vision from the entity. A vision of undead creatures rising and tearing apart the people of the city of Wati, in Osirion. And the only thing that destroyed the undead was the sun itself. Ozain replied "You are Ra, the sun."

The voice finally asked again "Who are you?" The ifrit answered matching Ra's tone "I am Ozain Brimstone, paladin of Ra, bane of the undead." Ozain opened his eyes. His body was hurt and weak, but he was alive. He picked himself up and started walking. He knew exactly where to go.


Veniir wrote:

Let's see what the dice gods have for me.

1d4+10
1d4+10
1d4+10
1d4+10

Sounds interesting. I'll read the player's guide and see what blooms.

I got it. I'll be submitting an Ifrit (Undead Scourge) Paladin of Sarenrae.


Let's see what the dice gods have for me.

1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (1) + 10 = 11

Sounds interesting. I'll read the player's guide and see what blooms.


J Scot Shady wrote:
Thanks for catching it and resubmitting.

Don't be shy, you're the one who caught it. ;-)


So, it has come to my attention that the Phoenix bloodline is not in the allowed sources, which means that my sorcerer needs to undergo some changes. He is now a Deep Earth Sorcerer (from APG).

His concept is more down to earth (pun intended), but he can still fulfill his original purpose, which was to annoy the enemies with Reflex saves and ranged touch spells. This bloodline's spells are even better with this regard than Phoenix. He will also be more useful early game due to his 1st level bloodline power, that is, a ranged trip with level+Cha for CMB. He still has his riding dog. Anyway, the background was slightly adjusted to thematically match his bloodline.

Character sheet:

STR 6, DEX 16, CON 12, INT 12, WIS 10, CHA 18

Male Gnome
Small Size
CG Deep Earth Sorcerer 1
BaB +0
Init +3; Senses: Perception +2, Sense Motive +0, Low-Light vision
CMB -3 (0BaB -1size -2str)
CMD 10 (0BaB -2str +3dex -1size)
Favored Class Sorcerer
FC bonus: +1 skill point
Hero Point 3/3

Defense
AC 14, touch 14 flat-footed 11 (+3 Dex +1 size) (add 4 vs giants)
HP 7 (6 + 1 (1*1Con))
Fort +1 (+0 base +1 Con) (add 2 vs illusion)
Ref +3 (+0 base +3 Dex) (add 2 vs illusion)
Will +2 (+2 base +0 Wis) (add 2 vs illusion)

Offense
Speed 20 ft (can move an extra 5ft if double move in a round)
Ranged touch attack +4 (add 1 vs reptilian, goblinoid or giant) (add 2 to confirm crit vs giant)
Space 5 ft, Reach 5 ft
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Arcane magic
Bloodline: Deep Earth

CL 1
Concentration (CL + Cha): +5

DC: 14+spell level
DC for illusion: 15+spell level

Level (slots/day): known
Cantrips (*): Daze, Detect Magic, Light, Read Magic
1 (4): Burning Hands, Ray of Enfeeblement

Spell-like abilities:
1/day - dancing lights, ghost sound, prestidigitation, speak with animals

Deep Earth bloodline
Bloodline Arcana: Whenever you and the target of your spell are both underground, increase the spell’s save DC by +1.

Tremor (Su):
At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Traits:
Orphaned by Giants
Sprint
Seeker

Feats:
Lvl 1 - Point Blank Shot
Sorcerer - Eschew Materials

Skills:
Intimidate +8 (1 Ranks +4 Cha +3 CS)
Knowledge (arcana) +5 (1 Ranks +1 Int +3 CS)
Knowledge (dungeoneering) +1 (0 Ranks +1 Int)
Perception +4 (1 Ranks +3 CS)
Spellcraft +5 (1 Ranks +1 Int +3 CS)

Background skills:
Craft (alchemy): +7 (1 Ranks +1 Int +2 racial +3 CS)
Knowledge (geography) +2 (1 Ranks +1 Int)

Languages: Common, Sylvan, Gnome, Giant

Equipment:
Wealth: 24gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch

Riding dog
Snappy
Character sheet

Background:

Hispip Cobbleboot spent many years of his life happy with his family, traveling and selling the alchemical supplies they created. He never suspected he had magical blood running in his veins, except of course for the typical gnomish magic. He never even thought of settling down, thinking his life would continue on like that forever.

What proved him wrong was the most vicious thing that have ever happened. As they were traveling south of the Mindspin Mountains with a large caravan, Hispip was befriending a human family that was starting a circus, when the cry for ambush came from the middle caravan. Now, they felt very safe, given there were over 10 wagons in the caravan, and the security they had hired was expensive. However, half the guards fell in the first rock volley.

Rocks nearly the size of entire wagons were being thrown from the hills. As they realized it were giants attacking them, Hispip told the family of performers to hide under the wagon and went looking for his family. They were readying alchemical bombs to throw at the giants. His mother put up quite a fight, but she was hit on the side by a large club. Hispip himself was trapped by a wagon and couldn't move, so he had to watch it all happen. His family be slain, all the friends he had made being crushed by large hands, weapons and rocks.

Hispip played dead and saw as the giants plundered the caravan. He watched as his wandering home was crushed under rocks. Over time, Hispip very slowly managed to free himself. Although he was aware of the pain in his body, he didn't care, he ran.

Much time later, he realized it was at that moment that the deep earth blood awakened in him. He was comfortable near rock, and could even influence it, and move it from afar. On top of his magical abilities appearing, he left the caravan with two other things: an uncanny ability to run for his life, and terrible scars on his legs.

Although Hispip eventually got over the loss of his family, his personality changed in an irreversible way. Gone was the happy playful gnomeling, replaced by a serious and dedicated sorcerer. He chose Trunau to resettle, maybe find friends and rebuild a life. As far as he could tell, it looked like he was able to make it.


Penny Foundling wrote:
Veniir - Melanford Enari - Wizard (evoker/admixture) Needs to be leveled up.

Hi, I'm an idiot. I did the entire character as lvl 4, but I wrote 1 in the header. Here is the reposted character for easier linking.

Character sheet:

STR 8, DEX 18, CON 10, INT 19, WIS 10, CHA 10

Male Elf
Medium Size
LG Wizard (evoker/admixture) 4
BaB +2
Init +4; Senses: Perception +0, Sense Motive +0, Low-Light vision
CMB +1 (2BaB -1str)
CMD 15 (2BaB -1str +4dex)
Favored Class Wizard
FC bonus: +4 skill point

Defense
AC 14, touch 14 flat-footed 10 (+4 Dex) (add 2 vs giants)
HP 18 (6 + 12 (4*3 Wiz))
Fort +2 (+1 base +1 resistance)
Ref +6 (+1 base +4 Dex +1 resistance)
Will +5 (+4 base +0 Wis +1 resistance)

Offense
Speed 30 ft
Ranged touch attack +6 (add 1 vs orc subtype) (Add +1/+1 from PBS)
Space 5 ft, Reach 5 ft

Arcane magic
CL 4
Concentration (CL + Int + trait): +10
Arcane bond: ring
Specialization school: Evocation
Opposed schools: Divination, Necromancy

DC: 14+spell level

Level (slots/day): prepared + specialization slot
Cantrips (4): Daze, Dancing Lights, Detect Magic, Read Magic
1 (4+1): Burning Hands, Grease, Obscuring Mist, Silent Image + Burning Hands
2 (3+1): Glitterdust, Fire Breath, Flaming Sphere + Fire Breath

Spellbook:
Cantrip: (All)
Level 1: Burning Hands, Endure Elements, Feather Fall, Grease, Mage Armor, Magic Missile, Obscuring Mist, Silent Image, Shield
Level 2: Animal Aspect, Glitterdust, Fire Breath, Flaming Sphere

Evocation (admixture) powers
Intense Spells (Su):
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su):
When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:
Trained by dwarves
Focused mind

Feats:
Lvl 1 - Point Blank Shot
Wizard - Scribe Scrolls
Lvl 3 - Precise Shot

Skills:
Knowledge (arcana) +11 (4 Ranks +4 Int +3 CS)
Knowledge (dungeoneering) +11 (4 Ranks +4 Int +3 CS)
Knowledge (local) +11 (4 Ranks +4 Int +3 CS)
Knowledge (nature) +11 (4 Ranks +4 Int +3 CS)
Knowledge (religion) +11 (4 Ranks +4 Int +3 CS)
Knowledge (planes) +11 (4 Ranks +4 Int +3 CS)
Spellcraft +11 (4 Ranks +4 Int +3 CS)

Background skills:
Knowledge (geography) +11 (4 Ranks +4 Int +3 CS)
Knowledge (history) +11 (4 Ranks +4 Int +3 CS)

Languages: Common, Elven, Dwarven, Draconic, Orc, Giant

Equipment:
Wealth: 174gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch
Magical items
Cloak of resistance +1
Pearl of power (lvl 1) x2
Bag of holding type I
Scrolls
Endure elements x8
Feather fall x8
Mage armor x8

Background:

Melanford Enari was born in an important elven family of warriors. Those who haven't grown to be warriors became warmages. It was obvious that Melanford was going to become a mage as well and he studied hard for it.

He clashed with his teachers often and was often a headache in class, mostly because his fellow students were always approaching the lessons with a free mind, while he like things to the letter. It came to a point where his main tutor told him "If you are so rigid, I'll send you to the right school." Melanford thought he'd be sent to another elven school, but instead he was sent to study with the dwarves.

Rather than be bitter about it, Melanford embraced the lessons. Some of the dwarves did try to bully and tease him, but quickly realized he wasn't bothered at all, and even used this as an opportunity to learn from their culture. They stopped, a little annoyed by the elf's resolve to prove himself.

Melanford was helping guard a dwarven caravan that was going through Trunau when the orcs attacked. Many of the dwarves stayed to help with the defense, and so did he. Now the town was safe, but the elf realized that more trouble was coming.


All right, here is my submission.

I figure Giantslayer is a nice opportunity to go with an evoker, given giants are big and slow, which will mean a lower Reflex save and touch AC.

I am starting with a few scrolls that I have scribed myself. If that is not allowed, let me know and I'll remove them.

Character sheet:

STR 8, DEX 18, CON 10, INT 19, WIS 10, CHA 10

Male Elf
Medium Size
LG Wizard (evoker/admixture) 1
BaB +2
Init +4; Senses: Perception +0, Sense Motive +0, Low-Light vision
CMB +1 (2BaB -1str)
CMD 15 (2BaB -1str +4dex)
Favored Class Wizard
FC bonus: +4 skill point

Defense
AC 14, touch 14 flat-footed 10 (+4 Dex) (add 2 vs giants)
HP 18 (6 + 12 (4*3 Wiz))
Fort +2 (+1 base +1 resistance)
Ref +6 (+1 base +4 Dex +1 resistance)
Will +5 (+4 base +0 Wis +1 resistance)

Offense
Speed 30 ft
Ranged touch attack +6 (add 1 vs orc subtype) (Add +1/+1 from PBS)
Space 5 ft, Reach 5 ft

Arcane magic
CL 4
Concentration (CL + Int + trait): +10
Arcane bond: ring
Specialization school: Evocation
Opposed schools: Divination, Necromancy

DC: 14+spell level

Level (slots/day): prepared + specialization slot
Cantrips (4): Daze, Dancing Lights, Detect Magic, Read Magic
1 (4+1): Burning Hands, Grease, Obscuring Mist, Silent Image + Burning Hands
2 (3+1): Glitterdust, Fire Breath, Flaming Sphere + Fire Breath

Spellbook:
Cantrip: (All)
Level 1: Burning Hands, Endure Elements, Feather Fall, Grease, Mage Armor, Magic Missile, Obscuring Mist, Silent Image, Shield
Level 2: Animal Aspect, Glitterdust, Fire Breath, Flaming Sphere

Evocation (admixture) powers
Intense Spells (Su):
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su):
When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:
Trained by dwarves
Focused mind

Feats:
Lvl 1 - Point Blank Shot
Wizard - Scribe Scrolls
Lvl 3 - Precise Shot

Skills:
Knowledge (arcana) +11 (4 Ranks +4 Int +3 CS)
Knowledge (dungeoneering) +11 (4 Ranks +4 Int +3 CS)
Knowledge (local) +11 (4 Ranks +4 Int +3 CS)
Knowledge (nature) +11 (4 Ranks +4 Int +3 CS)
Knowledge (religion) +11 (4 Ranks +4 Int +3 CS)
Knowledge (planes) +11 (4 Ranks +4 Int +3 CS)
Spellcraft +11 (4 Ranks +4 Int +3 CS)

Background skills:
Knowledge (geography) +11 (4 Ranks +4 Int +3 CS)
Knowledge (history) +11 (4 Ranks +4 Int +3 CS)

Languages: Common, Elven, Dwarven, Draconic, Orc, Giant

Equipment:
Wealth: 174gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch
Magical items
Cloak of resistance +1
Pearl of power (lvl 1) x2
Bag of holding type I
Scrolls
Endure elements x8
Feather fall x8
Mage armor x8

Background:

Melanford Enari was born in an important elven family of warriors. Those who haven't grown to be warriors became warmages. It was obvious that Melanford was going to become a mage as well and he studied hard for it.

He clashed with his teachers often and was often a headache in class, mostly because his fellow students were always approaching the lessons with a free mind, while he like things to the letter. It came to a point where his main tutor told him "If you are so rigid, I'll send you to the right school." Melanford thought he'd be sent to another elven school, but instead he was sent to study with the dwarves.

Rather than be bitter about it, Melanford embraced the lessons. Some of the dwarves did try to bully and tease him, but quickly realized he wasn't bothered at all, and even used this as an opportunity to learn from their culture. They stopped, a little annoyed by the elf's resolve to prove himself.

Melanford was helping guard a dwarven caravan that was going through Trunau when the orcs attacked. Many of the dwarves stayed to help with the defense, and so did he. Now the town was safe, but the elf realized that more trouble was coming.


All right, here is my submission.

Character concept:

Hispip Cobbleboot is a Phoenix Sorcerer. I love his concept, mixing fire and healing with his bloodline arcana. I will focus on fire and evocation spells, since giants are typically big and slow, which means lower Reflex saves and touch AC.

The bloodline powers will eventually give Hispip some flying ability, I hope that's not a problem with the AP.

He is starting with a Riding Dog which cost him 150gp, but mostly to carry his gear and help him with his smaller legs, but hey, he's combat trained, so there'll be some untrained Handle Animal checks for combat early on, especially since sorcerers are so weak early game.

Character sheet:

STR 6, DEX 16, CON 12, INT 12, WIS 10, CHA 18

Male Gnome
Small Size
CG Phoenix Sorcerer 1
BaB +0
Init +3; Senses: Perception +2, Sense Motive +0, Low-Light vision
CMB -3 (0BaB -1size -2str)
CMD 10 (0BaB -2str +3dex -1size)
Favored Class Sorcerer
FC bonus: +1 skill point
Hero Point 3/3

Defense
AC 14, touch 14 flat-footed 11 (+3 Dex +1 size) (add 4 vs giants)
HP 7 (6 + 1 (1*1Con))
Fort +2 (+0 base +1 Con +1 Trait) (add 2 vs illusion)
Ref +3 (+0 base +3 Dex) (add 2 vs illusion)
Will +2 (+2 base +0 Wis) (add 2 vs illusion)

Offense
Speed 20 ft (can move an extra 5ft if double move in a round)
Ranged touch attack +4 (add 1 vs reptilian, goblinoid or giant) (add 2 to confirm crit vs giant)
Space 5 ft, Reach 5 ft
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Arcane magic
Bloodline: Phoenix

CL 1
Concentration (CL + Cha): +5

DC: 14+spell level
DC for illusion: 15+spell level

Level (slots/day): known
Cantrips (*): Daze, Detect Magic, Light, Flare, Read Magic, Spark
1 (4): Burning Hands, Ray of Enfeeblement

Spell-like abilities:
1/day - dancing lights, ghost sound, prestidigitation, speak with animals

Phoenix bloodline
Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

The Unseen World (Su):
At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.

Traits:
Orphaned by Giants
Sprint
Resilient

Feats:
Lvl 1 - Point Blank Shot
Sorcerer - Eschew Materials

Skills:
Intimidate +8 (1 Ranks +4 Cha +3 CS)
Knowledge (arcana) +5 (1 Ranks +1 Int +3 CS)
Spellcraft +5 (1 Ranks +1 Int +3 CS)
Use Magic Device +8 (1 Ranks +4 Cha +3 CS)

Background skills:
Craft (alchemy): +7 (1 Ranks +1 Int +2 racial +3 CS)
Knowledge (geography) +2 (1 Ranks +1 Int)

Languages: Common, Sylvan, Gnome, Giant

Equipment:
Wealth: 24gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch

Riding dog
Snappy
Character sheet

Background:

Hispip Cobbleboot spent many years of his life happy with his family, traveling and selling the alchemical supplies they created. He never suspected he had magical blood running in his veins, except of course for the typical gnomish magic. He never even thought of settling down, thinking his life would continue on like that forever.

What proved him wrong was the most vicious thing that have ever happened. As they were traveling south of the Mindspin Mountains with a large caravan, Hispip was befriending a human family that was starting a circus, when the cry for ambush came from the middle caravan. Now, they felt very safe, given there were over 10 wagons in the caravan, and the security they had hired was expensive. However, half the guards fell in the first rock volley.

Rocks nearly the size of entire wagons were being thrown from the hills. As they realized it were giants attacking them, Hispip told the family of performers to hide under the wagon and went looking for his family. They were readying alchemical bombs to throw at the giants. His mother put up quite a fight, but she was hit on the side by a large club. Hispip himself was trapped by a wagon and couldn't move, so he had to watch it all happen. His family be slain, all the friends he had made being crushed by large hands, weapons and rocks.

He played dead and saw as the giants plundered the caravan. Their leader, who seemed to be a slightly more intelligent giant, ordered the others to burn whatever they didn't take. So, Hispip watched as his wandering home burn. The giants left while the fire was still starting. Ironically, the fire also dislodged the wood that was trapping him and he was able to free himself, but not before a large log hit him on the hip.

He didn't understand then how he survived the fire. It was only much time later, as he realized that it was at that moment that the phoenix blood awakened in him. It took him a while to realize that he had been reborn from the fire that day, not unlike a true phoenix. On top of his magical abilities appearing, he left the caravan with two other things: an uncanny ability to run for his life, and terrible scars on his legs.

Although Hispip eventually got over the loss of his family, his personality changed in an irreversible way. Gone was the happy playful gnomeling, replaced by a serious and dedicated sorcerer. He chose Trunau to resettle, maybe find friends and rebuild a life. As far as he could tell, it looked like he was able to make it.