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Organized Play Member. 649 posts (9,040 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 87 aliases.


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I like rolling dice, but I don't think I can make a satisfying character with those stats, so don't count on me either. :)


Rolls:

Strength: 3d6 + 6 - 1 ⇒ (1, 2, 1) + 6 - 1 = 9

Dexterity: 3d6 + 6 - 2 ⇒ (3, 6, 2) + 6 - 2 = 15

Constitution: 3d6 + 6 - 2 ⇒ (2, 3, 6) + 6 - 2 = 15

Intelligence: 3d6 + 6 - 1 ⇒ (3, 1, 2) + 6 - 1 = 11

Wisdom: 3d6 + 6 - 1 ⇒ (1, 1, 1) + 6 - 1 = 8

Charisma: 3d6 + 6 - 2 ⇒ (2, 2, 5) + 6 - 2 = 13


GM Woe wrote:

"Do not worry, inquisitor. Whether my lady reports you or not, I will, for any consequences I must face from her will be less severe than those meted out by your own church." Still nervous, it takes Lady Tibrose's servant some time before she speaks again.

"The woman you have found. Will she follow you out of the Land of Shadows when you are gone?"

Vesicarus bites his cheeks and narrows his eyes but does not respond to the servant's threat. He doubts that the servant will summon guards to hold him here, but he remains poised and ready to flee at the first sign of trouble. He sighs at her eventual question and shrugs. "If I can provide a means by which she may escape those who hunt her, I will. She would not have me risk capture to do so, but I would much rather continue our friendship in this life rather than in the next." He stares piercingly at the woman's trembling. "You must know it is likely that if you report me to the church, you also doom her, for your account must include that you know of her. They will question you sharply to be sure you have told them everything. And, of course you must also know, the rewards for faithfully serving the agents of the Midnight Lord are as brutal as the punishment for opposing them. Do you truly desire the delights of the flesh that you will receive as thanks for your unsolicited aid?"


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GM Woe wrote:
"SSSS." Lady Tibrose's servant inhales sharply while reading your application. "Her Ladyship must see this...confession of yours." She eyes you closely. "Inquisitor, as you know, the punishment for concealing such evidence as this," she holds aloft your application, "is one even I would find unpleasant. Rest assured that I will not keep it secret, lest my flesh pay a price written in your hand." You get the sense that she's suspicious of you. You yourself could well be a true believer intending to test her resolve. What she does not tell you is that, should your writing all be in earnest, her own High Lady Tibrose might well secure your unshakable loyalty through untoward means.

"That... is your choice, madam." Vesicarus speaks in a very quiet voice and looks around carefully to make sure no one else is visibly listening. "Though I suspect your mistress would prefer you let her decide the outcome of this interview. I must gamble that your loyalty to her is greater than your fear of the church, for though you likely cannot describe my true form if I am forced to flee, you do have a drop of my blood that can be used to find me by those who are willing to invest enough resources in the task."


Here is my application for Vesicarus. (I've also copied it to the profile.)

Application to Humbly Serve High Lady Tibrose:
Vesicarus, who appears to be a slight, wiry human with a furtive expression, waits with seeming nervousness for an audience with Lady Tibrose at the location where her agent is receiving applications. He glances at any others who are present but otherwise makes an effort to remain distant from anyone and not engage in conversation.

He seems disappointed when Lady Tibrose is unavailable, but gamely proceeds to fill out the parchment in a small, serviceable hand, and pokes his finger with a silvered dagger to leave a droplet of blood. While answering, he looks often at the servant as if checking what she is doing and making sure she is not doing something of which he is wary.

"I, the undersigned, do with clear head and unconstrained body submit myself to your remanding gaze. For my own edification, I will meekly defer to your better judgement while under your employ, save in any matter which requires small matters of professional consideration beneath your notice. With one fingerprick of pain, I will make my mark below, and thus vouchsafe that this document contains no lies."

"1. What do you fear most? When did you fail to overcome fear?"

Vesicarus sighs, looks left and right, and proceeds to scribble a passionate response.

It seems I must reveal all in this anonymous letter if I have any hope to secure your employment, and so I trust you with a great secret. I most fear the High Inquisitor of the Church of Zon-Kuthon here in Nidal, for whom I perform work of a particularly unpleasant nature. I should write that I have performed this work since I was very young and up until the present day, but that I do not wish to do so any longer. The story of the church's overlord is terrifying, as is the tortures and rewards both that are inflicted upon those who serve Him. Yet it is an act of bravery that is not within me to stand up in His temple and proclaim that one wishes to be free of His service. And so perhaps it is the current manifestation of our god that I fear most, but the High Inquisitor currently has more ability to make my life miserable, in that they know who I am and have strong motivation to find me if I should not be present at the temple when they seek me out. It is my brave intent to put this action into effect as soon as I may secure employment that will lead to my being able to afford passage out of Nidal.

2. Have you any experience whatever in working with highborn and noble individuals of exquisite refinement and discerning taste?

Twice before I have worked for members of the aristocracy here in Nidal, under the direction of the Kuthite church. In both cases I was employed as a personal guard on a journey across dangerous wilds, though unfortunately I was required to do so under a pseudonym. It was my role to make the nobles under my charge feel comfortable and safe during their travels, and I did so by counseling them on the delights that awaited them in the shadowy afterlife that Zon-Kuthon promises to his loyal followers. I must admit to you that both of them were relatives of targets that the church needed to teach a sharp lesson, and that lesson was administered by another while I guarded their children. I believe from their reactions that both of my charges found the experience exquisitely interesting and tasteful, especially as the aftereffects led to a marked increase in their wealth and status.

3. Will you be able to supply even a single reputable reference who might recommend you to me, and thereby obviate the need for rude introduction?

I will tell you the names of the nobles I protected as well as the name under which I served them, and I do believe they will remember me, though I do not know what they will tell you about me. My appearance was very different then. They may not know that my job was to ensure that they did not interfere in the work that other agents were performing, even to the point of harm, and we were all grateful it did not come to that. Perhaps they valued the fact that I chose non-violent methods to prevent them from aiding their relatives, and so ensured that they were able to profit from the aftermath of the experience.

4. What past adventures have you completed? Only list those worth the time it takes me to read them.

Understood. Here is a concise account of the most worthy missions I have conducted for the Church of Zon-Kuthon, since my birth into slavery almost thirty years ago to the present. I would particularly draw your attention to the matter of a strange country festival that I investigated last year in a small town on the edge of Uskwood called Brushmore. When a tax collector went missing, I was part of a group that was sent to discover where he had absconded with the funds, and in the process I found that he had been killed by a group of evil cultists who did not follow the Midnight Lord's directives.

5. Have you ever located a missing person? Was she alive?

I have, and I must trust that this information will not find its way into the hands of my current employer. A woman who was a former Kuthite inquisitor like me escaped from the church two years ago and went into hiding as a heretic. I was one of many tasked with finding her, and when I did she promised to tell me what she had discovered if I would forget where she was and return to take the consequences of my failure. She taught me that there are those in the Kuthite church who do not follow the Midnight Lord, but rather worship Him as He once was, the god of shadow and beauty known as Dou-Bral, brother of Shelyn and master of dark illusions and ethereal pleasure. I found her words convincing, and they gave me solace as I was punished most severely.

6. Are there any in Nidal or indeed the world who will miss you if you suffer an untimely demise?

The missing woman I described, who I have visited many times since her escape, would mourn my passing, I believe. And I also take it as a matter of faith that the part of my god that I worship and who still hides within the tyrant He has become would remember my loyal service and reward me in his shadowy realm of splendor.

With unflinching hand, I sign my name
X VESICARUS
And make my mark
(a smudge of blood)


I’m putting together an application with a Gloomblade 4 // Inquisitor 2.


Hey Nyelix, I'm always interested in learning how folks do Mystic Theurge, so I want to ask: how did you get 20th level casting on both the wizard and the cleric side?


Frillfill wrote:
Turns out being a wizard without gaining the free wizard spells every time you level up is very expensive

I went through this process too-- I found that copying the spells from other wizards' spellbooks (at one and a half times the cost to copy it into a spellbook, as the rulebook says) is significantly cheaper than buying scrolls. If that helps!


Maniacwyrm wrote:
I have actually never had a swashbuckler played at my table before so i am looking forward to seeing what you can do. from your sheet, is there a reason she has two copies of some items like her ioun stones, belt pouches, handy haversacks etc? She also has 4 rings, two cloaks and 2 headbands why? if they are for her cohort, could you indicate which ones she is wearing and which her cohort is wearing?

Will do! I separated the items that my character bought for her cohort and also copied those items over to the cohort's sheet.


I put my first pass for this character here: Lady Zsófia. She's a Swashbuckler (Rostland Bravo) 6/Paladin (Virtuous Bravo) 4/Devoted Muse 10/Cavalier VMC 20, with Champion/Trickster for her Mythic paths. Virtuous Bravo and Devoted Muse both continue to advance swashbuckler deeds, so it's like she's a swashbuckler 20, but she gets all of Shelyn's interesting feinting stuff and is also a fairly effective paladin.


HD rolls:
6d10 + 4d10 + 10d10 ⇒ (6, 5, 2, 3, 7, 6) + (3, 3, 4, 7) + (8, 1, 9, 7, 5, 2, 8, 6, 9, 10) = 111
7d6 + 10d6 ⇒ (4, 5, 1, 2, 2, 3, 4) + (2, 1, 6, 6, 4, 1, 4, 1, 2, 1) = 49


I didn't see anything about traits mentioned, so I assume we don't get any. Is that correct?


4d6 ⇒ (1, 1, 1, 2) = 5 - 1 = 4
4d6 ⇒ (4, 2, 3, 1) = 10 - 1 = 9
4d6 ⇒ (3, 3, 1, 5) = 12 - 1 = 11
4d6 ⇒ (1, 5, 4, 4) = 14 - 1 = 13
4d6 ⇒ (6, 3, 3, 4) = 16 - 1 = 13
4d6 ⇒ (6, 6, 1, 4) = 17 - 1 = 16

That's pretty crappy, a -2 point buy. Any chance you'd let me reroll or use a 20 point buy instead? :) I was thinking of doing a Devoted Muse.


CHARACTER SUBMISSIONS

Seth86: AAAH!, CN goblin oracle
Edeldhur: Pollux, CG half-orc brawler/magus VMC
eriktd: Hot Stuff, NG ratfolk investigator (Steel Hound)
Andrea1: Beorn the Divine, CG half-orc bard (Chelish Diva)
Ironperenti: Kul'Theraka, LN rougarou slayer (Vanguard)
Qstor: Lucius Crownguard, NG human ranger
Grumbaki: Brunhild Liefdottir, tiefling fighter
GM_Panic: Doctor Ebrill Dwynwen, LG android cleric
* _ Drake _ *: Baxter Goldsniffer, NG dwarf shifter/monk VMC
Archpaladin Zousha: Vioriane Tudorel, CN human wizard (Thassilonian Specialist)
Black Dow: Eldest Brother Malakai, CG half-elf warpriest (Cult Leader)
pad300: Eandro Xhaka Tzolis, CG aasimar medium (Spirit Dancer)
Malinor.: Snag the Shadowcaster, N goblin gunslinger (Pistolero)

INTERESTED

Chuck8: martial character
rdknight: half-elf bard/swashbuckler
Critzible: tengu shaman


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CHARACTER SUBMISSIONS

Seth86: AAAH!, CN goblin oracle
Edeldhur: Pollux, CG half-orc brawler/investigator (Empiricist)/magus VMC
eriktd: Hot Stuff, NG ratfolk investigator (Steel Hound)
Andrea1: Beorn the Divine, CG half-orc bard (Chelish Diva)
Ironperenti: Kul'Theraka, LN rougarou slayer (Vanguard)
Qstor: Lucius Crownguard, NG human ranger
Grumbaki: Brunhild Liefdottir, tiefling fighter
GM_Panic: Doctor Ebrill Dwynwen, LG android cleric
* _ Drake _ *: Baxter Goldsniffer, NG dwarf shifter/monk VMC
Archpaladin Zousha: Vioriane Tudorel, CN human wizard (Thassilonian Specialist)

INTERESTED

Chuck8: martial character
rdknight: half-elf bard/swashbuckler
Black Dow: warpriest (Cult Leader)
Critzible: tengu shaman
pad300: aasimar hunter


Hey Eric, I took a look at the Legendary Investigator, and it seems like it would support my concept of a curious hotshot gun-wielding rogue rat much better than Paizo's investigator. There's much more support for firearms and skills, in exchange for reduced power of extracts. That's a trade I'm certainly willing to make! Is there any chance you'd let me build him as that instead? Or maybe let me change him into a Legendary Investigator at level 2 if he gets accepted?


Updated list!

CHARACTER SUBMISSIONS

Seth86: AAAH!, CN goblin oracle
Edeldhur: Pollux, CG half-orc brawler/investigator (Empiricist)/magus VMC
eriktd: Hot Stuff, NG ratfolk investigator (Steel Hound)
Andrea1: Beorn the Divine, CG half-orc bard (Chelish Diva)
Ironperenti: Kul'Theraka, LN rougarou slayer (Vanguard)
Qstor: Lucius Crownguard, NG human ranger
Grumbaki: Brunhild Liefdottir, tiefling inquisitor (Sanctified Slayer/Spellbreaker)
GM_Panic: Doctor Ebrill Dwynwen, LG android cleric
* _ Drake _ *: Baxter Goldsniffer, NG dwarf shifter/monk VMC
Archpaladin Zousha: Vioriane Tudorel, CN human wizard (Thassilonian Specialist)

INTERESTED

Chuck8: martial character
rdknight: half-elf bard/swashbuckler
Black Dow: warpriest (Cult Leader)
Critzible: tengu shaman
pad300: aasimar hunter


Updated!

CHARACTER SUBMISSIONS:

Seth86: AAAH!, CN goblin oracle
Edeldhur: Pollux, CG half-orc brawler/investigator (Empiricist)/magus VMC
eriktd: Hot Stuff, NG ratfolk investigator (Steel Hound)
Andrea1: Beorn the Divine, CG half-orc bard (Chelish Diva)
Ironperenti: Kul'Theraka, LN rougarou slayer (Vanguard)
Qstor: Lucius Crownguard, NG human ranger
Grumbaki: Brunhild Liefdottir, tiefling inquisitor (Sanctified Slayer/Spellbreaker)
GM_Panic: Doctor Ebrill Dwynwen, LG android cleric

INTERESTED:

* _ Drake _ *: NG dwarf shifter/monk VMC
Chuck8: martial character
Archpaladin Zousha: wizard (Thassilonian Specialist: Lust)
rdknight: half-elf bard/swashbuckler
Black Dow: warpriest (Cult Leader)
Critzible: tengu shaman
pad300: aasimar hunter


Whoops, sorry Seth86!

CHARACTER SUBMISSIONS:

Seth86: AAAH!, CN goblin oracle
Edeldhur: Pollux, CG half-orc brawler/investigator (Empiricist)/magus VMC
eriktd: Hot Stuff, NG ratfolk investigator (Steel Hound)
Andrea1: Beorn the Divine, CG half-orc bard (Chelish Diva)
Ironperenti: Kul'Theraka, LN rougarou slayer (Vanguard)
Qstor: Lucius Crownguard, NG human ranger

INTERESTED:

GM_Panic: android cleric
* _ Drake _ *: NG dwarf shifter
Chuck8: martial character
Archpaladin Zousha: wizard (Thassilonian Specialist: Lust)
rdknight: half-elf bard/swashbuckler
Black Dow: warpriest (Cult Leader)
Critzible: tengu shaman
pad300: aasimar hunter


CHARACTERS WITH STATS:

Edeldhur: Pollux, CG half-orc brawler/investigator (Empiricist)/magus VMC
eriktd: Hot Stuff, NG ratfolk investigator (Steel Hound)
Andrea1: Beorn the Divine, CG half-orc bard (Chelish Diva)
Ironperenti: Kul'Theraka, LN rougarou slayer (Vanguard)
Qstor: Lucius Crownguard, NG human ranger

INTERESTED:

GM_Panic: android cleric
* _ Drake _ *: NG dwarf shifter
Chuck8: martial character
Archpaladin Zousha: wizard (Thassilonian Specialist: Lust)
Seth86: goblin oracle
rdknight: half-elf bard/swashbuckler
Black Dow: warpriest (Cult Leader)
Critzible: tengu shaman
pad300: aasimar hunter


I put together a character application here: Hot Stuff, ratfolk investigator. I haven't done a background or description yet, but I'll finish it up later this week. Basically, he's a hotshot roguelike adventurer who left Holver's Ferry for the big city a few years ago. When he received word that most of his family had recently disappeared under mysterious circumstances, he decided to indulge his insatiable curiosity and investigate.


4d6 ⇒ (6, 2, 6, 6) = 20 = 18
4d6 ⇒ (3, 3, 3, 4) = 13 = 10
4d6 ⇒ (5, 3, 4, 5) = 17 = 14
4d6 ⇒ (2, 1, 4, 3) = 10 = 9
4d6 ⇒ (1, 3, 1, 5) = 10 = 9
4d6 ⇒ (4, 6, 3, 4) = 17 = 14


I'm only interested if it's PF1E, sorry.


I'm interested; I'd pitch a ratfolk investigator (Steel Hound) for 1E, who grew up in a small ratfolk community near Holver's Ferry and moved to Riddleport a couple of years ago.


Cydric de Bergerac wrote:
damage: 4 dex (already has slashing grace), you said before you consider wielding a dex based weapon 2 handed works as it does with str, for +6, and then +3 for essnetially power attacking with a 2 handed weapon.

Doesn't Slashing Grace say specifically that the weapon must be wielded one-handed?


Secret #1:
1d6 + 10 ⇒ (2) + 10 = 12
1d6 + 10 ⇒ (4) + 10 = 14
1d6 + 10 ⇒ (2) + 10 = 12
1d6 + 10 ⇒ (2) + 10 = 12
Secret #2:
1d6 + 10 ⇒ (2) + 10 = 12
1d6 + 10 ⇒ (4) + 10 = 14
1d6 + 10 ⇒ (6) + 10 = 16
1d6 + 10 ⇒ (6) + 10 = 16


THIS... IS... YOUR...
BIRTHDAY SONG

It isn't very long.


Just FYI, I’m traveling this weekend, so I might be slower to respond than usual. :)


GM_Panic wrote:
@Eriktd is you PC Cora Neel or did you just pick the same Alt image for Scarlet Craigie-Bell??

I actually picked that image for Scarlet before Cora Neel made their character. At first I considered changing it, then I decided to wait until I saw whether or not Cora was selected. I am happy to change it; I haven’t looked at options yet. :)


I did a profile with a 10-Minute background for my submission: Scarlet Craigie-Bell, half-elf Spiritualist investigator.


"The Lucky Halfling" wrote:

This definitely piques my interest.

Looks like the first set it is.

Hey, Lucky Halfling-- it's roll 5d6 and reroll 1s, or roll 5d5 and add 3. I don't think we get to reroll 1s if we roll d5s, because that's basically rerolling 2s. :)


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Tomorrow's the deadline! Good luck everyone!

Going through the thread, here's the submissions I saw:

Lapyd: Thakka Palehide, human (goblin) unchained barbarian (Feral Gnasher/Wildborn)
ignuspyre: Vyran Prentis, aasimar (Azata-Blooded) oracle
Crisischild: Joseph Curwen, human swashbuckler (Inspired Blade)/investigator (Psychic Detective)
eriktd: Loosey, human (shabti) shaman (Unsworn Shaman)
Mightypion/Liliyashanina: "Alaria", human slayer (Ankou's Shadow/Sniper)/oracle
Malinor.: Malinor, half-orc slayer (Pureblade)
Critzible: Sergeant Theodore Falks, human(?) spiritualist
Veniir: Cladon Kullscar fetchling sorcerer
rdknight: Marisan Parmenter, half-elf oracle (Ancient Lorekeeper/Seeker)


How much does ammunition cost? According to the rules, it's 15 gp per metal cartridge. I would think that based on the setting we are playing by Guns Everywhere rules, which reduces the price of each cartridge to 1.5 gp. Is this correct?


I had been thinking the rules said you had to use the first set of rolls if you rolled twice, but it doesn't look like that's the case. So, here's my second set of rolls so I can choose between the two!

Set 2, roll 1/6: 5d5 ⇒ (3, 2, 2, 2, 4) = 13 = 12 (Best 3, add 3)
Set 2, roll 2/6: 5d5 ⇒ (5, 3, 5, 3, 3) = 19 = 16 (Best 3, add 3)
Set 2, roll 3/6: 5d5 ⇒ (2, 1, 2, 5, 2) = 12 = 12 (Best 3, add 3)
Set 2, roll 4/6: 5d5 ⇒ (2, 3, 1, 4, 3) = 13 = 13 (Best 3, add 3)
Set 2, roll 5/6: 5d5 ⇒ (4, 1, 3, 4, 5) = 17 = 16 (Best 3, add 3)
Set 2, roll 6/6: 5d5 ⇒ (2, 2, 3, 4, 1) = 12 = 12 (Best 3, add 3)

Pretty bad by comparison, so I'm going to stick with my first set. :)


All right, with all that in mind, I'm planning out a half-elf investigator (Spiritualist archetype). I'm guessing the character's commune with the spirits abilities would simply be described as investigative instincts and dedicated observation rather than magic.

No background skill points, right?


All right, I guess I should roll.

3d6 ⇒ (3, 6, 6) = 15
3d6 ⇒ (2, 6, 6) = 14
3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (4, 1, 5) = 10
3d6 ⇒ (4, 6, 4) = 14
3d6 ⇒ (6, 1, 6) = 13

Technically a 22 point buy, but I'd rather be able to put the points where I want.


So... alchemist (limited extracts), antipaladin (with archetype), barbarian, brawler, cavalier, fighter, gunslinger, investigator (limited extracts), monk, ninja, paladin (with archetype), ranger (with archetype), rogue, samurai, slayer, swashbuckler, and vigilante.

What about variant multiclassing? Could the character take sorcerer, say, to get the bloodline powers without getting any spellcasting?

Do we get background skills?


I put my glass cannon (hee-hee!) build into a profile. Here it is: Guzzlah, drunken goblin rogue.


I think I've settled on a drunken goblin rogue (mostly) that specializes in improvised weapons, specifically splash weapons. Since GM I like runes has said that they want "busted stuff" and to get into the fiddly specifics of the builds, I went into great detail of the choices and mechanics below. The character's background and fluff are still, uh, in progress. Probably be a follower of Cayden Cailean because of the drunken/bottle-wielding themes. (I recently drew up a similar character for another game that wasn't selected, so I will re-use it for this.)

Guzzlah, drunken goblin rogue

Build outline:
CG Goblin (Cave Crawler, Darkvision, Slow Speed, Small, Tree Runner)
Str 10-2-1, Dex 17+4-1, Con 14-1, Int 17+1, Wis 14+1, Cha 12-2+1 (middle-aged)
Strong-Willed, Surprise Weapon, Trap Finder

Level 1
Fighter (Lore Warden) 1, BAB +1, saves +2/+0/+0; scholastic, COMBAT STAMINA*, QUICK DRAW*; skills (2[fighter]+2[scholastic]+4[INT]+2[background]): Acrobatics 1+9, Climb 1+13, Craft (alchemy) 1+7, Disable Device 1+6, Escape Artist 1+5, Knowledge (local) 1+7, Knowledge (nature) 1+7, Perception 1+2, Sleight of Hand 1+5, Stealth 1+9; COMBAT EXPERTISE*, DEADLY AIM*, POWER ATTACK*, ROLL WITH IT, WEAPON FINESSE*

Level 2
Fighter 1 / Rogue, unchained (Makeshift Scrapper / Underground Chemist) 1, BAB +1.75, saves +2.83/+2.83/+0.66; finesse training, improvised weapons, sneak attack +1d6, CATCH OFF-GUARD*, DEFT MANEUVERS*, IMPROVISED WEAPON MASTERY*, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 2+12, Bluff 2+3, Climb 1+13, Craft (alchemy) 2+7, Disable Device 2+9, Escape Artist 2+8, Knowledge (dungeoneering) 1+7, Knowledge (local) 1+7, Knowledge (nature) 1+7, Perception 2+5, Sense Motive 2+5, Sleight of Hand 2+7, Stealth 2+12, Use Magic Device 2+3

Makeshift Scrapper gives the character two feats in place of trapfinding, Catch Off-Guard and Throw Anything. According to the Elephant in the Room rules, Catch Off-Guard and Throw Anything should be combined into one feat, and characters that would receive Throw Anything and already have Catch Off-Guard can take Improvised Weapon Mastery instead. The unchained rogue's finesse training feature is replaced with Deft Maneuvers.

glass bottle (+9[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+10 attack, range 10', 19-20/x2 critical); sneak attack: +1d6

It looks like a light improvised weapon is 1d4 base damage, which Improvised Weapon Mastery increases to 1d6. Attack is BAB (+1) + Dex (+5) + size bonus (+1) + Surprise Weapon trait bonus (+2). Thrown splash weapons also get a +1 circumstance bonus from Catch Off-Guard.

Level 3
Fighter 2 / Rogue 1, BAB +2.75, saves +3.33/+3.16/+1; expertise, scholastic, GREATER FEINT*, PRECISE SHOT*; skills (2[fighter]+2[scholastic]+4[INT]+2[background]): Acrobatics 3+12, Bluff 3+3, Climb 1+13, Craft (alchemy) 3+7, Disable Device 3+9, Escape Artist 3+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 1+7, Knowledge (nature) 1+7, Knowledge (religion) 1+7, Perception 3+5, Sense Motive 2+5, Sleight of Hand 3+7, Stealth 3+12, Use Magic Device 2+3; RANGED FEINT

According to Elephant in the Room rules, Combat Expertise is replaced with Deft Maneuvers, which in turn can be replaced with Greater Feint. Ranged Feint with Greater Feint denies the target's Dexterity bonus vs everyone's melee attacks and also the character's ranged attacks. This means they can deal sneak attack damage with thrown improvised weapons (though probably not splash weapons because they are a touch attack).

glass bottle (+10[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+11 attack, range 10', 19-20/x2 critical); sneak attack: +1d6

Level 4
Fighter 2 / Rogue 2, BAB +3.5, saves +3.66/+3.66/+1.33; chemical weapons, rogue talent (Ninja Trick: Style Master), SHIKIGAMI STYLE*, +1 hp; +1 Wis; skills (8[rogue]+4[INT]+2[background]): Acrobatics 4+12, Bluff 4+3, Climb 1+13, Craft (alchemy) 4+7*, Disable Device 4+9, Escape Artist 4+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 1+7, Knowledge (nature) 1+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 4+6, Sense Motive 4+6, Sleight of Hand 4+7, Spellcraft 1+7, Stealth 4+12, Use Magic Device 4+3

Chemical weapons allows the character to draw alchemical weapons as normal weapons, so they can now perform a full attack with them once they get a high enough BAB. They also add their Intelligence modifier to splash weapon damage like an alchemist. Activating Shikigami Style increases the damage of improvised weapons by another size category, which brings bottles and flasks up to 1d8.

glass bottle (+11[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+12 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +1d6

Level 5
Fighter 2 / Rogue 3, BAB +4.25, saves +4/+4.16/+1.66; finesse training (bottles), sneak attack +2d6, supernatural improvisation, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 5+12, Bluff 5+3, Climb 1+13, Craft (alchemy) 5+7*, Disable Device 5+9, Escape Artist 5+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 5+7, Knowledge (nature) 1+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 5+6, Sense Motive 5+6, Sleight of Hand 5+7, Spellcraft 1+7, Stealth 5+12, Use Magic Device 5+3; CONCENTRATED SPLASH

Supernatural improvisation allows the character to give improvised weapons a +1 enhancement bonus as a swift action. Concentrated Splash increases damage by 50% by forgoing splash damage. (That's not much now, but it will get better next level.) Since they can use Weapon Finesse with light improvised weapons, I also think it's reasonable to allow a specific improvised weapon for finesse training.

glass bottle (+12[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+13 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +2d6

Level 6
Fighter 2 / Rogue 4, BAB +5, saves +4.33/+4.66/+2; debilitating injury, precise splash weapons, uncanny dodge, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 6+12, Bluff 6+3, Climb 1+13, Craft (alchemy) 6+7*, Disable Device 6+9, Escape Artist 6+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 6+6, Sense Motive 6+6, Sleight of Hand 6+7, Spellcraft 1+7, Stealth 6+12, Use Magic Device 6+3

Precise splash weapons says that splash weapons can cause sneak attack damage, too (though only on the first attack each round). This means that Concentrated Splash also increases sneak attack damage, since all the damage comes from the same source.

glass bottle (+13[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+14 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +2d6

Level 7
Fighter 2 / Rogue 4 / Brawler (Hinyasi / Snakebite Striker) 1, BAB +6, saves +4.83/+5.16/+2.33; brawler's cunning, humble beginnings, martial training, sneak attack +4d6, unarmed strike 1d4, SHIKIGAMI MIMICRY*, UNARMED COMBATANT*; skills (4[brawler]+4[INT]+2[background]): Acrobatics 7+12, Bluff 7+3, Climb 1+13, Craft (alchemy) 7+7*, Disable Device 7+9, Escape Artist 7+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 7+6, Sense Motive 7+6, Sleight of Hand 7+7, Spellcraft 1+7, Stealth 7+12, Use Magic Device 7+3; ACCOMPLISHED SNEAK ATTACKER

Hinyasi gives Catch Off-Guard again, so I've substituted Shikigami Mimicry, which seems like a reasonable choice to me since it has Catch Off-Guard as a prerequisite. Elephant in the Room rules give Unarmed Combatant instead of Improved Unarmed Strike.

glass bottle (+14/+9[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+15 attack, range 10', 19-20/x2 critical); Shikigami Style: 2d6 base damage; sneak attack: +4d6

Level 8
Fighter 2 / Rogue 4 / Brawler 2, BAB +7, saves +5.33/+5.66/+2.66; brawler's flurry, improvisation training, TWO-WEAPON FIGHTING*; +1 Con; skills (4[brawler]+4[INT]+2[background]): Acrobatics 8+12, Bluff 8+3, Climb 1+13, Craft (alchemy) 8+7*, Disable Device 8+9, Escape Artist 8+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 8+6, Sense Motive 8+6, Sleight of Hand 8+7, Spellcraft 1+7, Stealth 8+12, Use Magic Device 8+3

Improvisation training allows the character to treat improvised weapons as weapons from the close weapons group, which means that they can use brawler's flurry with them, tossing bottles with both hands. That's three bottles each round.

glass bottle (+15/+10 or +13/+13/+8[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+16/+11 or +14/+14/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 2d6 base damage; sneak attack: +4d6

Level 9
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist (Vivisectionist) 1, BAB +7.75, saves +5.83/+6.16/+3; ACL 1, extracts 1(coin shot, crafter's fortune, cure light wounds, heightened awareness, reduce person, shield), alchemy, mutagen, sneak attack +5d6, BREW POTION*, SHIKIGAMI MANIPULATION*; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 9+12, Bluff 9+3, Climb 1+13, Craft (alchemy) 9+7*, Disable Device 9+9, Escape Artist 9+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 9+6, Sense Motive 9+6, Sleight of Hand 9+7, Spellcraft 1+7, Stealth 9+12, Use Magic Device 9+3; TWO-WEAPON FEINT

Alchemist gives Catch Off-Guard again, so again I've substituted a feat in the Shikigami line. This is the full suite, which makes light improvised weapons deal 3d6 damage when activated. Not too shabby! Two-Weapon Feint says you can forgo your first attack each round to make a feint, which can be a thrown attack because of Ranged Feint. I think subsequent attacks can be thrown attacks as well, even though Two-Weapon Feint says you are making a melee attack (I think Two-Weapon Feint assumed you couldn't be feinting at range because there wasn't any way to do that when it was written).

glass bottle (+15/+10 or +13/+13/+8[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+16/+11 or +14/+14/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +5d6

Level 10
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist 2, BAB +8.5, saves +6.33/+6.66/+3.33; ACL 2, extracts 2(anticipate peril, deathwatch*), discovery (Bleeding Attack), poison resistance +2, poison use, torturer's eye; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 10+12, Bluff 10+3, Climb 1+13, Craft (alchemy) 10+7*, Disable Device 10+9, Escape Artist 10+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 10+6, Sense Motive 10+6, Sleight of Hand 10+7, Spellcraft 1+7, Stealth 10+12, Use Magic Device 10+3

I like the image of broken glass from hurled bottles causing bleed damage from the Bleeding Attack discovery, though I doubt it will come up very often because monsters at this level are usually immune.

glass bottle (+16/+11 or +14/+14/+9[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+17/+12 or +15/+15/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +5d6, bleed 5

Level 11
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist 3, BAB +9.25, saves +6.83/+7.16/+3.66; ACL 3, extracts 3(true skill), cruel anatomist, sneak attack +6d6, swift alchemy; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 11+12, Bluff 11+3, Climb 1+13, Craft (alchemy) 11+7*, Disable Device 11+9, Escape Artist 11+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 11+6, Sense Motive 11+6, Sleight of Hand 11+7, Spellcraft 1+7, Stealth 11+12, Use Magic Device 11+3; GREATER TWO-WEAPON FIGHTING

Elephant in the Room rules combine Improved Two-Weapon Fighting and Greater Two-Weapon Fighting, giving the character another attack.

glass bottle (+17/+12 or +15/+15/+10/+10[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+18/+13 or +16/+16/+11/+11 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +6d6, bleed 6

Level 12
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist 4, BAB +10, saves +7.33/+7.66/+4; ACL 4, extracts 3/1(full pouch), discovery (Tumor Familiar); +1 Cha; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 12+12, Bluff 12+4, Climb 1+13, Craft (alchemy) 12+7*, Disable Device 12+9, Escape Artist 12+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 12+6*, Sense Motive 12+6*, Sleight of Hand 12+7, Spellcraft 1+7, Stealth 12+12, Use Magic Device 12+4

I think a hedgehog tumor is a good choice for a familiar, because it gives the character a +2 bonus to Will saves, and Will saves are one of their greatest weaknesses. This level also gives the character access to the full pouch extract, which should save a lot of money on powerful alchemical splash weapons like Artokus's fire and unstable accelerant. They should also get hold of a hybridization funnel so they can combine multiple effects.

glass bottle (+18/+13 or +16/+16/+11/+11[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+19/+14 or +17/+17/+12/+12 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +6d6, bleed 6

Level 13
Fighter 2 / Rogue 5 / Brawler 2 / Alchemist 4, BAB +10.75, saves +7.66/+8.16/+4.33; rogue's edge (Stealth), sneak attack +7d6, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 13+12, Bluff 13+4, Climb 1+13, Craft (alchemy) 13+7*, Disable Device 13+9, Escape Artist 13+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 10+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 13+6*, Sense Motive 13+6*, Sleight of Hand 13+7, Spellcraft 1+7, Stealth 13+12, Use Magic Device 13+4; RAPID SHOT

I don't know how often this character will snipe, but rogue's edge makes that easier. And they get another attack from Rapid Shot.

glass bottle (+18/+13 or +16/+16/+11/+11[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+19/+14 or +17/+17/+12/+12 or +15/+15/+15/+10/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +7d6, bleed 7

Level 14
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 4, BAB +11.5, saves +8/+8.66/+4.66; rogue talent (Combat Trick), IMPROVED PRECISE SHOT*, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 14+12, Bluff 14+4, Climb 1+13, Craft (alchemy) 14+7*, Disable Device 14+9, Escape Artist 14+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 14+6*, Sense Motive 14+6*, Sleight of Hand 14+7, Spellcraft 1+7, Stealth 14+12, Use Magic Device 14+4

glass bottle (+19/+14/+9 or +17/+17/+12/+12/+7/+7[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+20/+15/+10 or +18/+18/+13/+13/+8/+8 or +16/+16/+16/+11/+11/+6/+6 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +7d6, bleed 7

Level 15
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 5, BAB +12.25, saves +8.5/+9.16/+5; ACL 5, extracts 4/2(alchemical allocation), poison resistance +4, sneak attack +8d6; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 15+12, Bluff 15+4, Climb 1+13, Craft (alchemy) 15+7*, Disable Device 15+9, Escape Artist 15+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 15+6*, Sense Motive 15+6*, Sleight of Hand 15+7, Spellcraft 1+7, Stealth 15+12, Use Magic Device 15+4; IRON WILL

glass bottle (+20/+15/+10 or +17/+17/+12/+12/+7/+7[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+21/+16/+11 or +19/+19/+14/+14/+9/+9 or +17/+17/+17/+12/+12/+7/+7 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +8d6, bleed 8

Level 16
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 6, BAB +13, saves +9/+9.66/+5.33; ACL 6, extracts 4/3(touch injection), discovery (Infusion), swift poisoning; +1 Int; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 16+12, Bluff 16+4, Climb 1+13, Craft (alchemy) 16+7*, Disable Device 16+9, Escape Artist 16+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 16+6*, Sense Motive 16+6*, Sleight of Hand 16+7, Spellcraft 1+7, Stealth 16+12, Use Magic Device 16+4

glass bottle (+21/+16/+11 or +19/+19/+14/+14/+9/+9[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+22/+17/+12 or +20/+20/+15/+15/+10/+10 or +18/+18/+18/+13/+13/+8/+8 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +8d6, bleed 8

Level 17
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 7, BAB +13.75, saves +9.5/+10.16/+5.66; ACL 7, extracts 4/3/1(channel vigor), sneak attack +9d6, torturous transformation; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 17+12, Bluff 17+4, Climb 1+13, Craft (alchemy) 17+7*, Disable Device 17+9, Escape Artist 17+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 17+6*, Sense Motive 17+6*, Sleight of Hand 17+7, Spellcraft 1+7, Stealth 17+12, Use Magic Device 17+4; IMPROVED IRON WILL

glass bottle (+21/+16/+11 or +19/+19/+14/+14/+9/+9[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+22/+17/+12 or +20/+20/+15/+15/+10/+10 or +18/+18/+18/+13/+13/+8/+8 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +9d6, bleed 9

Level 18
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 8, BAB +14.5, saves +10/+10.66/+6; ACL 8, extracts 4(alchemical tinkering*)/4/2(amplify elixir), discovery (Spell Knowledge [alchemical tinkering]), poison resistance +6; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 18+12, Bluff 18+4, Climb 1+13, Craft (alchemy) 18+7*, Disable Device 18+9, Escape Artist 18+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 18+6*, Sense Motive 18+6*, Sleight of Hand 18+7, Spellcraft 1+7, Stealth 18+12, Use Magic Device 18+4

glass bottle (+22/+17/+12 or +20/+20/+15/+15/+10/+10[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+23/+18/+13 or +21/+21/+16/+16/+11/+11 or +19/+19/+19/+14/+14/+9/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +9d6, bleed 9

Level 19
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 9, BAB +15.25, saves +10.5/+11.16/+6.33; ACL 9, extracts 5/4/3(vomit twin), sneak attack +10d6; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 19+12, Bluff 19+4, Climb 1+13, Craft (alchemy) 19+7*, Disable Device 19+9, Escape Artist 19+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 19+6*, Sense Motive 19+6*, Sleight of Hand 19+7, Spellcraft 1+7, Stealth 19+12, Use Magic Device 19+4; CRAFT WONDROUS ITEM

The character has a caster level now, so they might as well take Craft Wondrous Item, with the idea of crafting some sharding gloves of improvised might. (They might already have one, depending on how easy it is to commission weird items like this.) Sharding is another way to save money on alchemical items, because it creates a copy of a thrown weapon as you throw it. It's like a permanent full pouch!

glass bottle (+23/+18/+13 or +21/+21/+16/+16/+11/+11[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+24/+19/+14 or +22/+22/+17/+17/+12/+12 or +20/+20/+20/+15/+15/+10/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +10d6, bleed 10

Level 20
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 10, BAB +16, saves +11/+11.66/+6.66; ACL 10, extracts 5/4/3/1, discovery (Promethean Disciple), poison immunity, CRAFT CONSTRUCT*; +1 Int; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 20+12, Bluff 20+4, Climb 1+13, Craft (alchemy) 20+8*, Disable Device 20+9, Escape Artist 20+8, Knowledge (arcana) 1+8, Knowledge (dungeoneering) 1+8, Knowledge (local) 19+8, Knowledge (nature) 19+8, Knowledge (planes) 1+8, Knowledge (religion) 1+8, Perception 20+6*, Sense Motive 20+6*, Sleight of Hand 20+7, Spellcraft 1+8, Stealth 20+12, Use Magic Device 20+4

glass bottle (+24/+19/+14/+9 or +22/+22/+17/+17/+12/+12/+7[-5] attack, 1d6+5[+10] damage, range 10', 19-20/x2 critical), splash weapon (+25/+20/+15/+10 or +23/+23/+18/+18/+13/+13/+8 or +21/+21/+21/+16/+16/+11/+11/+6 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +10d6, bleed 10


Set 1, roll 1/6: 5d5 ⇒ (5, 1, 1, 1, 3) = 11 = 12 (Best 3, add 3)
Set 1, roll 2/6: 5d5 ⇒ (3, 2, 2, 2, 2) = 11 = 10 (Best 3, add 3)
Set 1, roll 3/6: 5d5 ⇒ (1, 4, 5, 1, 5) = 16 = 17 (Best 3, add 3)
Set 1, roll 4/6: 5d5 ⇒ (4, 2, 1, 2, 5) = 14 = 14 (Best 3, add 3)
Set 1, roll 5/6: 5d5 ⇒ (3, 4, 2, 1, 4) = 14 = 14 (Best 3, add 3)
Set 1, roll 6/6: 5d5 ⇒ (5, 4, 5, 1, 1) = 16 = 17 (Best 3, add 3)

I'm not sure what to make yet.


I rolled once for Loosey's HD, so I'll roll again in case the second roll is better.

HD: 3d8 ⇒ (6, 7, 5) = 18


Yes, the Paizo forums have been terrible today. I've had to make myself type everything in a text editor and then repeatedly try to paste it into the character profile form, waiting each time to see if it would go through.

I've made you a character application, GMNK! (And other players, hello!) Here is Loosey, an Unsworn Shaman, hopefully submitted for your approval. She is a full prepared divine caster, invested in face skills (Diplomacy and Sense Motive), focused primarily on debuffing in combat, and carrying a few little tricks like versatile wandering hexes that can be swapped out every day based on our needs, and Scribe Scroll. She's also got a couple of really good cleric and psychic spells at every spell level. I hope you like her backstory! I'll put the condensed version here, but the longer and more spoilery one is on her profile.

Description:
Loosey is an unusually tall and well-built young woman of apparently about twenty years old; she is the picture of health and remarkably pretty. Her skin color is golden brown, with features similar to a Keleshite human, though she has a slight glow about her like she is happy or blessed. Her hair is almost black, usually pulled back and tied with a cord of leather, and she dresses like a scholar in light blue woolen robes with orange trim. They are just bulky enough that she probably has light armor underneath, though it doesn't look very heavy, and there is a slight clink of metal as she moves. She wears lots of cheap and gaudy-looking jewelry, including dark blue painted wooden earrings and a bead necklace with the outstretched palm symbol of Irori on the centerpiece. On her face are a pair of wire glasses with blue lenses, though they often perch on her nose rather than directly over her eyes. She carries a well-crafted longspear made from ash on her back and she wears a satchel at her hip. On her belt is a pouch stuffed with scrolls and another pouch with spellcasting components. She wears comfortable sandals and leggings beneath her skirt.

In social situations, she smiles pleasantly as if she genuinely enjoys interacting with other people, and her voice lilts in a practiced way, though it seems more like natural charm than artifice. She rarely blinks, and then suddenly does, as if she has had to remind herself internally to do so. She also stops occasionally as if listening to something no one else can hear, and nods as if she has received excellent advice. She does not realize she is doing this, and rationalizes to herself it as her "instincts", perhaps divinely inspired by Irori (who she has adopted as her patron god, though she knows almost nothing about Him). If pressed, she might realize she can "hear" what might be "voices" guiding her. This is how she interacts with spirits and the spirit world, from which she draws most of her supernatural powers.

She is strangely calmed by the color blue. She finds it soothing and peaceful. Likewise, she is frightened and sickened by the color yellow. It makes her obviously uneasy and makes her body tense. It is as if she has some connection deep in her soul to something yellow and awful, and seeing the color briefly joins her to it. The association is torturous and it is almost mentally unbearable for her. For this reason she wears blue-colored lenses in her glasses, which cancels out yellow things in her line of vision. When looking through them she cannot distinguish most colors, much like the black-and-white of darkvision in darkness, but she is also not affected by her chronomantic aversion, so it is an acceptable sacrifice to her.

Personality-wise, she is extremely naive, but she is kind and law-abiding. She feels most comfortable obeying authority and following the rules. When in doubt she prays to Irori and the spirits for guidance. She wants very much to learn more about who she is and where she came from, because she believes she has a higher purpose and she thinks discovering her origins will help her identify what it is. Otherwise, she is generally optimistic and light-hearted, as if she is trying very hard not to think about unpleasant things and focusing on the positive to keep her spirits up.

Basic Background:
Like the others who recently departed from the asylum, Loosey is also something of an amnesiac, having woken up about a year ago at the Sincomakti School of Sciences with no memory of who she was or how she came to be there. Fortunately for her one of the faculty took a liking to her and helped her adapt to her new circumstances. While staying there, she discovered that she is a self-styled "disciple of Irori," a spirit-seer, divine spellcaster, and people person.

In fact, part of the reason why Dr. Meirtmane agreed to sponsor her was that he thought she looked like a young woman he had seen before, though it took him several months to recollect where: in the company of Count Haserton Lowls IV, the ruler of Versex. He theorizes that Loosey is a relative of the Count's, and privately believes that Lowls is somehow responsible for her condition. Dr Meirtmane has an intense dislike for the man, based on their interactions in the past, and rather than seeking him out at his estates on Iris Hill, he advised Loosey to speak to a woman named Cesadia Wrentz in Thrushmoor instead. She runs a business called the Sleepless Detective Agency, and it so pained Dr. Meirtmane to think of what life must have been like for this bright, hopeful young woman before she escaped the hateful count's influence that he wrote her a glowing letter of introduction and paid for her travel and lodgings to help her get her foot in the door.

For the last few months Loosey has been working for Wrentz, doing odd jobs solo, as her boss determines her capabilities, strengths, and weaknesses. She is about ready to have the young woman begin working with a team, and she promises Loosey that she is watching for an opportunity to do so. Once she finds a good group that balances Loosey's naivety and lack of knowledge and experience, she says she will try them out on some more immediate local problems before she sends them to look into Count Lowls directly. Loosey is content to wait patiently, though not without some trepidation and worry. She does not think she can keep secrets very well if it should come to that.

HD rolls:
3d8 ⇒ (4, 8, 6) = 18


Stats: 4d6 ⇒ (2, 2, 2, 1) = 7

Wow! :)


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I updated the list one final time, and I'm posting it here in case it helps GM_Renley review the applications.

Lapyd - Gharudim Bouldersplitter, dwarf ranger
Seth86 - Rokea Razortooth, skinwalker monk (unchained)
Ridge - Yaron Deverin, aasimar oracle
Critzible - Godffery, human? spiritualist
TheChelaxian - Latore Balembar, tiefling wizard (Thassalonian Specialist)
ScorchedOne - Athrrun, kobold cleric (Varisian Pilgrim)
Rabscuttle - Dromaz, orc investigator
DaisL - Shae'iliya, half-elf rogue (unchained)
Slayde77 - _Syeira_, aasimar arcanist
eriktd - Guzzlah, goblin kineticist
FangDragon - Alara Starbreeze, half-elf bard (Archaeologist)
Aldizog - Valkarian, human fighter (Child of Acavna and Amaznen)
Albion, The Eye - Tessai, tiefling paladin (Oath of Vengeance)
pad300 - Toral Troutickler, aasimar monk (Water Dancer)/kineticist
AJM4885 - Bishop Deverin, human cleric (Varisian Pilgrim)


I updated the list and corrected a minor typo.

Lapyd - Gharudim Bouldersplitter, dwarf ranger
Seth86 - Rokea Razortooth, skinwalker monk (unchained)
Ridge - Yaron Deverin, aasimar oracle
Supreveio
Critzible - cavalier? gnome kineticist?
TheChelaxian - Latore Balembar, tiefling wizard (Thassalonian Specialist)
ScorchedOne - Athrrun, kobold cleric (Varisian Pilgrim)
Rabscuttle - Dromaz, orc investigator
DaisL - Shae'iliya, half-elf rogue (unchained)
Slayde77 - _Syeira_, aasimar arcanist
eriktd - Guzzlah, goblin kineticist
FangDragon - Alara Starbreeze, half-elf bard (Archaeologist)
Aldizog - Valkarian, human fighter (Child of Acavna and Amaznen)


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I went through the thread and made a list of all applications and interest so far. Apologies for any mistakes I may have made-- just let me know and I'll happily correct them!

Lapyd - Gharudim Bouldersplitter, dwarf ranger
Seth86 - Rokea Razortooth, skinwalker monk (unchained)
Ridge - Yaron Deverin, aasimar oracle
Supreveio
Critzible - cavalier? gnome kineticist?
TheChelaxian - Latore Balembar, tiefling wizard (Thessalonian Specialist)
ScorchedOne - Athrrun, kobold cleric (Varisian Pilgrim)
Rabscuttle - Dromaz, orc investigator
DaisL - Shae'iliya, half-elf rogue (unchained)
Slayde77 - _Syeira_, aasimar arcanist
eriktd - Guzzlah, goblin kineticist
Ironperenti - Cuthalian, elf ranger (Ilsurian Archer)
FangDragon - Alara Starbreeze, half-elf bard (Archaeologist)


Here's my submission, Guzzlah the goblin kineticist. She's kind of like a chaotic good ninja, who is all in on emulating her father, the 'famous' adventurer rogue Gobbler, and following what she believes to be the tenets of the drunken god Cayden Cailean. She's a bit shy and a bit creeped out by her weird psychic powers, but once she gets a few drinks in her she'll become more talkative and she's fun to watch as she wobbles beneath a table in the Rusty Dragon Inn.


I will put an application together tonight. I'm thinking a goblin kineticist. :)

Questions I didn't see anyone ask: Max hp? How do you feel about Elephant in the Room feat revisions? And can we take a drawback trait?


Shantanna Lyrs wrote:
And of course, this was the game where I submitted a fluff character in a class I never played before :) oh well, RP first. I'll die happy.

You could always reroll her as a Reincarnated Medium at that point...


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Not that it makes it any easier, but "worms" can also refer to dragons, can't it? :)