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Name: Ivy Solikha
Crime: Consorting with Dark Powers (Witchcraft)
Alignment: NE
Race: Human
Template:Half Fiend (Succubus)
Class 1: Investigator (Toxin Codexer)
Class 2: Witch (Veneficus)

Backstory:

Ivy was born to a law abiding couple in Talingarde – or so it appeared. What is without question was that her father – Godfrey - was an extremely devout follower of Miltra. The man had dedicated his life to Talingarde, defending her borders, fighting against the forces of evil, or the monsters that plagued the land. After years of service, he eventually fell in love with a woman, and hoped to start a family.
What the man did not know, was that the woman he had fell in love with was secretly a fully-fledged servant of darkness. The succubus hoped to humiliate and disgrace the man by having him father a half fiend child, while also hoping to indirectly sow further discord and doubt among other families and their own children should the nature of the relationship become public knowledge – just how widespread had the half fiend taint spread?

When Ivy was born the fiend vanished, her ‘work’ such as it was, had been completed, and she sat back to watch the developments. Conflicted, Godfrey was left with a child he no longer wanted, as well as the knowledge that if Ivy’s parentage was discovered, the resulting fallout could ruin him. Unable to muster the courage to directly harm his own child, the man nevertheless decided to abandon Ivy alone, in the hope that the infant child would starve and die on its own – thus ridding himself of the problem.

Fortunately for Ivy, she was discovered by an old woodsman couple that had an apothecary shop in the city. They made frequent trips into the forests in search of herbs and stumbled across the child on one such visit. Taking the appearance of child as a gift from Miltra, they took Ivy in, and nursed the child to full health.

As Ivy grew up, she was acutely aware that there was something different about her. She noticed her teeth becoming more pointed, nails longer, sharper. She discovered that she could change her shape briefly to hide such cosmetic changes to her body, but began to suspect that she had a different sort of heritage. She continued to work with her foster parents in the apothecary, but began to hunt for her real parents in secret, combing the archives for births and eventually closing in on her father. She tracked down Godfrey and learned the truth about her heritage, and the circumstances for why she had been abandoned as a child. Hurt, and angry that the man had placed his own reputation above her own life, Ivy lashed out with dark magic, hexing the man and forcing him to drink a poisonous concoction. As Ivy watched the lift drain from her father’s eyes she felt a surge of pride that justice had finally been done…

This feeling didn’t last particularly long. The famous witch hunter Sir Balin quickly tracked down Ivy - tracing the poison to the apothecary and from there to Ivy herself. Sentenced to Branderscar, Ivy was incensed by the injustice of it all, swearing to take her revenge Sir Balin, and bring about her own brand of justice to Talingarde.


I'm still working on my backstory, but in terms of updating the submissions list..

Probably playing Ivy Solikha, a NE Human Investigator (Toxin Codexer) 2 / Witch (Veneficus) 2 with the Half Fiend (Succubus) Template. Thinking Murder as the Crime / Campaign trait of choice although unsure if Witchcraft fits better by virtue of her simply being a Witch (campaign trait talks more about summoning evil outsiders though).

I'll have the backstory finished in the next two days.


Hmm this looks interesting

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (4) + 7 = 11


Updating my submission because I don't think its anywhere near complete ^_^

I still might do the questionnaire and think about any potential story hooks but she is in a much more complete state now.

Backstory:

While the allure of arcane power can be attractive to some, Rena Aoife never intended to pursue magical studies. Born to two loving parents, Rena wanted to be a warrior, a fighter like her father. The man had been a legendary fighter in his time before settling down and Rena desperately wanted to live up to his legacy, to make him proud. As a young girl, she was forever getting into fights or trying to practice swordplay and generally causing mischief. As an only child, Rena felt that it was up to her and was determined to impress and succeed.

Unfortunately for Rena, her father believed in a different path for Rena. He didn’t want a lifetime of violence for his young daughter, and firmly believed that there were better ways towards solving conflict with the point of a sword. In his own way, he was trying to protect her, and encourage Rena to build and pursue her own legacy but Rena couldn’t see this. Instead, she took his advice to mean that she wasn’t good enough to succeed, something that deeply affected her inner confidence. Perhaps in time, Rena could have learned to see things differently, but a terrible accident in Valen caused a horrific fire. Both of Rena’s parents perished in the blaze leaving her alone and adrift.

Now an orphan, Rena decided to join the order aged fifteen. To her it represented a possible new family, but also served as a distraction for her to take her mind off her grief. She also had ulterior motives, wanting to learn from Vinnick. Being a little naïve, she believed that there might be a way for her to bring her parents back from the void and secretly studied necromancy techniques.

Rena could have found herself on a rather dark path if not for Rhiannon. Also an orphan, Rhiannon was a paladin in training that joined the order at roughly the same age as Rena. With shared experiences, Rhiannon took Rena under her wing, teaching her friend some of the values of Sarenrea. Rena and Rhiannon grew to be fast friends, and each swore that they would both join the order when they turned eighteen and would serve side by side.

Time wore on, but over the course of carrying out their duties as attendants of the order, Rena noticed her friend had grown preoccupied of late. She began to push their commitments to one side and would vanish for hours at a time before returning late at night exhausted. Rena knew that paladin training could be intense but this struck her as much different. Worried for her friend, she confronted Rhiannon who continued to act evasive, before finally promising to tell Rena everything the following afternoon. Rena’s duties kept her behind, and she arrived at their meeting point a few minutes late, discovering her best friends slain in the street.

Overcome with grief at again, losing someone else she cared about, Rena made a rash decision. She attempted a ritual to try and bring her friend back but unfortunately the attempt failed. Rena was only able to retrieve her friend’s spirit from the Boneyard, binding it to a nearby wasp.

Initially, Rhiannon was furious at what her friend had attempted and it took Rena weeks of explanations before her friend finally understood. It had been a snap decision, in the face of extreme loss. Rene had also wanted to give her friend the gift of a second chance, to join the order and fulfil her dream. It might not have worked as Rene had intended, but Rhiannon could see that her friend was well intentioned.

Personality and Appearance:

Rena is an attractive, fair skinned human female. She has long dark brown hair, falling below her shoulders, and piercing green eyes. Deceptively athletic, Rena is determined to keep herself physically fit even though she has long since given up being a martial warrior. She's not above using her own enhancement magic to boost her own prowess, but prefers to provide these advantages to others, particularly her familiar Rhiannon, who she feels is much more capable in combat than she herself is.

Rena doesn't favor any particular type or style of clothing, although she tries to always look her best as she still believes in promoting a good impression. She doesn't have many personal accessories - most of them lost in the blaze, but she does keep a knife sheathed in her belt just in case. She is frequently found with a satchel hanging off her shoulder where she keeps most of her study books (and spellbook).

In regards to her personality, Rena can be rather headstrong even if it might get her into trouble. She's capable at being rather social, but her temporary foray into necromancy (by way of Spirit Binding) as well as her pursuit of revenge (over typical knightly values) has made her a little unpopular, and isolated from her classmates. Rena is also a little lacking in confidence, preferring to use her transmutation abilities to help others rather than boosting herself purely because she lacks that personal confidence in her own abilities. Perhaps this may change in time.

Future Progression:

I think Rena will stick with Wizard for a long time. I was planning for her to have a bit of an inspired moment at mid / high levels that leads her to enter into a prestige class (maybe Eldritch Knight?) once she has learned several polymorph spells. The basic idea is for her to eventually gain enough confidence to fuse her magical style with the legacy she wanted (to be a martial warrior) and therefore create her own path. Thats a long way off though so who knows what could happen!

Personality Test:

Campaigner
ENFP-T
Diplomat
Social Engagement
51% EXTRAVERTED
49% INTROVERTED
58% INTUITIVE
42% OBSERVANT
33% THINKING
67% FEELING
40% JUDGING
60% PROSPECTING
42% ASSERTIVE
58% TURBULENT

Crunch Rena:

Rena Aoife
Female human transmuter (enhancement[APG]) 1 (Pathfinder Player Companion: Familiar Folio 9, Pathfinder RPG Advanced Player's Guide 145)
CN Medium humanoid (human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +3, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee switchblade knife +3 (1d4+3/19-20)
Transmuter (Spirit Binder) Spells Prepared (CL 1st; concentration +5)
1st—burning hands (DC 15), enlarge person (DC 15), mage armor
0 (at will)—dancing lights, mage hand, prestidigitation
Opposition Schools Divination, Enchantment
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Alertness, Mauler's Endurance, Power Attack, Wasp Familiar
Traits clever wordplay, magical knack
Skills Diplomacy +8, Intimidate +4, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +3, Sense Motive +4; Racial Modifiers +2 Sense Motive
Languages Common, Dwarven, Elven, Goblin, Sylvan
SQ arcane bond (Rhiannon, wasp familiar [mauler]), augment, physical enhancement (+1)
Other Gear switchblade knife, wizard starting spellbook, 120 gp
--------------------
Special Abilities
--------------------
Augment (+2 ability or +1 AC, 1 round, 7/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhancement Associated School: Transmutation
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Rhiannon:

Rhiannon CR –
Wasp familiar (mauler)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 6 (1d8)
Fort +2, Ref +3, Will +2
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee sting +7 (1d2-3 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks bond forged in blood, poison
--------------------
Statistics
--------------------
Str 5, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 9 (21 vs. trip)
Feats Dazzling Display, Weapon Finesse[B], Weapon Focus
Skills Acrobatics +3 (-5 to jump), Diplomacy -3, Fly +7, Intimidate +0, Perception +8, Stealth +19; Racial Modifiers +4 Perception, +4 Stealth
SQ battle form, empathic link
--------------------
Special Abilities
--------------------
Battle Form (Str +6, Dex -2, 3/day) (Su) As standard action three times a day, grow larger.
Bond Forged in Blood (Su) You cannot speak or communicate with language. Master dropping a foe grants +2 att/dam to both master and familiar for 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Sting) Intimidate check to demoralize can affect those within 30' who see you.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies


Not sure when the deadline is, but I'm just putting the finishing touches on my backstory, its just taking longer to write up than I thought. I finished the main Crunch though. Will hopefully be able to get the main part of the submission up tomorrow.

Renata Crunch:

Renata Aoife
Female human transmuter (enhancement[APG]) 1 (Pathfinder Player Companion: Familiar Folio 9, Pathfinder RPG Advanced Player's Guide 145)
CN Medium humanoid (human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +3, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee switchblade knife +3 (1d4+3/19-20)
Transmuter (Spirit Binder) Spells Prepared (CL 1st; concentration +5)
1st—burning hands (DC 15), enlarge person (DC 15), mage armor
0 (at will)—dancing lights, mage hand, prestidigitation
Opposition Schools Divination, Enchantment
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Alertness, Mauler's Endurance, Power Attack, Wasp Familiar
Traits clever wordplay, magical knack
Skills Diplomacy +8, Intimidate +4, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +3, Sense Motive +4; Racial Modifiers +2 Sense Motive
Languages Common, Dwarven, Elven, Goblin, Sylvan
SQ arcane bond (Rhiannon, wasp familiar [mauler]), augment, physical enhancement (+1)
Other Gear switchblade knife, wizard starting spellbook, 120 gp
--------------------
Special Abilities
--------------------
Augment (+2 ability or +1 AC, 1 round, 7/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhancement Associated School: Transmutation
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Rhiannon Cruch:

Rhiannon CR –
Wasp familiar (mauler)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 6 (1d8)
Fort +2, Ref +3, Will +2
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee sting +7 (1d2-3 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks bond forged in blood, poison
--------------------
Statistics
--------------------
Str 5, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 9 (21 vs. trip)
Feats Dazzling Display, Weapon Finesse[B], Weapon Focus
Skills Acrobatics +3 (-5 to jump), Diplomacy -3, Fly +7, Intimidate +0, Perception +8, Stealth +19; Racial Modifiers +4 Perception, +4 Stealth
SQ battle form, empathic link
--------------------
Special Abilities
--------------------
Battle Form (Str +6, Dex -2, 3/day) (Su) As standard action three times a day, grow larger.
Bond Forged in Blood (Su) You cannot speak or communicate with language. Master dropping a foe grants +2 att/dam to both master and familiar for 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Sting) Intimidate check to demoralize can affect those within 30' who see you.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies


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I ran a Winter Oracle once and it was fine. Waiting until Level 4 for Frost Fall is a little bit painful, but I took Shooting Star to be passable in melee until that point (I got proficiency with the Half Elf Ancestral Arms trait, but I think Humans have a racial trait of their own).

I also opted for the Spirit Guide archetype, to get the Waves Shaman Spirit. I could still use Rime Metamagic to Entangle enemies, and Benthic Metamagic to knock enemies prone with Crashing Waves. it was a pretty good battlefield control caster. Might not be your think, but its worth considering and Benthic can change your cold spells damage type if required.

You could try the Elemental Imbalance Oracle Curse if you want to pick up extra spells (like Chain Lightning or Freezing Sphere).

I wouldn't really recommend dipping Sorcerer though. A sorcerer dip is ok for extra blast damage, but in all honesty I'd play to the Mystery's strengths and stick to battlefield control with Rime / Benthic / Dazing Metamagic options over pure damage.


Dotting

I'm thinking a Spirit Binder Wizard with the Transmutation School. Someone that tries to fight in melee alongside her familiar. Wizards can be knights too!!

I might need the 20 point buy method though for this one


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Here is Lena - Extemporaneous Channeler Occultist

Backstory:

Lena was born to two loving parents, her father, a banker, her mother, a business woman that owned several high end fashion stores. An energetic child, Lena loved to roam the streets and forest nearby, frequently getting into trouble by poking her nose into other people’s business. As she grew older, these habits didn’t exactly fade, although Lena kept her rebellious attitude hidden from any of her teachers in the classroom. Despite having a sharp mind, with a knack for research, Lena didn’t feel a strong drive to excel in her studies, feeling that her career and life was set in eventually following her mother and gradually taking ownership of her businesses.

Unfortunately for Lena, life suddenly throws hurdles, some of the larger than others. Lena returned home one night after a school dance to find her living room in a state of devastation, the bodies of her parents on the floor, ripped apart.

The next few months were a blur of investigations, counselling sessions, legal meetings and funerals. Lena felt isolated – friendships she had maintained effortlessly became difficult to maintain, conversations became awkward. Struggling to come to terms with everything, Lena left Fever to stay with extended family and complete the rest of her schooling.

Time passed before Lena abruptly returned to Fever. Those familiar with Lena before she had left were surprised by the changes in just a few short years. Lena now seemed to be driven by some weird intensity, she had a new direction, a purpose. Despite maintaining ownership over her mother’s fashion business, Lena had no interest in actively managing it at this stage, preferring to instead apply for a job at the local sheriff department. Despite nothing really being available, she was given a desk job, primarily to handle paperwork and maintain any lost items that were occasionally handed in.

To the department’s surprise, Lena was surprisingly apt at returning lost items to their owners – once or twice even helping break open a case by tracing a murder weapon back to its previous owner. Quite how she was able to do this, no-one could quite figure out, but it led her fellow staff to start nicknaming her “Twig” a reference to the old dowsing rods of age. None of them realised the real reason Lena joined the department – she had wanted access to the file on her parents. The case had so far remained unsolved with little real progress. When Lena eventually gained access, she discovered that the police had been unable to explain the unnatural ferocity seen in the house. Despite suspecting something vaguely supernatural, there had been nothing further to go on. Disappointed, but not surprised, Lena persisted in her job, trying to build connections with the local law enforcement, while trying to figure out who the people of significance were in the town.

After a few years of working for the sheriff’s department, Lena announced that she would go private, and try setting up her own private detective business. Privately, no-one gave it much chance of success but Lena proved herself surprisingly capable at managing small cases on her own. It had gone unnoticed that while she had been working in the police force Lena had been building connections after connections, even with the more exotic residents of Fever. Although still small scale, Lena was able to earn grudging respect from many residents while she privately (and secretly) worked towards attempting to solve her parents murder on her own.

Appearance & Personality:

Lena is an attractive female brunette with brown eyes and fair skin. With her upbringing, and fashion and business background as part of her mothers occupation, Lena usually prefers to dress professionally in corporate attire by day - deciding that apperance always helps smooth first impressions with any prospective clients. By night, Lena usually dresses according to how she plans to spend her evening - something casual if staying at home, or perhaps something suitable for the nightclubs if she expects to go out. One constant is Lena's habit of wearing heels - while usually extremely impractical, Lena favors heels due to her ability to use them as improvised weapons should she feel threatened. Lena can afford some expensive tastes due to her mothers business granting her sustainable income as well as fashionable clothing.

Headstrong, and inquisitive, Lena is desperate to uncover as many secrets in the town as she can. To this end, she tries to remain on good terms with as many people as possible. She isn't often the life of the party, but she is capable of preserving friendships or close relationships with a few select individuals.

Lena is resourceful, and her research methods meticulous, however she prefers to be underestimated if at all possible and attempts to carry and present herself accordingly. Anyone who can see through this façade Lena considers 'worth her time' anyone else Lena has little time for. This philosophy has its advantages, but also its disadvantages on occasion. More than once a drunk patron - thinking Lena to be little more than a soft touch - has found himself clocked in the head with a pool cue or anything else within reach. Lena isn't naturally violent but doesn't like to indulge fools or mince words - she might warn a foe once, but not twice.

Crunch:

Lena Eteria
Female air--infused human occultist (extemporaneous channeler) 7 (Pathfinder Campaign Setting: Planes of Power 56, Pathfinder Player Companion: Martial Arts Handbook 8, Pathfinder RPG Occult Adventures 46)
CG Medium outsider (humanoid, air, human, native)
Init +1; Senses aura sight, darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 59 (7d8+21)
Fort +9, Ref +4, Will +5
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (average)
Melee +1 improvised melee weapon +12 (3d6+7)
Ranged energy ray +6 touch (4d6)
Special Attacks gusting strike
Implement Schools (19 generic focus)
Divination (Small Black Notebook, 0 points) Resonant—third eye; Focus—danger sight, mind eye, sudden insight
Evocation (Designer gloves, 0 points) Resonant—intense focus; Focus—energy blast, energy ray
Illusion (Ring, 0 points) Resonant—distortion; Focus—minor figment, unseen
Transmutation (Heels, 0 points) Resonant—physical enhancement (constitution); Focus—legacy weapon, size alteration
Occultist (Extemporaneous Channeler) Spells Known (CL 7th; concentration +13)
3rd (2/day)—arcane sight, displacement, fireball (DC 19), haste
2nd (5/day)—frost fall[UC] (DC 18), mirror image, perceive cues[APG], see invisibility
1st (6/day)—burning hands (DC 17), grappling scarf, heightened awareness[ACG], silent image (DC 17)
0 (at will)—dancing lights, ghost sound (DC 16), guidance, mage hand
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int 23, Wis 8, Cha 12
Base Atk +5; CMB +11; CMD 23
Feats Implement Focus[OA], Implement Focus[OA], Shikigami Manipulation, Shikigami Mimicry, Shikigami Style
Traits - custom trait -, surprise weapon
Skills Diplomacy +11, Disable Device +12, Knowledge (arcana) +17, Knowledge (Computers) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (planes) +17, Knowledge (religion) +17, Perception +9, Sense Motive +9, Sleight of Hand +10, Use Magic Device +14; Racial Modifiers +1 Knowledge (arcana), +1 Knowledge (planes), +1 Knowledge (religion)
Languages Auran, Common, French, Infernal, Italian, Spanish, Sylvan, Undercommon
SQ comprehensive education, element-infused abilities (evasion, flight, gusting strike, indistinct form), fleeting focus, implements 4, indistinct form, magic item skill, mental focus (19/day), object reading, shift focus, transformative resonance, withdraw focus
Other Gear mwk glamered mithral agile breastplate[APG], improvised melee weapon, sleeves of many garments[UE], traveler's any-tool[UE], masterwork thieves' tools, occultist's implement[OA], occultist's implement[OA], occultist's implement[OA], occultist's implement[OA], sledge, stiletto boots, 4,299 gp
--------------------
Special Abilities
--------------------
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes.
Danger Sight +3 (Sp) 1 focus, imm act: Insight bonus to AC or save.
Darkvision (60 feet) You can see in the dark (black and white only).
Distortion (max 20%) (Su) As standard action, gain miss chance until your next attack.
Divination (Small Black Notebook) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Element-Infused Abilities An element-infused creature can select a number of movement abilities (see the Speed section), defensive abilities, and offensive abilities (see the Special Attacks section) based on its Hit Dice, as shown in the chart below. In addition, an element-
Energy Blast (6d6, 100 feet, DC 19) (Sp) 2 focus: Blast does energy damage of type you choose to all creatures in 20 ft. radius (Ref half).
Energy Ray 4d6 (Sp) 1 focus to unelash ray of pure energy as a ranged touch attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Evocation (Designer gloves) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.

Implements: Gloves, rod, staff, wand.
Fleeting Focus (Su) 1 rnd & touch implement to shift any amt of focus. Invested implements lose 1 focus per 10 min.
Fly (30 feet, Average) You can fly!
Gusting Strike (1/round) (Ex) When hit with melee attack, you may attempt a bull rush that does not provoke AoO.
Illusion (Ring) Illusion implements allow the occultist to distort the senses and cloak creatures from sight.

Implements: Crystal, hat, mask, prism, ring.
Implement Focus (Evocation [Designer gloves]) When spend generic foc to act foc pow of sel school imp, the foc pow cost listed amt.
Implement Focus (Transmutation [Heels]) When spend generic foc to act foc pow of sel school imp, the foc pow cost listed amt.
Implements (Su) Gain a series of items which grant access to schools and powers.
Indistinct Form (Ex) You gain a 20% miss chance as if you had concealment.
Intense Focus +4 (Su) Use implement as focus to add damage to instantaneous evocation spells & effects.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (19/day) (Su) You have a pool of points that activate your focus powers.
Mind Eye (7 minutes) (Sp) 1 focus: Create magical eye that scouts for you.
Minor Figment (7 minutes) (Su) 1 focus: create minor figment, as ghost sound or minor image.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Physical Enhancement (Constitution) (Su) Implement grants bearer enhancement to one physical attribute.
Shift Focus (Evocation [Designer gloves], 12 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Shikigami Manipulation Magical item used as imp wpn grants enh bon equal to the item’s CL/4 (min +1, max +5).
Shikigami Mimicry (- custom / magic weapon -, Disarm) -2 atk to imp wpn gain blocking, brace, disarm, distracting, nonlethal, performance, or trip until next turn.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat (max 3).
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transformative Resonance (- custom / magic weapon -) (Su) As swift act give imp wpn +2 enh bon, plus special ability at cost of bon val.
Transmutation (Heels) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Unseen (7 minutes) (Sp) 1 focus: become invisible, as invisibility, 2 focus for willing creature.
Withdraw Focus (Su) As std act shift any amount of focus from any number of implements back into generic focus.


GM, would the Elemental Infused template be fine to use?

I'm thinking of an Extemporaneous Channeler Occultist that uses various modern weapons as improved weapons in combat. I guess the actual template doesn't matter too much so I'm just checking what would be ok


I'm fine with someone reading through Raven if they wish. I'm still thinking of any adjustments I could make, fleshing out I could do etc. I have some time tomorrow so I might make my way through this list of submissions but its very large!


Apologies GM, my parents are visiting for the first time since we left lockdown so been busy keeping everything nice and tidy. Haven't seen them in about six months. I have my character built and a fair idea of her backstory, just need to type it out. I'll have it up in a couple of days.


Here is Raven, a Toxin Codexer Investigator / Veneficus witch. I might flesh things out even further but shes mostly finished I think.

Raven Nightshade:

Raven wasn’t your typical noble’s daughter. Her family, probably wished that she would be, but Raven despised the idea of being married off to some nobleman and take up some domestic role. Like many other woman, she had long watched the rise of Princess Eutropia and secretly supported her growing influence. Raven hoped that Eutropia would shatter the traditionalist Taldan roles and open the door for women such Raven to follow in Eutropia’s footsteps and enter into politics.

As a young girl, Raven was a bit of a rebel, and nothing much had changed several years later. As someone with a bit of a more liberal attitude to the law, Raven had spent a lot of time in the criminal underworld, picking up certain unusual skills that the gossip might call scandalous if they only knew. It meant that unlike other women her cage, Raven knew how to pick a lock, and pick the pocket of a particularly annoying individual. Raven used such skills rarely, she didn’t really fancy herself as a criminal, and just saw learning and honing such skills as valuable practice for the future. One of these skills was her study of various points, something Raven had taken a particular (but secret) shine to. Raven knew that with her slim wrists, her combat skills were utterly pathetic and nowhere near the skilled duelist Princess Eutropia was rumored to be. That said, Raven rubbished the idea of glory in a fight and believed in a win at all costs mentality. If she couldn’t match the physical skills of an opponent then she would even the score in other ways, with trickery, deception, and liberal use of toxin. Her aptitude for poison making also had uses outside of self-defense – more than once a minor noble who had made a particularly belittling or disparaging remark toward Raven ended up with a mysterious bout of sickness sooner or later. Raven never really set out to hurt anyone deliberately - she always calculated her doses correctly – but she wasn’t going to be pushed around.

As Raven grew older, and began to take her first political steps, she tried to move closer and closer into Eutropia’s orbit, hoping to watch and learn from someone more skilled than she was in politics. Her ideal strategy was to be a bodyguard, or helper for the Princess, someone who could be helpful but stay in the shadows where she could learn and observe. Once more knowledgeable, she could then leave to pursue her own senate career. Such a task was still a long, long way off, but Raven was determined that things would eventually work out in the way she hoped.

Appearance & Personality:

Raven is an attractive young women with long dark black hair. Preferring to stay out of the light, Raven has fairly pale skin, although she has begun to show signs of a tan as she gradually pursues her political ambitions. Raven always prefers to dress in the latest fashion styles of the day, although stubbornly keeps her long hair unbound, rippling down her back in a trademark show of defiance at traditional social norms. With a keen mind Raven is adapt at quick planning, or at swiftly solving problems, but in the company of others she sometimes plays dumb or unintelligent. She wants to impress, but she doesn't want anyone to view her as a political rival or threat. Its a tricky balance to strike, but remains something that Raven strives for.

Despite a somewhat arrogant attitude, Raven particularly happy to opportunistically help the less fortunate. She is more than willing to lend someone a hand, although such offers or assistance are usually calculated to better call on political favors in exchange at some future point. Raven is a very ambitious and driven individual, determined to find greatness in her own way.

Crunch:

Raven Nightshade
Female human (Taldan) investigator (toxin codexer) 1/gestalt 1/veneficus witch 1 (Pathfinder Campaign Setting: People of the River 8, Pathfinder Player Companion: Potions & Poisons 14, Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
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Offense
--------------------
Speed 30 ft.
Melee rapier +2 (1d6-2/18-20)
Special Attacks hexes (cackle[APG], misfortune[APG])
Investigator (Toxin Codexer) Extracts Prepared (CL 1st; concentration +6)
Veneficus Witch Spells Prepared (CL 1st; concentration +6)
1st—burning hands (2, DC 16), mage armor
0 (at will)—dancing lights, detect magic, guidance
Patron Fate
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 10
Feats Alertness, Extra Hex[APG], Weapon Finesse
Traits poisonous slayer, senatorial hopeful
Skills Bluff +4, Craft (alchemy) +9 (+10 to create alchemical items), Diplomacy +5, Disable Device +6, Intimidate +4, Knowledge (arcana) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +6, Sense Motive +6, Sleight of Hand +6, Spellcraft +9
Languages Celestial, Common, Elven, Hallit, Kelish, Skald
SQ alchemy (alchemy crafting +1), inspiration (5/day), poison lore, synthetic venom, witch's familiar (compsognatus named Arcane Familiar)
Combat Gear giant wasp poison (3); Other Gear rapier, alchemy crafting kit[APG], backpack, belt pouch, courtier's outfit, investigator starting formula book, poisoning sheath[UE], signet ring, thieves' tools, 16 gp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Synthetic Venom (Ex) Prepare short-lived poison in extract slots.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Familiar:

Arcane Familiar CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse[B]
Skills Bluff -3, Climb +7, Diplomacy -3, Disable Device +4, Intimidate -3, Perception +8, Sense Motive +1, Sleight of Hand +4, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Character Progression:

Raven is probably going to stay in the same classes as the campaign continues. She's very much going to be all about poison in future, picking up Anathema in the future to help her bypass any immunities that might crop up. Shes going to be pretty good at intelligence / face skills, and she's going to have some utility with the Investigator's extracts. Unlike other witches, I don't really see Raven abusing the Slumber hex much - she would much rather prefer using the Misfortune hex to deliver her poison from range, or close into melee with a poisoned blade.


Dotting

I'm thinking of a Toxin Codexer Investigator / Veneficus Witch. Bit of a poison extraordinaire =]


Quote:
You're not gonna be able to solve all the problems, defeat all the monsters and 'win' on your own. There's a reason D&D, at it's core, is designed to be a 4+ player game.

You are absolutely right, traditionally D&D is, at its core, a four person party, often with each player fulfilling or covering a defined role. Which is often why a 'core' party usually boils down to Martial / Skill Monkey / Divine / Arcane as its 4 roles. This is not an absolute given, but in my (terribly limited) example, in one morestalt character I'm covering all the defined roles of a traditional party. What else is being brought to the table besides more of the same?

My point was more concern about character overlap, rather than claiming "Who needs a party" or "I can solo this". As you pointed out, action economy is indeed a thing. I'm mostly just querying whether adding more gestalt classes (ie morestalt) is actually creating more versatility in the end. Mechanically, class by class I might be slightly different, but I kinda do the same *thing* right?

Anyway, I'm probably is probably getting off topic / out of scope. For the reasons I outlined, Mythic is probably better (in terms of reducing character role overlap) but it does come with its obvious pitfalls (like difficulty balancing, as well as people just wanting to try something different from mythic).

Just initial thoughts / feedback to the points raised about the character example, not really relevant to my main query:

Quote:
Your proposed character might be a front line tank, but you're likely not dealing a ton of damage. Aside from smite, none of those classes include extra damage. I suppose you could pick a bloodline and mystery that added some, but nothing near what a rogue/investigator/inquisitor/slayer(etc) could deal.

Inspire Courage? The bonus is about what Studied Target / Judgment is (depending what level you settle on but high level is high level). Sure, Slayer also gets Sneak Attack but its a bit rough to claim a bard doesn't add any extra damage :(

Also, I'm a 9/9th level Arcane / Divine caster. If I'm not Smiting or using Inspire Courage I'm probably quickening a buff spell, or cast a blast spell. All four classes have various spellcasting, I should be drowning in available options!

Quote:
Your also lacking much in the way of skills. Granted, I'm sure you could take some spells to help overcome many skill based challenges, but then you're not dealing with a different threat or obstacle as well.

Am I really that badly off though for skills? I'm 6+INT. If I go Lore Mystery, then I get a free INT bonus (if I was feeling particularly short changed). I have Versatile Performance, I have access to masterpieces like Pageant of the Peacock, I have Charisma to Knowledge skills (+ Bardic Knowledge), Lore Master and yes, access to the Bard/Paladin/Sorcerer/Oracle spell list. I might not be able to max out every single skill in the game, but I'm probably covering 90% of most situations.


Quote:
I wanna explore concepts and characters using Seb's general rules that have a 3rd or 4th class, because I think it could be really interesting and different than what I could pull off otherwise.

I'm really just observing this thread, but as a hypothetical question (and something I have always wondered), does moresalt really add different options?

I mean, from a power perspective, sure, you get 'more stuff' but isn't there a risk you have all the PC's doing similar things / looking the same? This goes double if the plans for a limited class option list (for gestalt) goes ahead. With four classes, an Oracle / Sorcerer / Paladin / Bard probably covers almost everything I would ever want in a party. How many opportunities is Player B (who went something else) going to get to shine?


Hey best of luck everyone!


Here is Elena, by day a famous dancer, by night an expert thief.

Backstory:

Elena Derri hated talking about her past. Born to unknown parents, and growing up in an orphanage in Paris didn’t really gel with the image she wanted to portray to society over twenty years later. She wanted to be popular, famous, and she hated the very idea of anyone learning about such humble beginnings.

Life in the orphanage had been difficult for Elena, but sharing a property with other children had brought her freedom – a lack of oversight from adults. With more children to keep an eye on, Elena was able to stay out of the way, and enjoyed her independence. Roaming the streets, Elena became fixated on the trappings of wealth in the city. Just about every vice was available if you knew where to look, and money, fine clothes, and status seemed to be everywhere.

In the aftermath of the Whitechapel spree, Elena began to roam the streets more and more, and developed light-fingered characteristics. While her age and gender made her stand out on the streets, it also allowed the majority of her minor thefts to go undetected – she was never seriously considered a potential suspect.

A young girl though, holding items of increasing value – even if they were just trinkets – from a background of poverty would not go unnoticed for long though, and Elena already had her sights set on larger targets. She wanted the fame, the status, the wealth, the prestige, but also the spotlight – not typically something a thief usually wants. Most of all though, Elena wanted the thrill and the challenge, to test herself and walk the world with no-one any the wiser about the double life she had. So, faced with such a task, Elena decided to do what she considered practical, she would join the theater.

Elena quickly discovered that joining the theater wasn’t particularly easy – lots of young woman dreamed of fame. It took months before Elena finally caught an experienced eye and was able to join a production as an understudy. Once there, Elena attempted to build up her profile, and her fame grew.

More and more, Elena began to appear in the public eye, rubbing shoulders with people of influence, gaining invitations to social gatherings. It was at one of these gatherings that Elena finally found her big break. She had been secretly roaming the house, looking for something small and valuable to steal. Successfully picking the lock of a sturdy door, Elena entered a particularly disturbing room. The floor was full of strange circles and symbols. There were texts on a nearby shelf written in languages that Elena couldn’t understand, and candles everywhere. Most troubling of all, was a jeweled knife stained with what looked like dried blood, next to what looked like a painting of Elena’s own likeness. Terrified, and thoroughly creeped out, Elena turned to leave before spotting a book lying open, placed in a particularly prominent position near the center of the room. Curious, Elena glanced at it, and realized she could read it – the text seemed to about harnessing the spirits of the astral realm. On a whim, Elena stole the item, and swiftly left the party, deciding that it was better not to tempt fate and hang around.

When she returned home, Elena idly began to study the book, flicking through the pages. She discovered the book was primarily a guide towards channeling one specific spirit, harnessing it to unlock strange and powerful abilities. Elena experimented but struggled with channeling one spirit for long periods of time. She did discover though, that she could channel certain spirits for a short time, using her dancing abilities to maintain control and focus. Elena’s first attempts at channeling spirits didn’t go too well – she once spent a full day possessed by a particularly powerful religious spirit – but eventually she began to grow more confident. She was now able to channel spirits without the need to physically dance – although she sometimes resorted to the strategy in times of great difficulty or stress.

Elena began to use her newfound abilities to carry out greater crimes. On one particular day she could be a master of disguise, a healer, a magician, an expert markswoman, or even a master forger. The flexibility allowed her to change her M.O and go undetected while continuing to keep her famous persona in the public eye. As time wore on though, Elena’s mind turned back to the book she had stolen, and who the original owner had been. She remembered the symbols and drawings on the floor, and knew she wasn’t the only one person who was experimenting with occult style rituals. The portrait of herself in that creepy room was troubling and Elena began to worry that there was someone, or something in the shadows keeping a close eye on her with malevolent intent. Elena made some secret inquiries, but to her curiosity, finding who the original host of the party, or who the book belonged to provided difficult. With her arts career taking up too much of her time, Elena announced a year’s temporary break from the theater, allowing herself the time to search in peace. With her newfound freedom of movement, Elena tracked down a rumor about the book apparently being found in London, England. Determined to solve the mystery (and, if she was honest, perhaps steal a few valuable items while she was there), Elena set out for London, hunting in the shadows.

Crunch:

Elena Derri
Female human medium (spirit dancer) 3 (Pathfinder RPG Occult Adventures 30, 94)
CG Medium humanoid (human)
Init +4; Senses Perception +7
Aura spirit aura (30 ft.)
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 enhancement)
hp 21 (3d8+3)
Fort +3, Ref +6, Will +5 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 revolver +7 (1d8+1/×4)
Special Attacks haunt channeler (1d6), spirit (Trickster, 0 influence)
Medium (Spirit Dancer) Spells Known (CL 3rd; concentration +6)
0 (at will)—dancing lights, guidance, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 13, Int 16, Wis 12, Cha 16
Base Atk +2; CMB +6; CMD 16
Feats Additional Traits, Agile Maneuvers, Combat Expertise, Deadly Aim, Logical Spell[OA], Power Attack, Precise Shot
Traits criminal, keeper of the veil, magical lineage, world traveler
Skills Bluff +10, Diplomacy +9, Disguise +4, Intimidate +9, Knowledge (arcana) +9, Knowledge (local) +10, Knowledge (planes) +9, Knowledge (religion) +9, Perception +7, Perform (dance) +9, Sense Motive +7, Sleight of Hand +11
Languages Common
SQ finesse weapon attack attribute, power-hungry, spirit bonus (+1 on Dexterity checks, skill checks, and Reflex saves), spirit dance
Other Gear revolver[UC]
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Haunt Channeler (1d6, DC 21) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Logical Spell You can eschew emotional components by exercising logic.

Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Aura (30 ft.) (Su) Grant seance boon to allies while within 30 ft aura.
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Dance (Trickster, 9 rounds/day) (Su) As a free action, dance to gain spirit benefits and can change spirit each rd.


I'll submit a Spirit Dancer Medium later on today I think. Just putting some finishing touches on her backstory.


This looks really exciting, I'll see how lucky the dice are today. GM, just out of curiosity, where does the Skald sit on the list? Also, if we pick up things like Animal Companions (eg Ranger) is there a specific list to pick options from?

Set #1:

Ability #1: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Ability #2: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Ability #3: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Ability #4: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Ability #5: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Ability #6: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Set #2:

Ability #1: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Ability #2: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Ability #3: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Ability #4: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Ability #5: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Ability #6: 2d6 + 6 ⇒ (6, 2) + 6 = 14


Good luck everyone!


@Robert Henry

Hi Robert! I've missed you and your backstories, they are always so amazing! Give me something more to read :)

The.Squirrel.Ninja wrote:


@Viviana Masters Love the backstory you provided for each character. The progenitor druid is a really fun flavor archetype, I had to pass that onto one of my buddies who loves fey/first world lore. Looking over the crunch I do not see the drawback for Mirana, but I really could be missing it.

Its listed in the Crunch as "Fey Taken".

(Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilities and supernatural abilities of fey.)

I tried to make it a significant part of Mirana's backstory which is why the First World part sits in her backstory!

As for favored class, I went with skill point and the Druid FCB (+1/2 to change attitudes) as probably the most flavorful options for Mirana.

Does the cohort get a favored class bonus at all, or just not the double FCB that the main PC gets?

Also I added Descriptions and Personalities. Please let me know if I'm missing anything, sometimes a fresh pair of eyes or perspective helps!

Mirana Description:

Mirana is a tall, slender female human with long raven black hair that falls below her shoulders. Mirana lets it hang unbound behind her neck, trimming it only when it falls onto her eyes, or catches on the branches or bushes that she sometimes wades through. Long hours in the sunlight has given her skin a tanned, almost bronzed look but it remains fair as ever. Her dark brown eyes are forever moving, but her face is frequently lit up in a friendly smile.

In dress, Mirana wears simple attire, usually brown and green in colour. Largely, Mirana adopts this to blend in, but also such colours are a more ‘travel friendly’. Mirana usually wears a simple shirt and has a thicker top she can wear if she feels the outdoors are particularly cold. Mirana favours pants, being practical attire when traveling through forests, but does own a flowing gown made of leaves given to her during her time in the First World. She owns a pair of carved brown wooden boots, again, from the First World but is equally comfortable roaming in her bare feet – there is something about it that reminds her of her childhood, running amok carefree. The druid doesn’t accessorise very often and doesn’t own jewellery or precious metals. Instead, Mirana has two carved wooden pendants. She doesn’t know the significance of them (besides looking pretty), but she received one on her first night in the First World, and another on her last. Mirana alternates between wearing and not wearing these items depending on her mood.

Mirana is also a little pedantic about her appearance. While she is practical in her choice of clothing and fashion, she still believes in always looking presentable, and looking your best – after all you never know who you could meet. Mirana therefore makes liberal use of her Create Water cantrip to wash and bath to ensure that she is clean and tidy even while travelling.

Mirana Personality:

Used to being on her own, Mirana is a self-reliant individual, who is primarily concerned with practical problems and solutions to any obstacles that she comes across. While Mirana enjoys being sociable, capable of being charming if the situation calls for it – she does not get many opportunities to do so while roaming the wilds. Solitude is not easy for Mirana though, and she frequently feels lonely (or did before she met Caitir). Mirana desperately wants close social connections, but her personal quest frequently drives her in the opposite direction.

When she does meet others in the wilds, or even when she makes a visit into a town or village, Mirana is always generous. Caitir would even go so far as to describe Mirana as perhaps a little naïve but Mirana does try to see the best in people, and in truth, she wants positive interactions rather than shutting down or avoiding them. Self-sufficient, Mirana doesn’t usually ask others for much, but she is persistent and determined when pursuing her own goals. Mirana also knows full well how to be seductive, deceitful or manipulative, traits that she often saw in the First World, but keeps these tools hidden unless she truly feels that there are limited alternatives. Caitir on the other hand (with her own personal history), actively encourages Mirana to use these tools, as her own experiences have taught her to use every advantage available to her.

While Caitir might consider Mirana a little naïve, she is forced to acknowledge that Mirana has an exceedingly sharp mind and is not particularly dumb or dim witted. Years of relying on herself has forced Mirana to be streetwise and resourceful. While Mirana sees the best in people, she does prepare for the worst and usually has a plan ready should one be required.

Mirana is not particularly religious, and while knowledgeable on the subject, does not pay it much heed. She pays lip service to some of the Eldest – particularly the Green Mother as a prominent eldest many of the nymphs and dryads would worship – but otherwise draws her divine magic from nature itself. Mirana does feel a particularly strong debt to many residents of the First World – despite being abducted (and still not knowing why) by and large she remained safe and well and therefore by honouring the Eldest and channelling the energies of the First World she feels she is paying homage to them somehow.

Home and Family are particularly tough subjects for Mirana. While she is happy roaming the world on her search, Mirana desperately wants a stable place to call home. After experiencing so much disruption, she believed that settling down in an area she could call home would give her some peace and relaxation. Unfortunately for Mirana, she doesn’t have a clear picture as to what Home and Family really look like for her. Her life has been split between her time in the First World, and her time on the Material Plane – Mirana cannot truly decide which place is really ‘home’ for her. Until she makes a conscious decision, it is likely Mirana will forever pursue the two different locations like a dog chasing cars, never catching either.

Likewise Family is in the same boat. Mirana wants to track down her childhood parents, but she doesn’t know where they are, if they still live, even if they still remember her. She is aware of the possibility that she could have a brother or a sister by now – that her parents could have moved on since in the years that have followed. Likewise Mirana was looked after by several of the Fey (although she doesn’t know why) – in some respects, they were also part of her ‘family’ during her time in the First World and yet she was sent out suddenly with no explanation. In a certain way, Mirana is stuck – her quest gives her direction and purpose, but she isn’t sure what the end result would actually be.

Caitir Description:

Caitir is a lithe human female with dark brown hair that she wears long and dark emerald eyes. Long hours in darkness have given her skin the colour of ivory, although this has started to change slightly with Caitir’s travels with Mirana. In stark contrast to Mirana’s always smiling outlook on life, Caitir keeps her face in an almost perpetual scowl.

Caitir likes to dress in dark coloured clothing – preferably black. While she enjoys exotic fabric, she is also practical in deciding what to wear, and resorts to dark leather outfits while travelling. Caitir does however carry several items of jewellery (mostly rings, necklaces and earings) despite walking the wilds – her magpie like tendency to hoard expensive items meant that she couldn’t leave them behind in Riddleport. Caitir always looks for opportunities to wear such items, but isn’t stupid enough to wear them in the great outdoors for fear of losing them. Like Mirana, Caitir also prefers to wear boots on her feet, but again, she sticks to leather in stark contrast Mirana’s clothing that is often (but not always) plant based.

Caitir Personality:

Caitir shares many similarities with Mirana, however the two women have very different outlooks on life. Like Mirana (for instance), Caitir is solitary, self-reliant, and resourceful. Caitir is used to doing things in her own way, forging her own path, and is likewise determined when chasing a personal goal. Like Mirana she is also exceptionally intelligent and knowledgeable – having spent countless hours reading books to make up for a shortfall in education.
Unlike Mirana however, Caitir is naturally suspicious, doesn’t often think the best of people and isn’t as generous in helping others. She isn’t as adapt at reading people as Mirana is, and so defaults to being distrustful of others. She fails to see the need to go out of her way to assist those in need, mostly because she encountered limited assistance in her own life when she was in hardship and therefore sees limited value in offering something she never received herself. She is however, fine with Mirana’s frequent attempts to assist those less fortunate, although it’s usually followed with a sign of exasperation.

As a criminal, Caitir possesses many attributes that Mirana does not, or prefers not to use. Caitir is much more comfortable in being manipulative, or deceitful, and harbours not reservations towards doing so. In her mind the ends will always justify the means and she certainly doesn’t lose any sleep over it. Caitir also possesses a liberal opinion over what ‘ownership’ actually means, and doesn’t see the harm in ‘repossessing’ items that take her fancy. Forever attracted to the trappings of wealth, Caitir usually takes items that she thinks make her look higher class than she actually is and in Mirana’s opinion – worries too much about what others think of herself.

Caitir possesses even less of an interest in religion than Mirana, but pays lip service respect to The Eldest (out of pure courtesy to Mirana’s beliefs) as well as the various gods and goddesses of intrigue. Caitir is also hellbent on returning to civilisation and urban environments as quickly as possible. She doesn't mind tramping in the wilds, and she knows that Mirana gets much of her magical strength from such locations, but she always feels most comfortable around nobles, or high society or even law enforcement (the latter representing a challenge Caitir can match herself again) and such scenes are limited out in the wild. Caitir’s latest tactic is to heavily promote the idea of Mirana settling down in a large city and starting up an information network somewhere, claiming that it would be more successful in picking up rumours. Mirana has so far resisted the temptation but with each day that goes by she starts to wonder whether aimlessly wandering is really the smartest way to fulfilling her goals.


I'm still not done, I still have to do Descriptions, Personalities, Quirks and so on, but this is a starting point at least.

Mirana Backstory:

Green meadows, babbling brooks, gnarled trees, the chirping of birds, the breath of wind flowing through her hair, these are thing things Mirana remembers most from her childhood. As a young girl, Mirana had never really wanted for anything – or at least, not that she could remember but any material gifts were often discarded in favour of spending time outdoors, roaming through the forests, or playing in the stream.

Mirana was extremely fortunate that, despite living in a spacious large white house, she and her family were slightly isolated from the outside world and would live rurally rather than in an urban sprawl. Mirana had always been slightly confused by this – it wasn’t like her father did anything that could be considered ‘work’ while outdoors – but hadn’t paid it much thought, grateful as she was to have a wonderful space to play around in.

Things changed for Mirana one bright sunny day when she was once again, playing within the forest. Mirana had taken a moment to rest, tired as she was from spinning between the shafts of sunlight that speared through the canopy above. It was there, while leading against a tree, that she noticed a small circular space, flickering with bright lights that slowly rotated around, changing colour every now and again. Other children might have been scared but to Mirana it had seemed oddly comforting. She stepped closer and the circular space danced backwards, before zooming forwards. Mirana remembered giggling and then reaching out and touching it and then…

Weirdness.

Unknown to Mirana at the time, she had been sucked into the First World. Initially, Mirana lost herself playing in a constantly changing environment, shifting and shaping to suit the whims of the Eldest, however, when she looked for the circular space again, to better return home, she discovered it had vanished. She was stuck.

Alone, with no way to get back, Mirana was distraught, curling up in a ball at the foot of an oak tree. There, she was found by a group of nymphs who did not seem surprised to find her there. They picked her up, and took the girl away to a more suitable place to rest.

When she awoke, Mirana demanded to go home, but her new guardians didn’t seem to understand or be interested. Instead, Mirana was kept very busy. She learnt about the First World and its denizens, she learnt about the Eldest, and the divine, she learnt about the trees, the flowers, the nature found in the First World and on the Material Plane. She learnt how to observe, how to detect a falsehood, and how to say one. Mirana didn’t quite know why she had to learn all of this, but she presumed that it was to keep her busy and mind on other things than returning home.

Time flows differently in the First World, but it began to flow all the same. Mirana grew older, and her studies grew more advanced. She learnt how to draw upon her natural surroundings to cast some basic magic. Her memories of her childhood began to fade and were replaced with new ones. Against her better judgment, she had began to enjoy being in this weird realm.

Unfortunately, just as suddenly as she had entered, Mirana woke up one morning to find herself back on the Material Plane. She had a full bag of supplies but she was in a new and unfamiliar location but she was definitely no longer in the First World.

Mirana was heartbroken at being abandoned yet again. It seemed that every time she found happiness or peace she was uprooted again. Worse still, she didn’t know where she was, where her parents were, or even where home was after so much time had passed. Furthermore, Mirana couldn’t even decide what she considered home anymore – she had spent half her life in two entirely different places and she struggled to know which location to chase down.

Rudderless, Mirana roamed the forests, travelling from town to town, hoping to stumble across her childhood home by accident, or locate her parents. She would visit libraries, or small city halls, and would chase down rumours about disappearing girls. To survive, Mirana would help out local farmers with their crops, or to remove the threat of wild animals, in return for a few coins for her to scrape by. She was aided by this with her nature magic, Mirana discovered that she could still channel her First World branded magic to boost plant growth in a small area and so she roamed, always searching, investigating, and the rumours began to flow of the young nature warden chasing rumours, helping farmers and channelling the magic of the First World wherever she went.

Eventually, she was tracked down by a human woman called Caitir, who had followed these rumours for her own reasons. Caitir had her own goals, but she agreed to accompany Mirana on her quest. Mirana for her part, welcomed a new friend, someone that could provide a quiet ear and together the two women roamed the world, providing small aid to those who crossed their path while searching for a home and family for Mirana.

Caitir Backstory:

Caitir had always hated her life.

Born in the slums of Riddleport, Caitir had always wanted grander things in life, coin and fame being the primary two. Unfortunately, the realities of her situation were immediately obvious to her as a young girl, her family lacked status, wealth, or even a basic education.

To make ends meet, Caitir worked as a waitress, but would frequently sneak out at night, stealing from a library of all places, trying to steal texts that she could use as a stepping stone to higher learning. Late at night Caitir would secretly curl up in a corner, reading intently, before returning her stolen items least the theft be discovered.

While Caitir would ultimately be unsuccessful in achieving further education beyond the books she read, the texts did spark an inspiration. During her adventures browsing both fiction and non-fiction, Caitir believed that success always involved having some sort of edge, and (lacking wealth and status) she believed that skill in magic could create that advantage in life. Caitir began to branch out, reading (and stealing) magical texts, trying to learn the basics. Try as she might though, Caitir proved to have no talent for this whatsoever – something that caused her immense frustration.
Despite her failure, Caitir never lost her love of thievery and she gradually moved from books to the finer things, nice clothing, jewellery, things that she believed would mark her out as something different, with a better and more exotic life. Unfortunately for Caitir, while she had a talent, she was far from the only person within Riddleport that was a skilled thief, and Caitir again felt stuck in mediocrity unable to get ahead, unable to stand out and shine. In her deepest daydreams, Caitir dreamed of an information network matching the success and size of Shorafa Pamodae but was at a loss as to how to achieve such a thing.

Weirdly enough, it was Caitir’s family, that would point her in the correct direction, specifically her grandfather. One day, during a particularly imaginative daydream, Caitir remembered her grandfathers old stories that he used to tell when she was a young girl, stories of the mysterious fey, the alluring Green Mother, and the information webs that would make crime lords green with envy. Struggling for alternatives, Caitir decided to follow this slender lead, she would try and find someone or something with a connection to the First World, in the hope that she could learn any fey tricks or secrets that might give her the edge she so desperately wanted.

Leaving Riddleport was easy for Caitir, but tracking down someone that could help her achieve this dream would prove difficult. It wasn’t like the fey were easy to bargain with, let alone talk to or even find. On her travels though, Caitir began to hear rumours of a young women who seemed to be channelling the energies of the First World. Caitir wasn’t entirely sure what that meant but figured it was better than nothing – it wasn’t like she felt she had anywhere else to return to anyway. Mirana wasn’t quite what Caitir expected, but she seemed nice enough and eager to talk about herself. Caitir politely listened, and watched, and observed, happy to help Mirana on her quest, while Caitir took a step closer to her own dreams in the process.

Mirana Crunch:

Mirana
Female human druid (progenitor, world walker) 1 (Pathfinder RPG Ultimate Combat 43, Planar Adventures 19)
CN Medium humanoid (human)
Init +0; Senses Perception +8
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Defense
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AC 10, touch 10, flat-footed 10
hp 14 (1d8+5)
Fort +4, Ref +0, Will +6; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey
--------------------
Offense
--------------------
Speed 30 ft.
Druid (Progenitor, World Walker) Spells Prepared (CL 1st; concentration +5)
1st—entangle (DC 15), shillelagh (DC 15)
0 (at will)—create water, detect magic, light
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Statistics
--------------------
Str 14, Dex 10, Con 14, Int 14, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Additional Traits, Cunning, Leadership, Toughness
Traits fast-talker, omen, outcast's intuition, world traveler
Skills Bluff +5, Diplomacy +5, Intimidate +5, Knowledge (geography) +7, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +8, Sense Motive +9, Survival +6; Racial Modifiers +1 Knowledge (geography), +1 Knowledge (nature)
Languages Common, Druidic, First Speech, Sylvan
SQ comprehensive education, fey-taken, infused summoning, nature sense, primal bond, wild empathy +1
Other Gear 240 gp
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Special Abilities
--------------------
Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes.
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Infused Summoning (1 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Leadership (score 1) You attract loyal companions and devoted followers.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Nature Bond (5 foot radius, 7 rounds, 1/day) Full rd, at start next turn area grows plants which are diff terrain or give allies cover (choose 1).
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Caitir Backstory:

Caitir
Female human unchained rogue (sylvan trickster) 1 (Pathfinder Unchained 20, Ultimate Wilderness 77)
CN Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (1d8+5)
Fort +1, Ref +4, Will +0
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Offense
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Speed 30 ft.
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 13, Int 17, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Cunning, Toughness, Weapon Finesse
Skills Bluff +5, Diplomacy +5, Disable Device +6, Escape Artist +6, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +4, Sleight of Hand +6, Stealth +6; Racial Modifiers +1 Knowledge (local), +1 Knowledge (nature)
Languages Aklo, Common, Elven, First Speech, Sylvan
SQ comprehensive education, wild empathy +2
Other Gear 390 gp
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Special Abilities
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Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.


I might submit a Psychokineticist (Void) / Divine Paragon Cleric of Tsukiyo. I don't own 3rd party content so I imagine that the character will probably be sticking to paizo specific stuff ^_^


Best of luck to everyone~


Appreciate you getting back to me GM.

Just addressing a few quick points

-Technically Rei isn't entirely ignorant about whats going on - I seeded a few situations in her backstory where (privately) she would be curious. Atsuii's fear when Rei considered pursuing an occupation driven around fame, Lonjiku having access to a family heirloom weapon, refusal to tell her what happened to her parents as well as why her adopted family have these Minkai influences. She almost certainly doesn't know the truth though.

-Fully agree that Inattention Blindness doesn't' quite work the way it did in the story where it technically functioned like an Enigma Mesmerist's Stare. It added a bit of a drama to the story as written, but in game I agree - it probably shouldn't be operating in that way.

I also put together the updated Crunch just so you could see what things look like with the updated weapon / skill points. I know that mechanically it doesn't make much difference (as opposed to flavor) but might as well reflect it

Crunch:

Rei
Female human investigator (cipher) 3/slayer 3/gestalt 3 (Pathfinder RPG Advanced Class Guide 30, 53, Pathfinder RPG Ultimate Intrigue 32)
CG Medium humanoid (human)
Init +4; Senses Perception +6
Aura nondetection (DC 14)
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 36 (3d10+6)
Fort +6, Ref +8, Will +4
Defensive Abilities evasion, inattention blindness (1 targets max, 30 feet)
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Offense
--------------------
Speed 30 ft.
Melee +1 naginata +8 (1d8+7/×4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 naginata)
Special Attacks sneak attack +2d6, studied target +1 (1st, move action)
Investigator Spell-Like Abilities (CL 3rd; concentration +7)
Constant—nondetection
Investigator (Cipher) Extracts Prepared (CL 3rd; concentration +7)
1st—disguise self, fabricate disguise[UI], heightened awareness[ACG], shield
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 18, Wis 10, Cha 12
Base Atk +3; CMB +7 (+9 dirty trick, +9 disarm, +9 reposition, +9 steal, +9 trip); CMD 18 (20 vs. dirty trick, 20 vs. disarm, 20 vs. reposition, 20 vs. steal, 20 vs. trip)
Feats - Custom Feat -, Accomplished Sneak Attacker, Agile Maneuvers, Combat Expertise, Deadly Aim, Deft Maneuvers, Enforcer[APG], Power Attack, Skill Focus (Disguise)
Traits clever wordplay, cunning liar (any city), - custom trait -
Skills Artistry (choreography) +10, Bluff +10, Craft (alchemy) +10 (+13 to create alchemical items), Diplomacy +11, Disguise +10, Intimidate +7, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +6, Sense Motive +6, Stealth +9
Languages Common, Elven, Minkaian, Tien, Undercommon
SQ alchemy (alchemy crafting +3), combat style (manacing[UI]), finesse weapon attack attribute, inspiration (5/day), keen recollection, slayer talent (ranger combat style[ACG]), track +1, unassuming
Other Gear mwk chain shirt, mwk naginata[UC], alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, mess kit[UE], soap, trail rations (5), waterskin, 750 gp, 9 sp
--------------------
Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inattention Blindness (1 targets max, 30 feet, DC 17) (Su) Nearby creatures ignore your presence unless they succeed at a Perception check.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Unassuming (Ex) Use inspiration on Disguise, Escape Artist, Knowledge (local), Sleight of Hand, and Stealth check without expending use.

Also I did find a character inspiration picture. I guess it 'technically' could be Rei although I didn't really write her with silver hair in mind. Body type and clothing are still pretty accurate although Rei probably wears brighter colors during the day. I still wouldn't place much stock in it being an accurate representation, but its a good inspiration starting point.

Rei Inspiration

I think thats me fully sorted though, Rei's pretty much done at this point, so I might wait with everyone else~


I have a backstory, small section for personality / description, and response to GM. I should be *mostly* finished but please let me know if there is anything further you want to see GM (or something else explained developed further) and I'll get right on it.

EDIT this was longer than I intended again. Sorry, I know its not fun reading walls of text :/

Backstory:

Rei grew up under the care of the Kaijitsu family. Rei never really knew what happened to her mother and father – why they suddenly passed away or how exactly she came into the care of the Kaijitsus. As young children often do, Rei asked many questions on the topic, but neither Atsuii nor Lonjiku wold be drawn on the topic, saying that to bring it up would be bringing up old wounds. Rei took this to mean that the Kaijitsu family had been relatively close to her own family, and therefore explained the adoption that led to her being in the families care. Rei decided not to push the matter further, but did however make herself a firm promise that she would investigate her family tree at a later date, when she was outside the eye of the Kaijitsu family so that she could satisfy her own curiosity without causing distress.
Having so many questions about family, and not receiving concrete answers had a side effect – it imprinted a thirst for knowledge within Rei. She devoured books on as many topics as she could find, hoping to learn more or solve questions. In essence, the frustration of not knowing the answers to simple questions about her family fuelled a desire in Rei to always have the answers to as many questions as she could across a variety of subjects.

Unknown to Rei, this recent development greatly troubled the Kaijitsu family. Ideally, they wanted Rei to be ignorant of the truth they were shielding her from. On the other hand, straightford lies and deceit wouldn’t work – if Rei every found out her heritage, or they were forced to tell her – she would never be able to trust their advice after that fact. It was one thing to give vague statements or misleading answers that could be misinterpreted, but obvious untruths could cause problems down the road. Furthermore, Rei had shown a strong desire to be someone of significant, even pursuing an occupation that would put her into the public eye – the infamous Opera Singer argument she had held with Atsuii was just one such example, and Rei being in the public eye was exactly the opposite of what the Kaijitsu family had been fighting for. Therefore, a hasty meeting was held between Atsuii, Lonjiku and Ameiko to decide how to tackle the problem. It was eventually decided that instead of giving Rei free reign to persue what she wanted, each of them would take a specific facet of society and work with Rei towards mastery. They would direct and narrow Rei’s thirst for knowledge into topics that it was safe (or advised) for her to know.

Being a hard taskmaster, Lonjiku took the task of the physical acts. Running, lifting, chopping wood, combat and other similar tasks fell under his scope. Skilled in the knowledge of the samurai, Lonjiku also took over topics of honour and discipline as well as the art of answering challengers and navigating a duel.

Atsuii took over Rei’s schooling – an exceptionally difficult task giving Rei’s voraciousness on the topic. She also focused on tutoring Rei on the art of diplomacy, courtesy and respect. The ability to read a given situation and see peoples true motivations. Both Atsuii and Lonjiku were hard taskmasters and were harsh on failure. This wasn’t to say that praise, love and care wasn’t shown, but during Rei’s education, the gloves would come off. This wasn’t born out of cruelty, but because there was a third aspect they wanted Rei to adopt and it wasn’t something that Rei could learn from her parents and still maintain the required levels of obedience. So, as planned and predicted for, whenever Rei was bruised from Lonjuki’s combat training, or upset at a stinging rebuke from Atsuii after a failed answer, Rei would always turn to her sister Ameiko for a sympathetic ear.

Ameiko knew her role, always be by Rei’s side. Closest to Rei in age, it meant that she could understand and empathise with Rei far easier, and in building that trust could nudge Rei in a desired direction that Atsuii or Lonjiku wanted her to go. When Rei wanted to lash out, to rebel a bit, to disobey out of the strict education topics, Ameiko would always be there with something to teach her sister – always in the guise of creating mischief. Ameiko taught Rei how to lie, so she could bluff responses under Atsuii’s schooling. She taught Rei the art of disguise and silent stealth, to creep around unseen or undetected and avoid being given a particularly unpleasant household chore or task. She taught Rei that combat wasn’t sometimes about straightforward fighting and running into each other – sometimes the unexpected strike could be devastating. Sometimes a shift in footwork could lead to a trip attack, a loose hold on a weapon might open up a strike at the wrist to drop a weapon, or maybe a swift kick to the groin to temporarily impair an opponent.

In addition to the above, the family also committed to further activities that Rei had to learn to shoulder. Deciding that a possible ruler should learn respect, humility, empathy, Lonjiku and Atsuii insisted on Rei completing certain household tasks. The chores were everyday events that needed to be completed in any case, but the Kaijitsu family didn’t want Rei to ever be spoilt or entitled as a child. It meant that cooking, cleaning, waitressing, labour and - of course, the ever precious and symbolic tea ceremony - were all activities that needed to be taught and mastered by Rei. Atsuii would also use some of the household chores to drive home a social exercise she had been trying to teach Rei, such as perhaps persuading a customer at the tavern to purchase a slightly more expensive drink or predicting an order. The family did know the value of rest though, and one a month would visit Magnimar to stock up on tavern supplies, but also serving as an opportunity for Lonjiku and Atsuii to listen out for any news that might be significant or relevant as Sandpoint could occasionally be a little sheltered. The trip also ensured that Rei would be used to travel if it ever became necessary while giving Rei a much needed break from an intense schedule.

Initially Rei found things very hard, particularly combat. She hated standing in close quarters fighting toe to toe, blade to blade with Lonjiku, and his charge attacks were scarily fast. His sheer physical strength was overwhelming for Rei to stand up to. Eventually though, Rei understood the topic she was learning from each of her informal ‘teachers’ could be freely applied in different situations. She realised that by using Atsuii’s teachings on observations and ‘reading’ people, she could better predict how would move, react and fight therefore allowing her to strike more accurately and with harder force. She learnt that Lonjiku imposing and sometimes intimidating presence could be equally put to good use in what Atsuii was teaching her in social situations, influencing people to fall into line or to behave in a desired way.

As Rei developed progress, the Kaijitsu family found their own ways to reward the strides she was making. Lonjiku gave Rei a weapon that he said had been in her family generations – a naginata. Rei was overjoyed at the close but distant connection to her family, but also proud at the ease she was able to use it, as well as repel Lonjiku’s irritating charge attacks. Atsuii taught Rei the study of potions, poisons, and alchemy topics that had limited research compared with the study of magic. Rei exceled in the area, quickly mastering her own custom ‘potions’ she could use to gain an advantage in deception or combat. Seeking to repair the only bitter conversation Rei had had with her mother, Atsuii also taught Rei the ability to dance, or create certain dance steps, the ability to move quickly, effortlessly occasionally in an agile manner. For her part, Ameiko taught Rei how to best use the naginata family heirloom, teaching her a style that combined the ferociousness aggression that Lonjiku was looking for, with the grace and agility of the dancing steps Atsuii had taught Rei, combining them both into a fluent style that Rei adored.

In the end, with Rei finally learning to combine her education from her various tutors, the family grew closer together. Rei embraced her foster family, referring to them as true family members, mother, father and sister. She enjoyed the idea of taking on the various challenges set before her, and for their part, her foster family were pleased that they had not only contained Rei’s thirst for knowledge, but also giving her a vast background in particular skills that she would need to draw on at some point. Things would have continued their natural course, had not an unfortunate event happened on one trip to Magnimar…

Description and Personality:

Rei is a slim, dark haired, dark eyed human female of about average height. Time spent out of the sun has left her skin lightly tanned. She is a little lacking in pure body strength, but otherwise makes up for it with lithe grace and agility thanks to her combat training. Rei prefers to leave her hair long and unbound, stopping just below her shoulders. Rei dislikes wearing accessories such as any items of jewelry, or perfume for a variety of reasons. Traditionally such items are expensive and in short supply, but equally Rei doesn't personally place great stock in them - wearing them only if persuaded to or to achieve a particular goal or point.

Traditionally, Rei prefers close fitting garments, usually of dark coloring. This exasperates Atsuii a little bit, who feels Rei should expand her style, but Rei feels self conscious in a dress or gown and finds it too restricting. Likewise Rei shuns heavy armor - due to its weight, restrictions, and confining feeling. When forced into bright colors, Rei favors red, but otherwise tries to adopt black, brown, or greed, dull colors that allow her to easily blend into her surroundings the way Ameiko taught her.

In terms of personality, Rei is friendly, outgoing, curious. She tries to observe everything and study anyone she's in proximity with in a few quick glances, absorbing what information she can, before deciding how best to use it. She's always polite and respectful, and attempts to be thoughtful as well, trying to understand different opinion and attempting to reconcile differences. Atsuii (privately) thinks that she could be quite the capable diplomat, although she does fret that Rei can occasionally be a little naive.

If Rei has a vulnerability, a temper is probably her primary one. While she is prepared to be friendly and welcoming, she dislikes direct rudeness or intentional offence and frequently struggles to keep this in check. Atsuii has spent long hours working with Rei on this, and up to a point Rei can control it but if anything its served to teach Rei to hold grudges for slightly longer! Rei did occasionally channel her anger in combat, but Lonjiku has largely trained her out of this, encouraging her to use her sharp intellect to observe and study opponents while maintaining a calm demenour - teaching Rei that anger clouds the mind rather than clearing it. Rei has seen the sense of this and tried to remember that in social situations as well, but it is a slow process.

Notes on Backstory & Replies to GM above:

-So, the biggest challenge I had with Rei, was trying to find a way for her to have a reason for getting the skills she needed. SO I devised the above structure to ensure that Rei would be receptive to learning these topics without thinking 'wait, why am I being taught this'. I also had to juggle the task of a high intelligence character staying ignorant of her secret for as long as possible. I think I did ok but if something doesn't fit sing out.

-I was deliberately vague in the backstory and didn't mention specific class abilities by explicit name, but basically Studied Target was picked up from Atsuii, Sneak Attack by Ameiko, weapon training by Lonjiku, Inspiration from Atsuii etc.

-The specific thing I didn't mention was inattention blindness. I doubt it could actually be taught by any member of the Kaijitsu family since its a unique ability, so it makes sense as it developing subconsciously by Rei over time. The event in the alley was likely Rei's first intentional use and probably the trigger towards her developing this ability more and more as now aware of it. Interestingly, the ability has limited 'flavor' text, so it could actually be a bloodline or religious / divine / spiritual gift if it fit the focus of the campaign better and potentially opens up loopholes or interactions as desired. As of now, I'm treating it as a mental ability that Rei subconsciously 'unlocked' after picking up / learning the art of deception from Ameiko but it could easily be something else

-No worries about the chat happening in Sandpoint. it was probably my fault for being vague in the sample, but I still had Rei living down in Sandpoint 99.9% of the time - the visit to Magnimar happens roughly once every month or two and its more an excuse to pick up tavern supplies and catch up on news. I didn't want Five Storm agents anywhere near Sandpoint - little too close to comfort. That said, I did make assumptions about the Five Storms that they are actively searching (which might not actually be the case) so feel free to treat the writing sample as an alternative version of history or adjust as required. No worries!

-As for the bonuses - they are excellent. The extra skill points would let me get Craft (Alchemy) and Artisan (Choreography) which I feel are relevant. Even though I want to get Disable Device (and maybe Escape Artist + Sleight of Hand) early, I don't see any practical reason for Rei to have learnt / been trained on it yet which is why she has no ranks in the skill. That probably changes next level when I get an INT boost from ABP.

-Class Selection: I tried to stay away from mentioning "Slayer" and "Investigator" as class names in the backstory, simply because I didn't want to risk pigeonholing Rei into a particular occupation. Technically she isn't a "slayer" in that she isn't an assassin, or an 'investigator' in that she isn't a detective. I guess I could change the classes up but I didn't want to get too hung up on the class names and went with what felt right and what 'classes' work best for supporting both character and concept preferences. As for the training, I think I tried to cover every possible aspect within the Kaijitsu family as to who took control over what aspect (and why). This does though, lead rather nicely into my next point...

-Character Development. Things change significantly though when Rei learns her history. She's definitely going to be doing a lot of investigating, and (probably) doing a bit of slayer as well. She can be an assassin if she wants, she could though, equally just talk her way out of a given situation, or even have an honorable duel. She's being taught all of the above options in solving combat by a different member of the family. It also means that in difficult situations, she can engage and rp with individual family members as appropriate in area's where she feels they might be more knowledgeable. I could be more flexible on this though, after wanting to avoid pigeonholing myself - the last thing I want you to feel is pigeonholed with your NPCs. What I particularly want to get into with Rei is basically what asking herself what sort of ruler does she want to be? What is her preferred resolution with all the training she has had. What are the consequences? She might be wonderful and eliminating an assassin, but perhaps its smarter to approach the Ninja clan leader and buy them off - etc. Particularly keen to see how those sort of questions might be answered or developed.

-Just as a heads up, fully aware that there are (likely) caravan NPC's out there as well. I chose not to focus on them for the purposes of this backstory, as it made greater sense to focus on the scions as primarily influencing members on Rei. No objection with Rei interacting with the other NPC's in a caravan, I just didn't want to water anything down in an initial backstory.

-I wasn't able to find a great picture for inspiration. There's too many 'suggestive' pictures out there or tend they tend to be using heavy armor / medieval longsword blades all of which portray parts of Rei that are false. If you really want one, I could hunt around a bit more, but I haven't found something that perfectly matches (or isn't counter-intuitive to how I picture Rei).

-Trait Selection - This was italicized :( If it was unclear, I'm sorry, but it should be Sugimatu Scion - with your adjustments RE Weapon Finesse etc.


I'm still writing up a proper backstory but here's Crunch + Writing Sample for now. I'm sorry for the former left - I had a short scene in mind and it just took longer than expected to write it up. Feel free to let me know GM if there is anything you want me to explain or even add / include either in Crunch / Sample / Backstory etc.

Writing Sample:

The road to Magnimar was dusty – as always. Rei was well used to it by now though, having traveled along the well-worn caravan path from Sandpoint to Magnimar once a month with her foster family, the Kaijitsus. The excuse for the whole family making the journey each month was to stock up on any supplies, but Rei and Ameiko would frequently use the trip to get into mischief. A larger city meant endless opportunities to get into trouble – something Rei was already well experienced with. Lonjiku also apparently used the trip to learn ‘any news’ although Rei privately suspected that Lonjiku also appreciated the opportunity to enjoy the private drink at the Fang. The family often lodged at the inn when staying for a day or so being rather cheap and affordable. Due to its proximity to the docks, on the first few visits to the city Rei had often gazed at the ships travelling to exotic lands and wistfully thought of adventures but it wasn’t really to be.

Rei was jolted out of her musings by Ameiko digging an elbow into her side. “Daydreaming already are we sister? We haven’t even arrived at Triodea yet…or were you thinking of the Rose and Rake this time?”

Rei poked her tongue out at her sister in response, but otherwise made no comment. Truthfully, the comment had accidentally hurt more than Ameiko had probably intended. Rei loved the theaters in Magnimar. She didn’t often get the opportunities to watch a full show, but even observing a practice session was enough to hold her interest. Some people loved the theater for its song, or even dance, but for Rei it was the story – usually something fanciful or interesting that allowed her to escape into a different life. She loved the actors that could put on a mask or costume and be someone else entirely – anyone else. Lonjiku, Atsuii and Ameiko were lovely, and Rei was grateful for them looking after her after her parents had passed away – but she didn’t want their lifestyle. She didn’t want to be managing a tavern, working hard but keeping her head down, she wanted to be out in the world, to be someone of consequence. Once, Rei had told her mother that she wanted to be a famous opera singer when she grew up and had never forgotten Atsuii’s reaction – eyes wide with shock she had remarked in an uncharacteristically stern voice to ignore such ‘fanciful’ notions. Rei had slammed her bedroom door shut and refused to come out until Lonjiku broke the stalemate, telling Rei that her biological mother had had theatre ambitions as well before her untimely death – thus bringing up the occupation was only reopening an old wound. Rei had accepted the offer of reconciliation but Lonjiku’s explanation hadn’t convinced her – it had been fear she had seen in Atsuii’s eyes rather than sorrow.

Rei pushes the slightly negative thoughts and memories out of her head. The sun was shining, and it would do no good dwelling on such things. The Kaijitsu family had taken her in freely and accepted her without question, even though it meant an extra mouth to feed. Rei wasn’t stupid, and while she felt disappointed in being discouraged to pursue her preferred occupation, it was nothing compared to the gratitude and respect she felt towards them for looking after her. She smiled at Lonjiku and Atsuii, before making her eyes round. “May I go exploring with sister now? I worry about Ameiko’s natural sense of direction if she was off on her own” she quips, ignoring Ameiko’s eye-roll. Lonjiku grunts in response while Atsuii gives a soft smile “Very well, but don’t be too long. Your father and I don’t want to have to send out a search party”.

Delighted at the response, Rei vaults out of the caravan dashing through the streets as Ameiko follows suit, before Rei flashes Ameiko a mischievous look “Last one to the Triodea has to do the others chores for a week.” She grins before dashing down a side street.
Sidestepping obstacles in the street and dodging crowds, Rei suddenly comes to a complete stop, breathing hard as she spots Old Man Grey, a stooped older gentleman struggling across the street with a cane. Rei knew that the man’s name probably wasn’t actually Grey but she hadn’t really had an opportunity to ask the old man, only spotting him occasionally during her rare visits to the city. Sighing slightly, and accepting the likely loss to her sister, Rei walks over and places a slim hand on the man’s shoulder. “Let me help you sir” she offers, letting the older gentleman lean on her slightly as she assists him.
“Ah! Its…Rei isn’t it?” the old man asks, eyes sparkling. ”You don’t have to do this” he remarks apologetically as Rei steers him across before letting him sit on a nearby bench, the exertion clearly leaving him a little short of breath. “It’s quite alright, it costs nothing to respect your elders” Rei remarks, a little formally, remembering that it had been something that Lonjiku and Atsuii had drummed into her from an early age. Your elders had the knowledge and wisdom that the younger generation lacked and could frequently learn from, and Rei had always taken that lesson to heart – after all, you had to be wise, or maybe lucky to make it to old age anyway.

“I’m not keeping you from a pressing engagement, you were in a hurry yes?” Grey remarks curiously, while Rei flashes a guilty look. “Well…I was err…trying to win a race”. Grey laughs for a moment before giving Rei a quick pat on the back “I won’t keep you any longer than, I should be fine from here on out. Run along now child”. Giving Grey an earnest smile, Rei dashes off once again. She doesn’t hold out too much hope but if Ameiko had taken a wrong turn, perhaps she might be able to make up the distance. Flying around a corner, Rei almost collides with a man in a dark cloak who had suddenly stepped out in the middle of the street. Trying to avoid the impact, Rei spins into a wall and is able to just avoid knocking the man over. She grunts a little at the near miss and looks up ready to apologize.

“My my, don’t we appear to be in a hurry” the man remarks in a smooth voice, looking Rei up and down with one calculating look. Up close, Rei could see that the man was also well armed, a long, slightly curved blade at his hip. It wasn’t the weapon that concerned Rei – it was his eyes, an exceptionally dark shade, almost black. Rei felt something profoundly wrong about him that made her feel like shrinking back but she just didn’t entirely put her finger on what it was that was making her feel this way. It was merely a vibe, a feeling. At the man’s question she nods awkwardly but otherwise makes no further comment.

“No manners either hmm? That’s a lapse in etiquette and upbringing if ever I saw one” the man continues almost to himself, before noticing Rei trying to edge away and holding up a hand apologetically. “Forgive me I do believe I’m frightening you. That is not my intention, but I have traveled far and perhaps I’m a little travel worn. Perhaps you could help me yes? Then you can I can quickly part ways?” Considering the offer, Rei hesitates slightly before nodding her head again in silent agreement – anything to get away from this slightly awkward encounter. “What is it do you need sir?” she asks, trying to inject a little bit of politeness in her tone.

“Ah good, we have found our manners again. Most excellent” the man titters to himself before clearing his throat again, continuing to speak in an irritatingly smooth voice. “I was actually visiting a friend actually, but this city is rather large, and I seemed to have mislaid the address. You wouldn’t know anyone with the name Sugimatu by any chance would you? Perhaps where they might live?” the man asks, dark eyes watching her intently.

Rei shoots the man a confused look, half relieved at the simple request, half satisfied that she would be unable to help this man. ”I’m sorry, but I don’t think I can direct you to anyone by that name. I don’t know who that is,” she remarks honestly before hesitating again. “May I go now?”

The man regards Rei with a long look before nodding slightly “Yes, I can see that you genuinely don’t know anyone by that name. Most interesting and of course you may go. Just one more thing though, might I be able to get your name please? It’s always polite to get the names of the people you need who have tried to help you. It builds respect. Case in point, my name is Kite. Your full name would be…?"
Whatever his name was, it wasn’t Kite it just didn’t…fit, Rei reflected, while she tried to decide how to answer the man. It wasn’t that she had an objection to give out her name, it was just that she didn’t want this person to know who was she. He was creepy, she decided but she didn’t know the correct way to turn the man down without prolonging the conversation. Reluctantly, she decided to give him what he wanted, she opened her mouth and…

“REI” a voice rang out. Dusty and rough sounding, Rei swiveled around, half startled before realizing that Old Man Grey had been the one shouting after her. Puffing a little, and swinging a long on his cane, the man paused for a moment, taking a quick breath. “It’s good that I found you, your father is requesting your assistance. Something about the housework not being finished?” Grateful for the excuse, albeit a little puzzled, as to her knowledge Grey had never met Lonjiku or Atsuii before, Rei nods her head enthusiastically. “I’m sorry, I got held up by this man who was asking about someone called Sugimatu” she responds, gesturing at the man standing right in front of her. For his part, the man flashed an injured look, while somehow managing to look mocking at the same time. “I apologize for bothering this young woman, but she did look a helpful sort. Besides, she reminds me a little bit of my…daughter”. Rei screwed up her face in little in response. Whatever the man had meant to say, daughter hadn’t been the intention. It had been the hesitation, the briefest pause that had given it away. It was an excuse, nothing more. Rei knew a lot about excuses, having used them numerous times whenever she and Ameiko had gotten up to mischief. “Well I’m not your daughter, my father’s dead” she hisses angrily accidentally revealing a little bit of personal information she normally wouldn’t have revealed in the heat of the moment. She wanted to withdraw that statement two seconds later when she spotted the sharp flicker of interest in the man’s eyes, genuine interest.

Really, how fascinating. I thought your father was looking for you?” the man responds, but he is barely able to get the words out before Rei snaps back in response, irritation giving her a temporary courage boost to stand up to this man. “That would be my adopted father, genius. Don’t you dare insinuate that I’m a liar” she responds, angry enough now to take a step towards the man who still looked unruffled at the angry tone. “Enough” Grey cuts in, and Rei picks up a hint of worry in his voice. It’s this, more than anything that calms her down out of her rage. “As I’m sure Rei might have already told you, there is no-one here by that name. I suggest that you leave and put your name to better use somewhere else” the old man challenges, leaning heavily on his walking stick as he did so, while regarding the man with an even glare. “My apologies, I’ll take my leave then” the dark eyed man remarks, after a long moment, his eyes never leaving Rei’s face, something she found incredibly unnerving.

Without a further word, the man departs, slipping into the crowd and vanishing. Rei watches him go, before jumping slightly as Grey claps a hand on her shoulder. “You best be moving on girl, and maybe stay clear of that man. I don’t know if you actually have any homework to do, but being around family is always best”. Rei nods again in agreement “Thank you for rescuing me” she replies softly before heading deeper into the streets. Grey was right, but Rei hasn’t going to leave Ameiko waiting at the theatre alone waiting for her, not when that creep was roaming the streets. She wove deeper into the crowd, looking back over her shoulder as she did so, and almost froze. The man with the dark eyes was behind her, picking his way through the streets in a slow, unhurried manner. Anxious, Rei took a random left turn down a street, and then a right turn, on both occasions the man matched her movements, still trailing by a couple of meters, but picking up the pace gradually. Fear flooding through her, Rei took a couple more random turns down a side street before cursing slightly. When she had last been there the streets had been clear but now it appeared work was being done on a nearby building, the alleyway she had been hoping to take a shortcut through was blocked. Knowing it was too late to retrace her steps, Rei ducked into the alley anyway, crouching down as low as she could. She could hear the crunching noise of the man’s boots making through the gravel as he approached, almost paralyzed with fear in her small hiding spot, Rei placed her hands over her eyes in an almost childlike mimicry of Hide and Seek, something she had always excelled at when she was younger. Ameiko had never been able to find her and Rei found herself wishing with all her might that the same would happen here.

Crunch. Crunch. Crunch. Rei could hear the footsteps being made, almost as if the man was being deliberate about it, delighting in her terror. Rei hunched tighter before…silence. Ears straining, Rei listened hard but couldn’t hear anything. She opened her eyes, peeking out between her fingers…

…and almost died of terror. The man was right there, looking right at her! Rei opened her mouth to scream, or cry out, but no words were coming out of her month she was paralyzed, unable to move, when suddenly the man’s face changed. It turned quizzical. His eyes left Rei’s face and flicked deeper into the alley. He took a brief step deeper into the alley, before shrugging his shoulders, turning, and leaving.

Rei waited a long time in the alley, certain that this was some sort of trick, still not sure how the man hadn’t spotting her. He had been looking right at her, eye to eye, but hadn’t seemed to register her presence. Taking a moment to calm her nerves, Rei cautiously made her way out of the alley and towards the Triodea where Ameiko was waiting. “There you are slowcoach, I thought you wanted to visit the theater, not audition” her sister greeted her, smiling as she did so, before immediately reading the distressed look on Rei’s face. “We are going back. Now” she orders, taking Rei’s hand and leading her back. In a daze, Rei let herself be shepherded down the streets by her sister, something she would have almost died from embarrassment about, but this time unable to resist or say a word. She doesn’t say anything as they arrive at the Fang and Ameiko makes a beeline straight for Atsuii who rushed over with a look of concern. “Rei, what happened?” she remarks, and it’s the concern in her voice that encourages Rei to break down almost in silent tears. She gets the words out, telling Atsuii the entire encounter while Ameiko looks on with worry – even guilt that she hadn’t been there. When it’s all finished, Atsuii gives a Rei a long hug before giving Ameiko a meaningful look that Rei barely managed to catch. “Ameiko, would you mind getting your father please, its urgent” she orders in an uncharacteristically sharp tone, before giving Rei a sad look “I think it’s time we had a chat…”

Rough Notes on Writing Sample:

So, I wrote this in case it helps 'trigger' the desire to leave in case that was helpful. Feel free to utterly disregard and treat this as just a writing sample though. In case it was unclear, It was Rei's inattention Blindness ability that effectively allowed her to hide. Strictly speaking its potentially a little unclear if it would have worked in that exact situation but hey - it makes for a good story. Also, the reason Rei refers to Ameiko as sister, Atsuii as Mother etc is that its being used as an honorific - Rei's basically saying 'I consider you true family regardless of biology". She she's really mad, she might say adopted mother/father/sister in a conversation, but such instances would be rare.

Crunch:

Rei
Female human investigator (cipher) 3/slayer 3/gestalt 3 (Pathfinder RPG Advanced Class Guide 30, 53, Pathfinder RPG Ultimate Intrigue 32)
CG Medium humanoid (human)
Init +4; Senses Perception +6
Aura nondetection (DC 14)
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+1 deflection, +4 Dex)
hp 36 (3d10+6)
Fort +6, Ref +8, Will +4
Defensive Abilities evasion, inattention blindness (1 targets max, 30 feet)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +9 (1d6+5/18-20)
Special Attacks sneak attack +2d6, studied target +1 (1st, move action)
Investigator Spell-Like Abilities (CL 3rd; concentration +7)
Constant—nondetection
Investigator (Cipher) Extracts Prepared (CL 3rd; concentration +7)
1st—disguise self, fabricate disguise[UI], heightened awareness[ACG], shield
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 14, Int 18, Wis 10, Cha 13
Base Atk +3; CMB +7 (+9 dirty trick, +9 disarm, +9 reposition, +9 steal, +9 trip); CMD 17 (19 vs. dirty trick, 19 vs. disarm, 19 vs. reposition, 19 vs. steal, 19 vs. trip)
Feats Accomplished Sneak Attacker, Agile Maneuvers, Combat Expertise, Deadly Aim, Deft Maneuvers, Fencing Grace[UI], Power Attack, Skill Focus (Disguise), Weapon Focus
Traits clever wordplay, cunning liar (any city), - custom trait -
Skills Bluff +10, Craft (alchemy) +4 (+7 to create alchemical items), Diplomacy +11, Disguise +10, Intimidate +7, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +6, Sense Motive +6, Stealth +10
Languages Common, Elven, Minkaian, Tien, Undercommon
SQ alchemy (alchemy crafting +3), finesse weapon attack attribute, inspiration (5/day), keen recollection, slayer talent (weapon training), track +1, unassuming
Other Gear rapier, investigator starting formula book
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Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fencing Grace Use Dexterity on rapier damage rolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inattention Blindness (1 targets max, 30 feet, DC 17) (Su) Nearby creatures ignore your presence unless they succeed at a Perception check.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Unassuming (Ex) Use inspiration on Disguise, Escape Artist, Knowledge (local), Sleight of Hand, and Stealth check without expending use
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group.

Notes on Crunch / Concept:

There is a lot of things I wanted to add, but unfortunately you only get so many skill points :(
Ideally, I'd prefer picking up Disable Device, Escape Artist and Sleight of Hand but it makes no sense for Rei to have these skills now (since opportunities to disable traps / pick locks / escape from bindings are pretty limited) so I'll pick them up later in the campaign (if selected) when I bump INT further. I really want to pick up an Artistry skill, but I couldn't find an existing category that was really relevant I guess I could do Playwriting or something theater related but it just seems a stretch and I dont know how relevant that would be to Tien culture. I'm really upset that I cannot weave her family weapon into her Crunch or Backstory (at present) but none of the weapons are finessable. I could go Strength based, but then I lose a bit out on Stealth which I feel should still be a useful skill if living under the radar. Still thinking this over, but if you have any ideas on that, I'm all ready for them.


I'm about halfway through the backstory between my Inquisitor / Slayer of the Sugimatu family. Might take the rest of the weekend though in order to try and get as much detail down as I can.


Here is Cassandra

Female Unchained Monk (Scaled Disciple)
Campaign Trait: Sex Symbol
Style Trait: Cestus (I guess - I don't think I'd ever really use it)

Crunch:

Cassandra
Human unchained monk (scaled fist) 1 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+3 Cha, +1 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +6/+6 (1d6+4)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 15, Int 11, Wis 10, Cha 16
Base Atk +1; CMB +5 (+7 grapple); CMD 20 (22 vs. grapple)
Feats Combat Expertise, Deadly Aim, Dodge, Enforcer[APG], Power Attack, Stunning Fist, Unarmed Combatant, Weapon Focus
Traits fast-talker, - custom trait -, world traveler
Skills Bluff +8, Diplomacy +8, Intimidate +7, Knowledge (religion) +4, Perception +4, Perform (act) +7, Perform (dance) +7
Languages Common
SQ finesse weapon attack attribute, mark of slavery
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Monk Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

I'll probably get an alias up shortly.


Stats: 4d6 ⇒ (4, 4, 1, 4) = 13 12
Stats: 4d6 ⇒ (1, 3, 4, 3) = 11 10
Stats: 4d6 ⇒ (3, 6, 1, 2) = 12 11
Stats: 4d6 ⇒ (6, 2, 6, 4) = 18 16
Stats: 4d6 ⇒ (5, 4, 6, 3) = 18 15
Stats: 4d6 ⇒ (5, 6, 6, 2) = 19 17

Hmm, I'll have to see.


I might submit a Void Kineticist / Shadow Caller Spiritualist

GM could I take a drawback trait Umbral Unmasking?. I don't really want to get any mechanically advantage from it (like an extra trait) - instead its just a really flavorful trait that combines well flavorwise with the Shadow Caller Spiritualist


Hmm lets see what my rolls are

4d6 ⇒ (6, 1, 1, 1) = 9 8
4d6 ⇒ (2, 6, 4, 6) = 18 16
4d6 ⇒ (2, 4, 5, 6) = 17 15
4d6 ⇒ (1, 1, 5, 5) = 12 11
4d6 ⇒ (1, 6, 5, 2) = 14 13
4d6 ⇒ (6, 4, 6, 4) = 20 16

Hmm not bad, definitely gives a few options.


This is Nephele's planned backstory / Crunch for now, might flesh this out even more slightly later.

Backstory:

Nephele wasn’t born of darkness, instead she learnt her darkness out of the light.
As a young child, she had been orphaned by her parents. Perhaps they had hoped the child would simply perish, or perhaps they did not want the shame of a child with orc heritage, but nevertheless, she was discarded as a child, and sent to an orphanage.

Nephele hated life there. It was an endless struggle, trying to change people’s misconceptions or bias. The children, tended to act aggressively towards her, no doubt scared but attempting to act tough – as if by hitting the half orc girl they would prove to be courageous or brave. For her part, if Nephele attempted to hit back, she was blamed for starting a fight, for being a brute, a barbarian. She was frequently branded as slow, or occasionally a monster, suitable for a humdrum life at best, always inferior. If something went wrong, it was always her fault, and as a result Nephele was frequently beaten as punishment. The beatings indirectly made Nephele strong, as she had to learn to handle the bullying, and the beating, but this in turn challenged the other boys in the orphanage – yet another thing to be punished for.

Eventually growing until a rebellious girl, and considered a hopeless case for adoption, Nephele was eventually sent off to the Church of Mitra – in the hope that its healing light would find a solution. To the surprise of some, Nephele actually excelled in the church (something that was attributed to Mitra – a shining example of converting an uncivilised brute into a loyal healer), although she did not possess a divine spark that would allow her to cast spells, she could make potions, salves, and was remarkably adept at the process. Although still ridiculed for the failure in the lack of divine energy, Nephele was grudgingly respected in at least possessing some small use.

As she grew older, Nephele’s features softened, possessing a sort of exotic beauty. A relatively high ranking priest enjoyed this attractiveness, and showed Nephele some small kindness. Relatively inexperienced with someone showing her such kindness, Nephele reciprocated, and the two were eventually married a short time later.

If Nephele expected married life would be blissful, she was unfortunately mistaken. Nephele had failed to realise that the man had a raging temper, and was a fearful alcoholic. Night after night the man would come home, terribly drunk, beating her senseless and forcing himself on her afterword. The worst times were when the man would quietly strangle her, leaving her gasping for breath until she submitted, while he yelled vile and crude things at her. After the first few times, Nephele tried to go to his superiors but the man was an accomplished priest, well respected, as well as a skilled healer. He could hide much of the evidence fairly well, and much of Nephele’s accusations fell on deaf ears – the lies and slander of a women obviously upset that she could never be a true divine servant of Mitra.

At her wits end, Nephele began to plan her revenge. She was sick of all of it, sick of people belittling her, sick of people treating her like a liar, like something brutish, uncivilised. The Church was an abomination, it was corrupt, and hardly a shining example of the thing it pretended to be. Nephele planned to bring the entire thing crashing down but firstly she wanted revenge.

One night, back from one of his daily drinking sessions her husband came back, ready for another round of ‘fun’ with his wife. Once again, Nephele defied him, and her husband lashed out, again and again. With each strike however, the man weakened, became sickly. Unknown to him, Nephele had turned her skills with potion making into other branches of chemistry. She had developed a toxin harmless to her, but those who came into bodily contact with her skin would suffer its effects. The man attempted to pull back, but it was too late, he was vulnerable, and Nephele hit him with a powerful paralytic.

Captured, Nephele proceeded to carry out her revenge, as slowly as possible. Keeping him tied down, Nephele administered poison after poison, letting the man suffer in agony for as long as possible, keeping him on the brink of death before – ignoring his pleas – she would administer the antidote. She believed she had hours to spare and drag his suffering out – hoping to even make him forsake Mitra but she miscalculated. Her husband’s friend had stopped by, aiming to return the man’s purse that he had left at the bar – and instead interrupted the scene. Nephele attempted to fight or flee but the choice was taken from her – imprisoned by magic she was left helpless until reinforcements arrived and she was captured. Unfortunately, her husband also survived the experience and provided a detailed account at her trial – leaving out of course his beatings and sexual assaults. Her crime worsened by her husband’s influence and prestige within the Church she was sentenced to beheading at Branderscar Prison.

Nephele would have met her eventual fate, had she not decided on a hunger strike, in transit to the prison. Her guards didn’t exactly care for her welfare, but on the other hand, she had been served a sentence and a sentence needed to be carried out. Worse, it was insulting that this prisoner continued to defy them, and reflected poorly upon them. With her refusal to drink and eat a source of frustration, one of her guards lost patience. Stopping at a stream, the man grabbed Nephele by the back of the neck, forcing her into the river, trying to get her to drink. Unfortunately, it appeared that he had misjudged his strength, or the time he held Nephele under for, upon pulling her out, Nephele looked quite dead.

Angry (but no doubt pleased they had won some sort of moral victory at ensuring she had met justice at someone’s hands), they dumped the body in the river, and escorted the rest of the prisoners to the prison.

Unknown to the guards, Nephele’s studies into the healing arts also expanded into the human body. She was well aware of what the limits were and how to push them. Furthermore, she had even had practiced struggling without air – due to her husbands repeated incidents and as such the guards never realized that they had left behind Nephele, very much alive who was able to fight her way out of the river and onto dry land. Alone, without anything, Nephele fled into the night, keen to seek out allies as she sought to crush the Church entirely.

Crunch:

Nephele
Half-orc alchemist (internal alchemist, toxicant, vivisectionist) 3/barbarian* (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18, 20)
LE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+6)
Fort +4, Ref +4, Will +1; +2 vs. disease, +2 bonus vs. poison
Defensive Abilities ferocity, orc ferocity; Resist disease resistance
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longspear +6 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks rage (4 rounds/day), sneak attack +2d6
Alchemist (Internal Alchemist, Toxicant, Vivisectionist) Extracts Prepared (CL 3rd; concentration +5)
1st—enlarge person (DC 13), heightened awareness[ACG] (2), shield
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 13, Int 15, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 17
Feats Brew Potion, Extra Discovery[APG], Ferocious Action[ARG], Ferocious Resolve[ARG], Intimidating Prowess
Traits - custom trait -, broken, not beaten, bruising intellect
Skills Acrobatics -2 (-6 to jump), Craft (alchemy) +8 (+11 to create alchemical items), Disable Device +4, Intimidate +16, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Sleight of Hand +4; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Goblin, Orc
SQ alchemy (alchemy crafting +3), breath mastery, discoveries (feral mutagen, mutagen[UM]), mutagen (+4/-2, +2 natural armor, 30 minutes), orc blood, poison use, secreted toxin condition (dazzled), toxic secretion (2 dmg, 1 round, DC 13), weapon secretion
Other Gear chain shirt, longspear, formula alembic[UE], alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 55 gp
--------------------
Special Abilities
--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzled Toxic Secretion dazzles opponent.
Disease Resistance +2 (Ex) +2 to save vs. Disease.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Ferocious Action When at 0 HP or less, you lose 2 HP/round but are not staggered. Lose 1 HP/round if raging.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Rage (4 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toxic Secretion (1/day, DC 13) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Weapon Secretion (5/day, DC 13) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion


Rolls: 4d6 - 1 ⇒ (5, 4, 4, 1) - 1 = 13
Rolls: 4d6 - 2 ⇒ (2, 5, 4, 6) - 2 = 15
Rolls: 4d6 - 1 ⇒ (1, 4, 3, 5) - 1 = 12
Rolls: 4d6 - 2 ⇒ (3, 2, 5, 1) - 2 = 9
Rolls: 4d6 - 4 ⇒ (5, 6, 5, 4) - 4 = 16
Rolls: 4d6 - 1 ⇒ (1, 5, 1, 5) - 1 = 11
Rolls: 4d6 - 1 ⇒ (6, 2, 1, 3) - 1 = 11

13,15,12,11,16,11

Hmm, I'll have a quick think


Hmm I was thinking about a Hunter, but with a Giant Mantis as an animal companion. I know you don't want to discuss much about builds, but Animal Companions are kinda central to Hunters and it would be remiss to not mention it in a backstory. Would it be possible for such an animal companion to exist though?


Apologies if I missed this, but are Occult Classes allowed, or are we keeping classes fairly standard


dotting, excited about the idea of maybe an Ascetic Oracle (eventually) going into Storm Kindler


I was just browsing the guide (which was a wonderful read), and noticed that the Alchemist Blaster Summoner runs both Mindchemist and Preservationist archetypes together, but both appear to replace Poison Use. Do they still stack / am I missing something rly obvious :/


Hmm recent work/accomodation events meant I'm not able to devote as much time to my application as I would have liked, but Way of the Wicked recruitment happens so infrequently I'd never be able to forgive myself if I didn't put something together.

Here is Avodhur, Blood Arcanist.

Backstory:

For Avodhur, finding a reason to hate Mitra wasn’t particularly difficult. With a father, cultist of Asmodeus heavily targeted in the early purges, Avodhur loathed the Shining Lord and all he stood for. It would have been justified, perhaps, if the worshipers of Mitra had found a particular cause to hate the Lord of Order, but Avodhur couldn’t understand his fathers patron being turned into a scapegoat for the entire nations problems. It was lazy, it was unfair, and Avodhur hated them for it.

After losing his family in the reprisals against the worships of Asmodeus, Avodhur kept to the shadows, hiding in the outskirts of the city, keeping to himself, trying to avoid capture and doing all he could to find revenge. He found that he had a talent for wordplay, an inhuman desire to twist people into spotting his way of viewing things. A vast manipulator, Avodhur turned a bunch of likeminded fellows into a small sect of worshipers, before travelling abroad. In places such as Verochanza, Avodhur was able to find interest in his plans to derail the city, and restore Asmodeus back at the rightful religion of the city. He began to grow more arrogant, more secure that more and more people believed as he dead, confident that his silver tongue could charm anyone into seeing his vision. He was wrong.
Avodhur was finally tracked down by the host of the Shining Lord, and sentenced to the crime of Sedition. Sentenced to the infamous Prision, Avodhur vowed to himself that he would not lose the faith or falter, he would find a way to turn the situation into his advantage and then finally turn around and crush those that had sought to bury him beneath the heal. It was time for revenge.

Crunch:

Avodhur Solace
Human blood arcanist 1 (Pathfinder RPG Advanced Class Guide 8, 77)
CN Medium humanoid (human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (1/4), consume spells
Blood Arcanist Spells Prepared (CL 1st; concentration +6)
1st (4/day)—color spray (DC 16), vanish[APG] (DC 16)
0 (at will)—dancing lights, detect magic, mage hand, prestidigitation
Bloodline Arcane
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 20, Wis 10, Cha 14
Base Atk +0; CMB -2; CMD 10
Feats Alertness, Greater Spell Focus (necromancy), Spell Focus (necromancy)
Traits magical lineage
Skills Bluff +3, Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +3, Sense Motive +2, Spellcraft +9
Languages Common
SQ arcane bond (Arcane Familiar, greensting scorpion), bloodline (arcane), bloodline arcana (+1 DC for metamagic spells that increase spell level)
Other Gear arcanist starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.


8d6 ⇒ (3, 6, 2, 5, 1, 5, 4, 3) = 29

Thinking of a Shadowcaster Wizard


I still kinda like that unchained summoner I submitted earlier here


Hmm, I'll post a general outline for now, just to put some things onto the paper.

Crunch:

Ashnah Lialda
Female half-elf arcanist (brown-fur transmuter) 3 (Pathfinder RPG Advanced Class Guide 8, 77)
CN Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (3d6+3)
Fort +2, Ref +2, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (5/9), arcanist exploit (potent magic[ACG]), consume spells
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 3rd; concentration +9)
1st—burning disarm (DC 18), color spray (DC 17)
0 (at will)—dancing lights, detect magic, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 19, Wis 7, Cha 14
Base Atk +1; CMB +2; CMD 13
Feats Eldritch Heritage[UM], Improved Initiative, Skill Focus (Knowledge [history]), Spell Focus (transmutation)
Traits riftwarden orphan, transmuter of korada
Skills Knowledge (arcana) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +1, Spellcraft +10, Use Magic Device +8
Languages Abyssal, Celestial, Common, Draconic, Elven, Thassilonian
SQ arcane training, elf blood, illustrious urbanite, powerful change +2
Other Gear - arcane bond ring -, arcanist starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Reservoir +2 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Powerful Change +2 (Su) Spend 1 reservoir point to bolster ability score gain from transmutation spell.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.

Backstory:

The life of an orphan was sometimes tough, and Ashnah Lialda tended to agree with this philosophy. Born to a pair of unknown parents, Ashnah knew almost nothing about them, beyond the fact that they were Riftwardens – a fact that had been told to her by her foster family in Kenabres. Even without being told that her parents had vanished attempting some sort of secret mission in the Worldwound – Ashnah knew she had an important legacy, and if she ever needed proof, the evidence was visible on her body in the shape of a spiral birthmark.
While some children might have felt honoured to have something marking them out as something special, Ashnah initially loathed the mark, it served as a constant reminder as to what she had lost – and the pressure she felt under to live up to expectations. Furthermore, a deeply irrational part of herself was angry at her parents for leaving her effectively alone in the world – while she had a foster family, she did not consider it the same.

Struggling with her feelings, Ashnah eventually came to terms with her parents passing, due to the blessings of Korada. While not overly religious, Ashnah nevertheless found peace for a time following some basic worship principals, and as a result, its one of the few deities that she closely identifies with, although recently she has begun to disagree with some of its stronger teachings.

With this “inner peace” became a rebellious attitude, and Ashnah ignored offensive branches of magic, instead seeking opportunities where she could create or enhance. She took a job as a fashion designer – and while it was hardly the type of town where this type of work would be popular – Ashnah enjoyed it more for her creativity. She liked creating, altering, adjusting and enhancing things most of all – far more than cutting aside enemies with scything blasts of lightning.
Things suddenly shifted however, when Kenabres experienced its most recent crushing attack by demonkind. With innocent lives lost, and then widespread destruction of the city (including her shop), being obvious, Ashnah reached her boiling point. Frustrated and lack of progress being made against the hordes of the Worldwound, she decided that it was time to embrace her Riftwarden Heritage, and the arcane power that flooded through her veins. If anyone could close the Worldwound, then perhaps a Riftwarden could, and while this was certainly an ambitious goal, Ashnah could see no other way forward. It was time to strike back, and perhaps finish whatever mission her parents had been on, seek revenge against who had removed them from her life.

Description and Personality:
Ashnah is a rather slender looking half elf, around 5”7 in height, with long dark brown hair, and fair skin. Ever the designer, Ashnah enjoys wearing clothing of her own design, usually something fashionable rather than practical, such as royal blue long flowing gowns – but then again, as a spellcaster, she prefers staying out of the thick of combat anyway. Highly creative, Ashnah always looks for all possible options or plans for a given situation or objective, trying to be versatile or creative with her solution, believing that it makes it more difficult to defend against. When she sets her mind to something, Ashnah will frequently pursue it with single minded determination.


Just out of curiosity, what type of replacement is the team looking for? Something martial or capable in melee?


This thread has some of the best rolls for stats I have ever seen omg. Good luck everyone!


This is why I like incense of meditation so much on Druids. Just abuse your free maximise and then stack Dazing/Intensified/Empower


Oh, do you want me to make separate alias for both of my characters now as well?


I think there are a few exceptions (that I found mostly on the Forbidden Realms wiki) but that by far the 'norm' is for female noble drow to be priestesses. Maybe you could swing it by taking priestess training (in character) but also being an Alchemist? I'm sure there are ways to swing it.


Or you can be an Alchemist


Updated with PB of 10

Crunch:

Elvthrae
Female noble drow sorcerer 3 (Pathfinder RPG Bestiary 115)
CE Medium humanoid (elf)
Init +6; Senses darkvision 120 ft.; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (3d6)
Fort +1, Ref +4, Will +4; +2 vs. enchantments
Immune sleep; SR 14
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee spring blade -1 (1d4-2)
Spell-Like Abilities (CL 3rd; concentration +7)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—dispel magic, divine favor, suggestion (DC 17)
Sorcerer Spells Known (CL 3rd; concentration +7)
1st (6/day)—color spray (DC 15), grease, identify, mage armor
0 (at will)—dancing lights, detect magic, mage hand, prestidigitation, read magic
Bloodline Arcane
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 8, Int 14, Wis 11, Cha 19
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Eschew Materials, Greater Spell Penetration, Spell Penetration
Skills Bluff +10, Diplomacy +12, Intimidate +4 (+6 while in dim light or darker), Knowledge (arcana) +8, Perception +2, Sense Motive +2, Spellcraft +8, Stealth +2 (+4 while in dim light or darker); Racial Modifiers +2 Diplomacy
Languages Abyssal, Aklo, Elven, Undercommon
SQ arcane bond (arcane familiar, scorpion, greensting), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (1/day), poison use, voice in the darkness
Combat Gear wand of mount (50 charges), wand of silent image (50 charges); Other Gear spring blade, cloak of resistance +1, 430 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Darkvision (120 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Drow Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning themselves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Resistance (14) You have Spell Resistance.
Voice in the Darkness +2 Intimidate and Stealth when in dim light or darker.


I'm happy for a review, but I was also one of the last (so far) to have a completed submission, so IMO some of the earlier ones should have priority over me I think (if they want a review).

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