Cleric of Pharasma

@scottg0's page

** Pathfinder Society GM. 81 posts (2,063 including aliases). 1 review. No lists. No wishlists. 21 Organized Play characters. 7 aliases.


RSS

1 to 50 of 81 << first < prev | 1 | 2 | next > last >>

2d20 ⇒ (7, 7) = 14


1d20 + 0 ⇒ (3) + 0 = 3


I'd prefer to play my Sorc/10 so up would be preferred for me.


I'd be interested as I've never done this one.
Are you planning on doing this in PFS as PF1 or PF2? Assuming PFS-PF1 at this point.
I have three characters in range:

  • Unchained Rogue/8
  • Sorcerer/10
  • Cleric/10


Here is the character concept, a sylph arcanist (because I couldn't decide between the sorc or wiz and I've never played one). I'll make an alias and get it all setup if there are no objections. Need to finish a few details to round it out.

character sheet:

Unnamed Hero
Male sylph arcanist 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Bestiary 2 258)
CN Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 6 (1d6)
Fort +0, Ref +0, Will +2
Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (1/4), arcanist exploit (dimensional slide[ACG]), consume spells
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—feather fall
Arcanist Spells Prepared (CL 1st; concentration +6)
. . 1st (4/day)—infernal healing[ISWG], magic missile
. . 0 (at will)—acid splash, detect magic, message, ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 20, Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 10
Feats Spell Penetration
Traits clever wordplay, pragmatic activator
Skills Diplomacy +6, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9, Use Magic Device +9
Languages Aquan, Auran, Common, Ignan, Sylvan, Terran
Other Gear arcanist starting spellbook, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 129 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.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Slide (10 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.


I'd be interested in joining this party. I have a healing cleric/2 as an option (but you already have a cleric), or can make any class needed. Looks like arcane caster is missing from the group. I could make a Sorcerer to fill that or pretty much anything else if anyone has a class preference for what's needed in the party.


If there is a spot for part 2 open (i.e. someone drops or you run with 5) I'd consider joining the party. I've already completed part 1 for PFS credit.

I could bring either a Rogue/8 if you end up in high tier, or a Hunter/6 if you're in low tier.


I'm interested in playing through this having never played it before. I'll have to think of a character concept for it.


Going back over the explanation from Duke I think I misunderstood the 30 point buy and don't touch the foible. So corrected to match the description. Less wise, but aren't most criminals.

Looking forward to you all making your choice.

Liv:

Oliver "Liv" Twisted
Male half-elf (human-raised) sorcerer (crossblooded) 3 (Pathfinder RPG Ultimate Magic 69)
NE Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception -1
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 14 (3d6)
Fort +1, Ref +2, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4/19-20) or
. . cold iron dagger +2 (1d4/19-20)
Ranged cold iron javelin +2 (1d6) or
. . cold iron javelin +2 (1d6)
Special Attacks progenitor's sting
Spell-Like Abilities (CL 3rd; concentration +8)
. . 3/day—dancing lights
Sorcerer (Crossblooded) Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—infernal healing[ISWG], magic missile, thorn javelin[ACG]
. . 0 (at will)—detect magic, detect poison, read magic, scrivener's chant
. . Bloodline Rakshasa, Scorpion
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 10, Int 16, Wis 8, Cha 20
Base Atk +1; CMB +2; CMD 12
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Eschew Materials, Power Attack, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits forgery, suspicious
Skills Appraise +9, Bluff +13, Disguise +10, Intimidate +9, Knowledge (arcana) +9, Knowledge (local) +5, Linguistics +10, Profession (courtesan) +3, Profession (scribe) +3, Sense Motive +7, Spellcraft +9, Use Magic Device +11; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Abyssal, Common, Dwarven, Elven, Infernal, Undercommon
SQ bloodline arcana (poison use), elf blood, finesse weapon attack attribute, silver tongue
Other Gear mwk silken ceremonial armor[UC], cold iron dagger, cold iron dagger, cold iron javelin, cold iron javelin, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Scorpion (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
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.
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Progenitor's Sting (8/day) (Sp) Apply poison to your weapon or that of an ally within 30 ft.
Progenitor's Sting Poison (DC 16) (Sp) Poison—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when used]; cure 1 save
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
Silver Tongue (8/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
--------------------
Future trait nice to have is Diplomacy made as a class skill with a bonus to it.

http://wayofthewicked.wikidot.com/
http://wayofthewicked.wikidot.com/players-guide

Background:

Oliver was born in the Savage North region of Talingarde from the rape of his human mother by a vile ice elf during a raid on her village. His mother lacking the magic and the money to get rid of the child, bore it but always resented the reminder he represented. Thus his childhood was not a particularly nice one and he learned at a young age to lie and cheat to get the things he needed to survive, like food.

As Oliver grew up into his teens, his Mother saw the same good looks in him that haunted her nightmares and she no longer wanted to see his face again and be reminded of that horrible night. She soon found a buyer looking for pretty boys and sold him to a brothel in The Cambrian Ports region, never to see him again. Of course the paperwork didn’t say “slave” but the apprenticeship was all but slavery in name. Oliver led a miserable existence and was sold each night to man and woman alike for their pleasure. Over the years of servitude, the madame of the house taught him how to be a courtesan and how to tell the Johns and Janes what they wanted to hear. Thus he became adept at telling some very convincing lies. Some would say he took telling a lie to supernatural lengths as if he had a silver tongue. As he got older, he began to manifest some other magical abilities obviously inherited from his paternal lineage.

As Oliver became a young man, the offers to purchase his affections for the night became less and less. Gone were the nights the Mitra priests buying his affection so they could play Priest and Pole Bearer. It wasn’t until much later that he understood that it was probably supposed to be pallbearer and not supposed to be playing with their poles. But he was so very young at the time and grew to hate the church and priests alike. So he was put to use in other ways at the brothel to earn his keep. He realized he would have to make money another way as everyone gets older and uglier. He eventually was in charge of balancing the books and making sure people got paid. He had to learn how to scribe letters and sales contracts which he took to immediately. But what he also found was that he could make up receipts and add extra charges to contracts and nobody noticed or totally believed him when he explained why the fraudulent charges were there. Thus he was hiding away some money for his future life when he left his so called apprenticeship. His downfall and eventual arrest was due to a forged document that was detected that resulted in more than a few deaths and he was sent off to do time in Branderscar Prison.


Here is my entry. I went with a Sorcerer that has a silver tongue.

Liv:

Oliver "Liv" Twisted
Male half-elf (human-raised) sorcerer (crossblooded) 3 (Pathfinder RPG Ultimate Magic 69)
NE Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 14 (3d6)
Fort +1, Ref +2, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4/19-20) or
. . cold iron dagger +2 (1d4/19-20)
Ranged cold iron javelin +2 (1d6) or
. . cold iron javelin +2 (1d6)
Special Attacks progenitor's sting
Spell-Like Abilities (CL 3rd; concentration +8)
. . 3/day—dancing lights
Sorcerer (Crossblooded) Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—infernal healing[ISWG], magic missile, thorn javelin[ACG]
. . 0 (at will)—detect magic, detect poison, read magic, scrivener's chant
. . Bloodline Rakshasa, Scorpion
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 10, Int 16, Wis 10, Cha 20
Base Atk +1; CMB +2; CMD 12
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Eschew Materials, Power Attack, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits forgery, suspicious
Skills Appraise +9, Bluff +13, Disguise +10, Intimidate +9, Knowledge (arcana) +9, Knowledge (local) +5, Linguistics +10, Profession (courtesan) +4, Profession (scribe) +4, Sense Motive +8, Spellcraft +9, Use Magic Device +11; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Abyssal, Common, Dwarven, Elven, Infernal, Undercommon
SQ bloodline arcana (poison use), elf blood, finesse weapon attack attribute, silver tongue
Other Gear mwk silken ceremonial armor[UC], cold iron dagger, cold iron dagger, cold iron javelin, cold iron javelin, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Scorpion (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
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.
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Progenitor's Sting (8/day) (Sp) Apply poison to your weapon or that of an ally within 30 ft.
Progenitor's Sting Poison (DC 16) (Sp) Poison—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when used]; cure 1 save
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
Silver Tongue (8/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
--------------------
Future trait nice to have is Diplomacy made as a class skill with a bonus to it.

http://wayofthewicked.wikidot.com/
http://wayofthewicked.wikidot.com/players-guide

Background:

Oliver was born in the Savage North region of Talingarde from the rape of his human mother by a vile ice elf during a raid on her village. His mother lacking the magic and the money to get rid of the child, bore it but always resented the reminder he represented. Thus his childhood was not a particularly nice one and he learned at a young age to lie and cheat to get the things he needed to survive, like food.

As Oliver grew up into his teens, his Mother saw the same good looks in him that haunted her nightmares and she no longer wanted to see his face again and be reminded of that horrible night. She soon found a buyer looking for pretty boys and sold him to a brothel in The Cambrian Ports region, never to see him again. Of course the paperwork didn’t say “slave” but the apprenticeship was all but slavery in name. Oliver led a miserable existence and was sold each night to man and woman alike for their pleasure. Over the years of servitude, the madame of the house taught him how to be a courtesan and how to tell the Johns and Janes what they wanted to hear. Thus he became adept at telling some very convincing lies. Some would say he took telling a lie to supernatural lengths as if he had a silver tongue. As he got older, he began to manifest some other magical abilities obviously inherited from his paternal lineage.

As Oliver became a young man, the offers to purchase his affections for the night became less and less. Gone were the nights the Mitra priests buying his affection so they could play Priest and Pole Bearer. It wasn’t until much later that he understood that it was probably supposed to be pallbearer and not supposed to be playing with their poles. But he was so very young at the time and grew to hate the church and priests alike. So he was put to use in other ways at the brothel to earn his keep. He realized he would have to make money another way as everyone gets older and uglier. He eventually was in charge of balancing the books and making sure people got paid. He had to learn how to scribe letters and sales contracts which he took to immediately. But what he also found was that he could make up receipts and add extra charges to contracts and nobody noticed or totally believed him when he explained why the fraudulent charges were there. Thus he was hiding away some money for his future life when he left his so called apprenticeship. His downfall and eventual arrest was due to a forged document that was detected that resulted in more than a few deaths and he was sent off to do time in Branderscar Prison.


Sounds interesting, thinking Sorcerer or Wizard. Would the wizard have his spell book back yet and any bonded item/familiar? If the Sorc has a tattoo familiar would he have it?

stat: 1d10 + 7 ⇒ (3) + 7 = 10
stat: 1d10 + 7 ⇒ (1) + 7 = 8
stat: 1d10 + 7 ⇒ (9) + 7 = 16
stat: 1d10 + 7 ⇒ (6) + 7 = 13


Looking at the players guide, warpriest seems to be a decent choice along with the divine commander archetype. Plus a free horse for the long rides. Maybe going Horizon walker prestige class.

Dhampir warpriest (divine commander)+horse:

Unnamed Hero
Male dhampir warpriest (divine commander) of Pharasma 1 (Pathfinder RPG Advanced Class Guide 60, 129, Pathfinder RPG Bestiary 2 89)
CN Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +4; +2 vs. disease and mind-affecting effects, +2 vs. death
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sacred weapon (1d6, +0, 1 rounds/day)
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—detect undead
Warpriest (Divine Commander) Spells Prepared (CL 1st; concentration +3)
. . 1st—infernal healing[ISWG] (2)
. . 0 (at will)—create water, purify food and drink (DC 12), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Fey Foundling[ISWG], Weapon Focus
Traits beast bond, the word
Skills Bluff +2, Handle Animal +5 (+9 to force this mount into an Unnatural Aura.), Perception +4, Ride +7 (+11 to force this mount into an Unnatural Aura.); Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ resist level drain
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Fey Foundling Magical healing works better on you
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

--------------------

Kali CR –
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 16 (2d8+4)
Fort +5, Ref +4, Will +1; +4 morale bonus vs. fear and emotion effects.
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Valiant Steed
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+9 to jump), Climb +7, Swim +7
SQ attack any target, combat riding
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.


I would be interested in this adventure.

1. Take them prisoner and turn them over to the authorities when we can.
2. Look for an escape route if possible or get the party face to start talking and see if we can get a truce or unfortunately surrender.
3. Try to assist in getting the puzzle solved.
4. I try to keep player feelings out of my character's feelings. I may not like the decisions of another player but I let them make their choices. If it gets out of hand, I leave it to the GM to take care of.
5. Try to negotiate for release of the prisoner. If negotiations fail, then pray we can revive them after they are injured.
6. Get down on my hands and knees and start physically searching the floor once square at a time. Assuming it wasn't invisible and I or another character was high enough to cast Invisibility Purge. If I still can't find it, maybe one of us has it already in their possession and just doesn't know it, start looking through everyone's stuff.

Below is a concept for a dhampir warpriest of Pharasma because I think that would be interesting and hard to play at the same time and I've never played a warpriest before. (-3 class, -2 race)

concept:

Unnamed Hero
Male dhampir warpriest of Pharasma 1 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 2 89)
CN Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +4; +2 vs. disease and mind-affecting effects, +2 vs. death
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks blessings 3/day (Death: from the grave, Healing: powerful healer), sacred weapon (1d6, +0, 1 rounds/day)
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—detect undead
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—infernal healing[ISWG] (2)
. . 0 (at will)—create water, purify food and drink (DC 12), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Fey Foundling[ISWG], Weapon Focus
Traits the word
Skills Bluff +2, Perception +5, Survival +6; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ resist level drain
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Fey Foundling Magical healing works better on you
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

Other character idea is a wizard type of some kind because I've never played one either.


I made this character for another RoW game attempt so it was pretty much ready to submit.

Winter Witch:

Anina
Female peri-blooded aasimar (emberkin) witch (winter witch) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 7)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +0 (1d4/19-20) or
. . handaxe -4 (1d6/×3) or
. . quarterstaff +0 (1d6)
Ranged light crossbow +1 (1d8/19-20) or
. . sling +1 (1d4)
Special Attacks hex (cackle[APG])
Spell-Like Abilities (CL 1st; concentration +0)
. . At will—speak with animals (arctic fox only)
Witch Spell-Like Abilities (CL 1st; concentration +6)
. . Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 1st; concentration +6)
. . 1st—infernal healing[ISWG], mage armor, snowball[UW]
. . 0 (at will)—detect magic, message, ray of frost
. . Patron Trickery (infernal contract) (1d6)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 20, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 11
Feats Alertness, Fey Foundling[ISWG]
Traits beastkin, failed winter witch apprentice
Skills Knowledge (arcana) +9 (+10 to identify spells or magical effects with the cold descriptor.), Knowledge (nature) +9, Knowledge (planes) +11, Linguistics +6, Perception +3, Sense Motive +3, Spellcraft +9 (+10 to identify spells or magical effects with the cold descriptor.), Survival +3, Use Magic Device +3; Racial Modifiers +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Hallit, Skald, Sylvan
SQ cold flesh, crusading magic, witch's familiar (arctic fox named Kali)
Other Gear blunted bolts (10), cold iron dagger, crossbow bolts (20), handaxe, light crossbow, quarterstaff, sling, sling bullets (10), backpack, bedroll, belt pouch, candle (10), candle lamp[UE], chalk (10), cleats[APG], cold weather outfit, flint and steel, furs[APG], grappling bolt[UE], ink, inkpen, mess kit[UE], pot, shovel, signal whistle, silk rope (50 ft.), snow goggles[UE], snowshoes[APG], soap, spell component pouch, tindertwig (5), torch (10), trail rations (5), waterskin, winter blanket, 4 pp, 8 sp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Crusading Magic +2 racial bonus on caster level checks to overcome spell resistance.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Trickery (Infernal Contract) (1d6) Each day when you prepare spells you must deal 1d6 points of damage to yourself.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
level up plan:
Feat: Spell Penetration
Prestige class: Winter Witch at level 6.

Background:

The beginning of Anina’s life was a common occurrence for the superstitious people of Irrisen, sacrifice the baby. Her human birth parents were shocked at her birth and thought her cursed when she was born a peri-blooded aasimar. It was very unusual for an emberkin to be born to human parents this far North in the cold reaches of Irrisen. So her parents, directed by the village elders fearing a curse on their village, took her out to the frozen woods and left her there as a sacrifice to the White Witches. The baby crying and half frozen in the arctic woods was discovered by a curious and intelligent fox. The fox being intelligent knew this was not food but instead a helpless baby so she dragged the crying baby back to her den and saved Anina’s life. Anina was raised with the arctic fox family and community, learning their language and their ways. As she got older the foxes knew they couldn’t keep her and had to send her to others of her kind so she could survive and learn. The foxes arranged to send Anina away to the Winter Witches which were their closest allies and many an arctic fox had become a trusted familiar to the witches. The Winter Witches were shocked to find an emberkin this far North but they reluctantly accepted her as an apprentice. This apprenticeship did not turn out well as Anina was much more capable of fire magic and utterly failed at the ice magic. The Winter Witches unable to train a fire witch, sent Anina away. Having been thrown away by her human family, sent away by her fox family, disgraced and discarded by her witch family, she was determined to prove them all wrong and become a great Winter Witch maybe even the greatest, greater than Baba Yaga.

After having spent several years alone and trying to learn witch magic on her own, Anina has finally mastered the art of icy magic at the expense of never being able to work her emberkin fire magic again. She travels back to Heldren to seek out each of her families in turn, the human, the fox, and the witch to show them that they were wrong; she is worth something and should not have been cast away.

Look & Personality:

Anina is a sightly below average looking peri-blooded aasimar. She has a fiery red mane of hair that occasionally show sparks of flames flickering throughout it. She wears no armor and carries a quarterstaff for defense and for use as a walking stick. She has a tiny arctic fox familiar, Kali, that follows her around and can frequently be seen curling up on her shoulders like a furry shawl. She talks mostly to her fox friend and avoids most others as she has been shunned all her life by them. She feels mostly at home out in the woods far away from the civilization of villages and cities. She favors learning on her own and reading books, thus she had to learn several languages to help with the reading so that she could learn even more about becoming the best Winter Witch ever. She has a very competitive drive which compels her to try to be the best and prove it to everyone.

Kali:

--------------------

Kali CR –
Female arctic fox (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8+1)
Fort +3, Ref +4, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Linguistics -1, Perception +8, Spellcraft -1, Stealth +10 (+14 while in snow), Survival +2 (+6 to track by scent), Use Magic Device -1; Racial Modifiers +4 Stealth while in snow, +4 Survival to track by scent
SQ empathic link
Other Gear companion cold weather outfit[UW]
--------------------
Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
--------------------


Here is my submission. I've never played a witch and I thought this would be a fun thing to try in this AP.

Anina:

Anina
Female peri-blooded aasimar (emberkin) witch (winter witch) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 7)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +0 (1d4/19-20) or
. . handaxe -4 (1d6/×3) or
. . quarterstaff +0 (1d6)
Ranged light crossbow +1 (1d8/19-20) or
. . sling +1 (1d4)
Special Attacks hex (cackle[APG])
Spell-Like Abilities (CL 1st; concentration +0)
. . At will—speak with animals (arctic fox only)
Witch Spell-Like Abilities (CL 1st; concentration +6)
. . Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 1st; concentration +6)
. . 1st—infernal healing[ISWG], mage armor, snowball[UW]
. . 0 (at will)—detect magic, message, ray of frost
. . Patron Trickery (infernal contract) (1d6)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 20, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 11
Feats Alertness, Fey Foundling[ISWG]
Traits beastkin, failed winter witch apprentice
Skills Knowledge (arcana) +9 (+10 to identify spells or magical effects with the cold descriptor.), Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +11, Linguistics +6, Perception +3, Sense Motive +3, Spellcraft +9 (+10 to identify spells or magical effects with the cold descriptor.), Stealth +2, Survival +3, Use Magic Device +3; Racial Modifiers +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Hallit, Skald, Sylvan
SQ cold flesh, crusading magic, witch's familiar (arctic fox named Kali)
Other Gear blunted bolts (10), cold iron dagger, crossbow bolts (20), handaxe, light crossbow, quarterstaff, sling, sling bullets (10), backpack, bedroll, belt pouch, candle (10), candle lamp[UE], chalk (10), cleats[APG], cold weather outfit, flint and steel, furs[APG], grappling bolt[UE], ink, inkpen, mess kit[UE], pot, shovel, signal whistle, silk rope (50 ft.), snow goggles[UE], snowshoes[APG], soap, spell component pouch, tindertwig (5), torch (10), trail rations (5), waterskin, winter blanket, 1 pp, 8 sp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Crusading Magic +2 racial bonus on caster level checks to overcome spell resistance.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Trickery (Infernal Contract) (1d6) Each day when you prepare spells you must deal 1d6 points of damage to yourself.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
level up plan:
Feat: Spell Penetration
Prestige class: Winter Witch at level 6.

Background:

The beginning of Anina’s life was a common occurrence for the superstitious people of Irrisen, sacrifice the baby. Her human birth parents were shocked at her birth and thought her cursed when she was born a peri-blooded aasimar. It was very unusual for an emberkin to be born to human parents this far North in the cold reaches of Irrisen. So her parents, directed by the village elders fearing a curse on their village, took her out to the frozen woods and left her there as a sacrifice to the White Witches. The baby crying and half frozen in the arctic woods was discovered by a curious and intelligent fox. The fox being intelligent knew this was not food but instead a helpless baby so she dragged the crying baby back to her den and saved Anina’s life. Anina was raised with the arctic fox family and community, learning their language and their ways. As she got older the foxes knew they couldn’t keep her and had to send her to others of her kind so she could survive and learn. The foxes arranged to send Anina away to the Winter Witches which were their closest allies and many an arctic fox had become a trusted familiar to the witches. The Winter Witches were shocked to find an emberkin this far North but they reluctantly accepted her as an apprentice. This apprenticeship did not turn out well as Anina was much more capable of fire magic and utterly failed at the ice magic. The Winter Witches unable to train a fire witch, sent Anina away. Having been thrown away by her human family, sent away by her fox family, disgraced and discarded by her witch family, she was determined to prove them all wrong and become a great Winter Witch maybe even the greatest, greater than Baba Yaga.

After having spent several years alone and trying to learn witch magic on her own, Anina has finally mastered the art of icy magic at the expense of never being able to work her emberkin fire magic again. She travels back to Heldren to seek out each of her families in turn, the human, the fox, and the witch to show them that they were wrong; she is worth something and should not have been cast away.

Look & Personality:

Anina is a sightly below average looking peri-blooded aasimar. She has a fiery red mane of hair that occasionally show sparks of flames flickering throughout it. She wears no armor and carries a quarterstaff for defense and for use as a walking stick. She has a tiny arctic fox familiar, Kali, that follows her around and can frequently be seen curling up on her shoulders like a furry shawl. She talks mostly to her fox friend and avoids most others as she has been shunned all her life by them. She feels mostly at home out in the woods far away from the civilization of villages and cities. She favors learning on her own and reading books, thus she had to learn several languages to help with the reading so that she could learn even more about becoming the best Winter Witch ever. She has a very competitive drive which compels her to try to be the best and prove it to everyone.

Kali:

--------------------

Kali CR –
Female arctic fox (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8+1)
Fort +3, Ref +4, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Linguistics -1, Perception +8, Spellcraft -1, Stealth +14 (+18 while in snow), Survival +2 (+6 to track by scent), Use Magic Device -1; Racial Modifiers +4 Stealth while in snow, +4 Survival to track by scent
SQ empathic link
Other Gear companion cold weather outfit[UW]
--------------------
Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
--------------------

2/5

GM Dennis wrote:
I'll work on getting a core table or two added. Can you solidify which tier you three would need?

My Core toon (LT) will be level 6.


I refreshed the Paizo boards this morning, and found that I was logged in as someone else.

This is Really Bad.


dotting as this sounds interesting.


Regulus IV wrote:
Some of my equipment will depend on whether or not we have a "create water" caster.

If Feenith is in the group with you, he always has create water and purify food and drink so his pet always has options. He is a little low for Allfood but will have that in a couple levels.


Male Human
Numair Salmalin wrote:
I stand by my recommendations regarding buffs - does anyone have any objections to the 'party-wide' buffs (the 'buy-in' for which is 872.5gp each) suggested?

No objections. Not sure how to record that on my tracking sheet yet, but I'll figure that one out.


Reknar Heldergast wrote:

I am curious to know a bit more about your characters - how do you see yourself playing them, both in the group and out of it, both in combat and out of combat?

Stuff like group dynamics, interacting with NPCs, things like that - how do they pan out for your character?

My character is pretty much just a heal bot to keep you all alive so that you can keep progressing. While he is pretty good at diplomacy (because he needs charisma for channels), he can take the front line on discussions and negotiations or auto assist anyone else that cares to do it. I don't anticipate ever hitting stuff, but can if I have to. He is more about being merciful and redeeming and forgiving the evil (i.e. he wont channel to harm) and he sees the good in everyone.


I'm all for taking the teamwork feats if others are going to so we get the major benefit. I actually took a archtype that got rid of the built in hunter teamwork feats because they are usually just wasted when it is only me and my pet getting them. Stealth Synergy and Lookout are both fun ones to take.


I'm seeing all the threads updating once again as well.

Thanks for fixing it.


Looks like around since the 15th or so it stopped working. Just trying to pull up the feeds returns an error message:

Quote:

No instance available

Some other times I get:

Quote:

The requested application was not found on this server.


Just curious if anyone else is having trouble with the RSS feeds on Paizo's site? That is how I keep up with the forums and new games starting but it seems to have stopped working for a week for me.


Adjusted wealth to new 500g rule and free armor/shield/weapon combo.

Feenith:

Feenith
Male garuda-blooded aasimar (plumekith) hunter (patient ambusher) 2/slayer (woodland sniper) 2/gestalt 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 26, 53, Pathfinder RPG Bestiary 7, Ultimate Wilderness 53, 87)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 22 (2d10+2)
Fort +3, Ref +7, Will +1; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb 30 ft.
Melee cold iron dagger +6 (1d4+3/19-20) or
. . cold iron scimitar +5 (1d6+3/18-20) or
. . silver light mace +6 (1d6+3)
Ranged composite longbow +7 (1d8+3/×3)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—speak with animals (tiger only)
. . 1/day—see invisibility
Hunter (Patient Ambusher) Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—cure light wounds, gravity bow[APG], snowball[UW], summon nature's ally I
. . 0 (at will)—create water, know direction, light, purify food and drink (DC 11), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 10, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +6; CMD 19
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Stealthy, Weapon Focus
Traits beastkin, big game hunter (realm of the mammoth lords), house of green mothers pupil, well-provisioned adventurer
Skills Acrobatics +5 (+6 to move between, through, or up trees, +1 to jump), Climb +14 (+15 to move between, through, or up trees), Disable Device +6, Escape Artist +1, Fly +1, Handle Animal +8 (+10 vs. Kali while worn), Heal +7 (+10 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Spellcraft +5, Stealth +6, Survival +7 (+9 while tracking specific animal and to get along in the wild); Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Sylvan
SQ animal companion (tiger named Kali), animal focus (2 minutes/day), finesse weapon attack attribute, rules changes, slayer talent (weapon training), track +1, trapfinding +1, tree climber +1
Combat Gear cold iron durable arrow (50), alchemist's fire, alkali flask[APG], healer's kit, weapon blanch (silver)[APG] (2); Other Gear agile breastplate[APG], buckler, arrows (20), blunt arrows[APG] (20), cold iron dagger, cold iron scimitar, composite longbow (+3 Str), silver light mace, animal call (deer)[ACG], animal call (moose)[ACG], animal call (turkey)[ACG], bandolier[UE], beast whistle (feline), bedroll, belt pouch, flint and steel, grappling arrow[UE], masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, silk rope (50 ft.), spell component pouch, torch (10), trail rations (5), veterinarian's kit[UE], waterskin, wooden holy symbol of Ketephys, wrist sheath, spring loaded, 8 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (animal companion (tiger named Kali)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Climb (30 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
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.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tree Climber +1 (Ex) Gain bonus to Acrobatics and Climb checks to move between, through, or up trees.
Weapon Focus (Bows) 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
--------------------


background:

Feenith began life in the forest, cast away by his human biological parents for being born with feathers. He was found by a awakened tiger that had outlived her druid master and she immediately knew him for an Aasimar baby having met many a being while wandering with her master. He was taught the ways and language of the tigers and the forest. When he was old enough to learn the human ways, his tiger momma took him to the House of Green Mothers where he studied druidic magic and how to train his own animal companion. After studying druidic ways for a few years he saw and felt the damage the people were doing to the forest and vowed to protect it. He began learning fighting techniques and eventually became an accomplished big game hunter. He returned to his tiger family in the forest only to find that his tiger momma had been killed by careless humans for her pelt and the pride still morned her loss. He convinced a young tiger named Kali to join him as his companion to help him defend the forest and other tigers from senseless slaughter.

One night, while sleeping in a tree, Feenith had a horrible dream that a giant spire with black tendrils was erupting from the ground and destroying all the forest for miles around with its’ dark magic. He awoke and shot upright in his bed while Kali felt his fear and hatred through their empathic link. He remembered his vow to keep the forest safe so he set out to find this horrible spire and stop it.

Kali:

--------------------

Kali CR –
Female tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 27 (3d8+3)
Fort +5, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+4), 2 claws +3 (1d4+4)
Special Attacks hunter tricks (3/day; heel, sic 'em), rake (2 claws +3, 1d4+4)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Power Attack, Stealthy
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Stay
Skills Acrobatics +3 (+7 to jump), Escape Artist +5, Stealth +11
SQ animal focus, attack any target, defend, fighting, finesse weapon attack attribute, rules changes
Other Gear animal collar with name tag (worth 1 gp), blanket[APG], carnivore feed (per day) (10), dandy brush, exotic pack saddle, training harness[ARG]
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------


Fleshed out a backstory and heal bot is ready for action.

Horatio:

Horatio
Male human cleric (blossoming light) of Ishtar 3/oracle 3/gestalt 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Adventurer's Guide 112)
NG Medium humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 24 (3d8)
Fort +4, Ref +2, Will +6; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft.
Melee holy reliquary greenwood quarterstaff +3 (1d6)
Special Attacks channel positive energy 11/day (DC 20, 2d6), hand of the acolyte (5/day)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—rebuke death (1d4+1)
Oracle Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—cure light wounds, detect undead
. . 0 (at will)—detect magic, detect poison, mending, read magic, spark[APG] (DC 15)
. . Mystery Life
Cleric (Blossoming Light) Spells Prepared (CL 3rd; concentration +5)
. . 1st—endure elements, protection from evil, unbreakable heart[ISWG]
. . 0 (at will)—create water, light, purify food and drink (DC 12), stabilize
. . Domains Healing, Magic
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 11, Int 12, Wis 14, Cha 20
Base Atk +2; CMB +2; CMD 12
Feats Fey Foundling[ISWG], Improved Channel, Selective Channeling
Traits sacred conduit, student of faith
Skills Diplomacy +11 (+12 vs. good creatures, +12 to convince evil creatures to act against its nature), Heal +8, Knowledge (arcana) +5, Knowledge (history) +7, Knowledge (local) +4, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +7, Linguistics +7, Spellcraft +7, Survival +8
Languages Aglarondan, Ancient Untheric, Chessentan, Shaaran, Untheric
SQ luminous font, oracle's curse (clouded vision), revelations (life link, safe curing)
Other Gear holy reliquary greenwood quarterstaff, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Ishtar)[UE], masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Ishtar, 386 gp, 1 sp
--------------------
Special Abilities
--------------------
Cleric (Blossoming Light) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric (Blossoming Light) Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric Channel Positive Energy 2d6 (11/day, DC 20) (Su) Positive energy heals the living and harms undead, chaotic evil outsiders, and light sensitive evil creatures.
Clouded Vision You cannot see beyond 30'
Darkvision (60 feet) You can see in the dark (black and white only).
Fey Foundling Magical healing works better on you
Hand of the Acolyte (5/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Life Link (3 max bonds, 130 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Luminous Font (Su) Increased channel energy and bonus on Diplomacy.
Promise of Faith Cannot use spellcasting or class abilities while wearing (and 1 min after removing) armor or shield
Promise of Purity Lose all class features if you have commited an evil act.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Safe Curing (Su) Casting healing spells does not provoke AoO.
Selective Channeling Exclude targets from the area of your Channel Energy.
--------------------

background:

Horatio is a native of Dalath and has most recently been studying with the Church of The Two Tears after having been dismissed by Zummabu from the failed apprenticeship. After years of pleading by his family that Zummabu take Horatio on as an apprentice, he relented after he saw some spark of magic in him. As a result, Horatio's family owes Zummabu a great debt for taking Horatio on as an apprentice but it turned out that Horatio had no talent in arcane wizardry and after a few years of failures, was angrily dismissed by the Wizard and sent away. Being ashamed for his dismissal and having caused his family a great debt, he could not face his family and instead sought refuge in the local Church, The Two Tears. The priests in the Church saw some spark of ability, just like Zummabu had some years ago, but they were able to channel that ability into a divine focus. Thus they found that Horatio was a skilled healer but also had a talent for irreverence which had infuriated Zummabu.
The priests and priestesses gave Horatio a different education from Zummabu and he was thankful to finally find an outlet for his talents but the combination of studying with the clergy and the wizard resulted in him also learning a bit more than expected and he was surprised when it got harder and harder to see things far away, until one day he could barely see thirty feet. But with that clouded vision came the mystery of life and the oracle abilities manifested. He now spends his time harnessing both side of his abilities and it turns out that using life link on a flagellant keeps them going for hours.


I knew I forgot something, a background.


Dumping all of the masterwork and special materials gets it down to 1886g. Allowing any masterwork weapons/armor/gear will add at least another 2000g. Let me know if you want me to lower it even more. The suggested wealth for ABP level 2 is 500g, I can make it fit in that too.

character:

Feenith
Male garuda-blooded aasimar (plumekith) hunter (patient ambusher) 2/slayer (woodland sniper) 2/gestalt 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 26, 53, Pathfinder RPG Bestiary 7, Ultimate Wilderness 53, 87)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 22 (2d10+2)
Fort +3, Ref +7, Will +1; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb 30 ft.
Melee dagger +6 (1d4+3/19-20) or
. . greatsword +5 (2d6+4/19-20) or
. . morningstar +5 (1d8+3)
Ranged composite longbow +7 (1d8+3/×3)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—speak with animals (tiger only)
. . 1/day—see invisibility
Hunter (Patient Ambusher) Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—cure light wounds, gravity bow[APG], snowball[UW], summon nature's ally I
. . 0 (at will)—create water, know direction, light, purify food and drink (DC 11), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 10, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +6; CMD 19
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Stealthy, Weapon Focus
Traits beastkin, big game hunter (realm of the mammoth lords), house of green mothers pupil, well-provisioned adventurer
Skills Acrobatics +5 (+6 to move between, through, or up trees, +1 to jump), Climb +14 (+15 to move between, through, or up trees), Disable Device +4, Escape Artist +1, Fly +1, Handle Animal +8, Heal +7 (+10 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Spellcraft +5, Stealth +6, Survival +7; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Sylvan
SQ animal companion (tiger named Kali), animal focus (2 minutes/day), finesse weapon attack attribute, rules changes, slayer talent (weapon training), track +1, trapfinding +1, tree climber +1
Combat Gear durable arrow (40), durable arrow (adamantine blanch) (20), durable arrow (ghost salt blanched) (20), durable arrow (silver blanched) (20), acid, alchemist's fire (2), alkali flask[APG], antiplague[APG] (2), antitoxin (2), healer's kit, holy water, vermin repellent[UE] (2), weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear agile breastplate[APG], buckler, arrows (20), blunt arrows[APG] (20), composite longbow (+3 Str), dagger, greatsword, morningstar, animal call (deer)[ACG], animal call (moose)[ACG], animal call (turkey)[ACG], backpack, bandolier[UE], beast whistle (feline), bedroll, belt pouch, dandy brush, flint and steel, grappling arrow[UE], hunter's sight[ACG], mess kit[UE], pot, silk rope (50 ft.), silver holy symbol of Ketephys, spell component pouch, thieves' tools, trail rations (5), training harness[ARG], veterinarian's kit[UE], waterskin, wooden holy symbol of Ketephys, wrist sheath, spring loaded
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (animal companion (tiger named Kali)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Climb (30 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
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.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tree Climber +1 (Ex) Gain bonus to Acrobatics and Climb checks to move between, through, or up trees.
Weapon Focus (Bows) 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
--------------------


background:

Feenith began life in the forest, cast away by his human biological parents for being born with feathers. He was found by a awakened tiger that had outlived her druid master and she immediately knew him for an Aasimar baby having met many a being while wandering with her master. He was taught the ways and language of the tigers and the forest. When he was old enough to learn the human ways, his tiger momma took him to the House of Green Mothers where he studied druidic magic and how to train his own animal companion. After studying druidic ways for a few years he saw and felt the damage the people were doing to the forest and vowed to protect it. He began learning fighting techniques and eventually became an accomplished big game hunter. He returned to his tiger family in the forest only to find that his tiger momma had been killed by careless humans for her pelt and the pride still morned her loss. He convinced a young tiger named Kali to join him as his companion to help him defend the forest and other tigers from senseless slaughter.

One night, while sleeping in a tree, Feenith had a horrible dream that a giant spire with black tendrils was erupting from the ground and destroying all the forest for miles around with its’ dark magic. He awoke and shot upright in his bed while Kali felt his fear and hatred through their empathic link. He remembered his vow to keep the forest safe so he set out to find this horrible spire and stop it.

Kali:

--------------------

Kali CR –
Female tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 27 (3d8+3)
Fort +5, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+4), 2 claws +3 (1d4+4)
Special Attacks hunter tricks (3/day; heel, sic 'em), rake (2 claws +3, 1d4+4)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Power Attack, Stealthy
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Stay
Skills Acrobatics +3 (+7 to jump), Escape Artist +5, Stealth +11
SQ animal focus, attack any target, defend, fighting, finesse weapon attack attribute, rules changes
Other Gear blanket[APG], carnivore feed (per day) (10), exotic pack saddle
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------


The Sceptre of Ages wrote:
@Scottg0 I looked at your chosen gear and did some quick calculations. You have over 10,000gp worth of gear there and this is definitely more than I intended to give characters. I should have foreseen this but as you can see above I have expanded the build rules and you will need to adjust your gear to fit please. I am also wondering what the Rules Changes ability means that you have added to your SQ line in your character sheet.

No worries on the equipment, I'll strip it back from the 17,791gp and get it inline with the build rules. The special materials is what drove it up there. If you were going to let me have adamantine and mithril, then I was going to use them.

The Rules Changes line is added by the "World Is Square" addon for Hero Lab. See here: Add on. Since I use Hero Lab to build everything, I used an addon to add all the Feat Tax rules so it is enforced correctly during the build and playing. Then when I output the stat block for the character sheet, they add in their note.


Here is my hunter/slayer submission.

character:

Feenith
Male garuda-blooded aasimar (plumekith) hunter (patient ambusher) 2/slayer (woodland sniper) 2/gestalt 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 26, 53, Pathfinder RPG Bestiary 7, Ultimate Wilderness 53, 87)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+6 armor, +4 Dex, +1 shield)
hp 22 (2d10+2)
Fort +3 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. hot weather), Ref +7, Will +1; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee adamantine greatsword +6 (2d6+4/19-20) or
. . adamantine morningstar +6 (1d8+3) or
. . cold iron dagger +6 (1d4+3/19-20)
Ranged greenwood composite longbow +8 (1d8+3/×3)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—speak with animals (tiger only)
. . 1/day—see invisibility
Hunter (Patient Ambusher) Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—cure light wounds, gravity bow[APG], snowball[UW], summon nature's ally I
. . 0 (at will)—create water, know direction, light, purify food and drink (DC 11), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 10, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +6; CMD 19
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Stealthy, Weapon Focus
Traits beastkin, big game hunter (realm of the mammoth lords), house of green mothers pupil, well-provisioned adventurer
Skills Acrobatics +9 (+10 to move between, through, or up trees), Climb +16 (+17 to move between, through, or up trees), Disable Device +10, Escape Artist +5, Fly +5, Handle Animal +8, Heal +7 (+10 to treat common animals, but +1 to treat other creatures), Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Spellcraft +5, Stealth +10, Survival +7; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Sylvan
SQ animal companion (tiger named Kali), animal focus (2 minutes/day), finesse weapon attack attribute, rules changes, slayer talent (weapon training), track +1, trapfinding +1, tree climber +1
Combat Gear adamantine durable arrow (20), cold iron durable arrow (40), cold iron durable arrow (ghost salt blanched) (10), silver durable arrow (20), acid, alchemist's fire (2), alkali flask[APG], antiplague[APG] (2), antitoxin (2), healer's kit, holy water, vermin repellent[UE] (2), weapon blanch (ghost salt); Other Gear mithral agile breastplate[APG], mithral buckler, adamantine greatsword, adamantine morningstar, arrows (20), blunt arrows[APG] (20), cold iron dagger, greenwood composite longbow (+3 Str), animal call (deer)[ACG], animal call (moose)[ACG], animal call (turkey)[ACG], animal harness[APG], bandolier[UE], beast whistle (feline), bedroll, belt pouch, camouflage blanket, cold weather outfit, dandy brush, flint and steel, grappling arrow[UE], hammock[UE], hot weather outfit[APG], hunter's sight[ACG], hunter's stand (w/ camouflage blind)[UW], masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], nature climbing harness[UW], pot, silk rope (50 ft.), silver holy symbol of Ketephys, spell component pouch, trail rations (5), training harness[ARG], veterinarian's kit[UE], waterskin, winter blanket, wooden holy symbol of Ketephys, wrist sheath, spring loaded
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (animal companion (tiger named Kali)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Climb (30 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
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.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tree Climber +1 (Ex) Gain bonus to Acrobatics and Climb checks to move between, through, or up trees.
Weapon Focus (Bows) 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
--------------------


background:

Feenith began life in the forest, cast away by his human biological parents for being born with feathers. He was found by a awakened tiger that had outlived her druid master and she immediately knew him for an Aasimar baby having met many a being while wandering with her master. He was taught the ways and language of the tigers and the forest. When he was old enough to learn the human ways, his tiger momma took him to the House of Green Mothers where he studied druidic magic and how to train his own animal companion. After studying druidic ways for a few years he saw and felt the damage the people were doing to the forest and vowed to protect it. He began learning fighting techniques and eventually became an accomplished big game hunter. He returned to his tiger family in the forest only to find that his tiger momma had been killed by careless humans for her pelt and the pride still morned her loss. He convinced a young tiger named Kali to join him as his companion to help him defend the forest and other tigers from senseless slaughter.

One night, while sleeping in a tree, Feenith had a horrible dream that a giant spire with black tendrils was erupting from the ground and destroying all the forest for miles around with its’ dark magic. He awoke and shot upright in his bed while Kali felt his fear and hatred through their empathic link. He remembered his vow to keep the forest safe so he set out to find this horrible spire and stop it.

companion:

--------------------

Kali CR –
Female tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 27 (3d8+3)
Fort +5, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+4), 2 claws +3 (1d4+4)
Special Attacks hunter tricks (3/day; heel, sic 'em), rake (2 claws +3, 1d4+4)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Power Attack, Stealthy
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Stay
Skills Acrobatics +3 (+7 to jump), Escape Artist +5, Stealth +11
SQ animal focus, attack any target, defend, fighting, finesse weapon attack attribute, rules changes
Other Gear mithral chain shirt, blanket[APG], carnivore feed (per day) (10), exotic pack saddle
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------


I was thinking of a chirurgeon alchemist since I've never played one and wanted to try it out. He likes to throw some healing bombs along with his normal bombs.

As usual, I'll name it and make an alias if picked.

alchemist:

Unnamed Hero
Male peri-blooded aasimar (emberkin) alchemist (chirurgeon) 3 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 18)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (3d8+6)
Fort +4, Ref +6, Will +1; +2 bonus vs. poison
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4/19-20)
Ranged bomb +6 (2d6+4 fire) or
. . light crossbow +5 (1d8/19-20)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—pyrotechnics (DC 12)
Alchemist (Chirurgeon) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—cure light wounds (3), endure elements
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Brew Potion, Point-Blank Shot, Technologist, Throw Anything
Traits local ties, perfectionist's brew
Skills Craft (alchemy) +14 (+17 to create alchemical items), Craft (mechanical) +12, Disable Device +10, Heal +4, Knowledge (arcana) +10, Knowledge (engineering) +13, Knowledge (nature) +10, Linguistics +6, Perception +6, Spellcraft +12 (+14 to brew potions), Use Magic Device +6; Racial Modifiers +2 Spellcraft
Languages Androffan, Celestial, Common, Draconic, Dwarven, Elven, Hallit, Sylvan
SQ alchemy (alchemy crafting +3), discovery (healing bomb), infused curative, mutagen (+4/-2, +2 natural armor, 30 minutes), swift alchemy
Combat Gear mutagen[APG], potion of cure light wounds (10); Other Gear mwk chain shirt, cold iron dagger, light crossbow with 50 bolts, handy haversack, alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork mechanic tools, masterwork thieves' tools, mess kit[UE], nyzam's remedies, with ritual (formula book, level 3 alchemist), pot, soap, trail rations (5), waterskin, 93 gp, 1 sp
--------------------
Special Abilities
--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Healing Bomb Use cure extract as bomb, healing target of bomb (as extract) and those in splash. (min. heal)
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------


background:

As a young man living in Torch he was fascinated with fire and poisons which caused more than one accident. After a series of unfortunate events, he was remanded to the Church of Sarenrae to help channel his fascination and shape it into a safe outlet. The church taught him healing and anatomy and helped him to discover the ability to heal others rather than harm them with his talent of making poisons and bombs. Sarenrae was fine with the fire but the poisons were frowned upon so he gave up his poisons in exchange for sacred healing knowledge.

After spending a few years learning all he needed to know about healing, his teachers noticed his knack for all things mechanical. He was adept at making mechanical things like a rudimentary injector for a cure potion out of stuff he found at the junkyard. One of his teachers wrote him a letter of recommendation to the local wizard Khonnir so that he could further his training in not only arcane arts, but in the knowledge of engineering. He went to study with the wizard where he concentrated on honing his engineering skills. The wizard taught him all manner of knowledge and ideas and instilled in him how to be a perfectionist in all things.

When the Torch flame went out, Khonnir asked him to have a look at the contraption because of his knowledge of fire and engineering. Then Khonnir went missing and he volunteered to join a group to find his mentor and friend.


Sounds very interesting, I'll have to spend a bit of time thinking about some options.


Here is a Sorcerer that I think will fit into the group. As usual, if picked I'll name it and create an alias.

He/she is a tattoo artist with a chicken for a pet familiar.

Sorcerer:

Unnamed Hero
Peri-blooded aasimar (emberkin) sorcerer (tattooed sorcerer) 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Bestiary 7)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (2d6+4)
Fort +1, Ref +1, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +1 (1d4/19-20)
Ranged sling +2 (1d4)
Spell-Like Abilities (CL 2nd; concentration +7)
. . 3/day—dancing lights
. . 1/day—pyrotechnics (DC 17)
Sorcerer (Tattooed Sorcerer) Spells Known (CL 2nd; concentration +7)
. . 1st (6/day)—mage armor, snowball[UW]
. . 0 (at will)—acid splash, detect magic, prestidigitation, ray of frost, read magic
. . Bloodline Efreeti
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 12, Int 13, Wis 8, Cha 20
Base Atk +1; CMB +1; CMD 12
Feats Alertness, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits beast bond, voices of solid things (witchmarket)
Skills Craft (tattoo) +12, Handle Animal +11, Knowledge (arcana) +6, Perception +1, Ride +2, Sense Motive +1, Spellcraft +8, Use Magic Device +10; Racial Modifiers +2 Spellcraft
Languages Celestial, Common, Sylvan
SQ bloodline tattoos, familiar tattoo
Combat Gear potion of cure light wounds, potion of cure light wounds, scroll of color spray, scroll of comprehend languages, scroll of detect secret doors, scroll of endure elements, scroll of enlarge person, scroll of identify, scroll of infernal healing, scroll of keep watch, scroll of magic missile (CL 3rd), scroll of monkey fish, scroll of obscuring mist, scroll of touch of the sea, scroll of transfer tattoo, acid, alchemist's fire (2), alkali flask[APG], holy water; Other Gear cold iron dagger, sling, sling bullets (10), bedroll, belt pouch, cold weather outfit, flint and steel, hot weather outfit[APG], masterwork backpack[APG], masterwork tattooing tools, mess kit[UE], pot, scroll box[UE], scroll case, soap, spell component pouch, torch (10), trail rations (5), waterskin, 67 gp, 9 sp
--------------------
Special Abilities
--------------------
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Efreeti You were born with the power of fire genies, and the magic of the efreet is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descri
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 hit points You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

--------------------

Arcane Familiar CR –
Chicken (Ultimate Wilderness 193)
N Tiny magical beast (animal)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 13 (+1 natural, +2 size)
hp 8 (1d8+1)
Fort +3, Ref +2, Will +4
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 30 ft., fly 20 ft. (clumsy); drift
Melee bite -1 (1d3-4)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 11, Con 12, Int 6, Wis 12, Cha 13
Base Atk +1; CMB -1; CMD 5
Feats Improved Initiative
Skills Fly -4, Handle Animal +3, Perception +5, Spellcraft +0, Use Magic Device +3
SQ empathic link
--------------------
Special Abilities
--------------------
Drift (Ex) Cannot hover, and must end flight by landing or perching on solid surface.
Empathic Link (Su) You have an empathic link with your master.
Fly (20 feet, Clumsy) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.


Updated heal bot with average gold wealth and background skills. Feels better to have all my healing kits now. Ready to save the world.

healer:

Unnamed Hero
Male aasimar cleric (merciful healer) of Sarenrae 5 (Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 41)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield)
hp 28 (5d8)
Fort +4, Ref +1, Will +6 (+1 trait bonus vs. mind-affecting effects); +2 vs. death
Resist acid 5, cold 5, electricity 5, issian
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +3 (1d4/19-20) or
. . mwk cold iron scimitar +4 (1d6/18-20)
Special Attacks channel positive energy 8/day (DC 17, 3d6)
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 5/day—rebuke death (1d4+2)
Cleric (Merciful Healer) Spells Prepared (CL 5th; concentration +7)
. . 3rd—create food and water, cure serious wounds[D]
. . 2nd—cure moderate wounds[D], communal protection from evil[UC], lesser restoration, suppress charms and compulsions
. . 1st—cure light wounds[D], endure elements, remove fear, unbreakable heart[ISWG] (2)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Healing
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 12, Wis 14, Cha 20
Base Atk +3; CMB +3; CMD 13
Feats Fey Foundling[ISWG], Quick Channel[UM], Selective Channeling
Traits issian, schooled inquisitor
Skills Diplomacy +15, Handle Animal +10, Heal +12 (+13 circumstance to treat wounds or deadly wounds, +14 to treat poison, +15 to treat poison, +16 dealing with humanoid pregnancy or birth, +15 to treat common animals, but +1 to treat other creatures), Knowledge (religion) +9 (+11 to identify abilities and weaknesses of creatures), Perception +4, Profession (midwife) +10, Spellcraft +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Sylvan
SQ combat medic, mercy (mercy: sickened)
Combat Gear healer's kit, snakebite kit[UW]; Other Gear +1 holy reliquary mithral agile breastplate[APG], +1 holy reliquary mithral heavy steel shield, cold iron dagger, mwk cold iron scimitar, handy haversack, antidote kit[UE], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Sarenrae)[UE], leeching kit[APG], mess kit[UE], midwife's kit[UE], pot, soap, spell component pouch, stretcher[UE], surgeon's tools[UE], torch (10), trail rations (5), veterinarian's kit[UE], waterskin, wooden holy symbol of Sarenrae, 1 gp
--------------------
Special Abilities
--------------------
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 3d6 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Mercy: Sickened (1 creatures) (Su) When the merciful healer channels energy she can remove the sickened condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Quick Channel Channel energy faster by expending more uses
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.


If picked I'll come up with a name and create an alias.

character:

Unnamed Hero
Female azata-blooded aasimar (musetouched) paladin (virtuous bravo) 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Player Companion: Heroes of the High Court 12, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 20 (2d10+4)
Fort +8, Ref +7, Will +6; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +5 (1d4+1/19-20) or
. . cold iron rapier +5 (1d6+1/18-20) or
. . sap +3 (1d6+1 nonlethal)
Ranged sling +5 (1d4+1)
Special Attacks smite evil 1/day (+4 attack, +0 AC, +2 damage)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—glitterdust (DC 16)
Paladin Spell-Like Abilities (CL 2nd; concentration +6)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 10, Wis 8, Cha 18
Base Atk +2; CMB +3; CMD 16
Feats Fey Foundling[ISWG]
Traits charming, senatorial hopeful
Skills Bluff +4 (+5 vs. characters who could be attracted to you), Diplomacy +12 (+13 vs. characters who could be attracted to you), Knowledge (local) +5, Knowledge (nobility) +5, Knowledge (religion) +4, Linguistics +1, Profession (courtesan) +3; Racial Modifiers +2 Diplomacy
Languages Celestial, Common, Kelish
SQ bravo's finesse, lay on hands 5/day (1d6)
Other Gear chain shirt, arrows (20), cold iron dagger, cold iron rapier, sap, sling, sling bullets (10), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Calistria)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Calistria, 2 gp, 9 sp
--------------------
Special Abilities
--------------------
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Lay on Hands (1d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +0 deflection bonus to AC when used.

questions/answers:

1a Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
She is from a lesser noble house in the outlying prefecture but currently resides in Oparra at her place of work. She has been residing in Oparra for the past two years while completing her courtesan training and bravo training which her parents were able to arrange for her.

1b Livelihood: How does/has your character make a living?
She is a courtesan and works in the local high-end establishment, due to her very good looks, where she finds it easy to gather all of the current rumors, plans, and schemes from her patrons.

1c Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
She is a Senatorial Hopeful and wants to some day use her influence in the the Senate chambers. Her profession gives her access to some high profile senators and nobles and she is keeping track of all of them for future favors in the Senate.

1d Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
She is a front line lightly armored Paladin that would rather talk her way out of combat instead of fight, but if it comes to fighting, she is a trained Bravo and will go toe to toe with anyone. Out of combat she is a smooth talker and is trained at gathering secrets from her profession and using those to her best advantage to advance in the world.

1e Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
The plan is to stick to straight up Paladin levels with the Virtuous Bravo archetype (aka swashbuckler). Not currently planning on any multiclassing or prestige classes.

1f Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)
Growing up she realized that her beauty could be used to her advantage especially against people that were sexually attracted to her. She was always getting her way as a young lady and her parents saw that they too could use her to their advantage and arranged for her to go to Oparra and train as a courtesan in one of the more prestigious houses. Through this training and subsequent work she was able to gather enough influence for her parents that they were able to elevate their station as a result. She hopes to gather enough influence for herself to be able to join the Senate.

Part of her training and subsequent induction in the world of professional courtesans led her to the Church of Calistria where many of her fellow practitioners worshiped without judgement and were actually welcomed and celebrated. She is very obedient to the church and practices her obedience every night.

She has always had a bit of a feisty side to her and her courtesan instructor saw this in her too and recommended that at least learn to defend herself with a sword. She enjoyed this so much that she began her training as a bravo paladin dedicated to Calistria.

2 Let me know your time zone and the time(s) of day you will most likely be able to post.
Mountain (GMT-7) and I generally post all throughout the day M-F and in the mornings and evenings on the weekends

3 Tell me about your experience with PbP? How many PbP games are you currently participating in?
I'm fairly experienced in PbP and am currently in 3 active games and 2 very inactive games. I track all my games via the RSS feeds.


I was surprised by the number of Core characters as Core has pretty much died off locally over a year ago. But I'm happy to play in either core or normal or both if you need.


Using the build rules as written, here is my very poor Cleric. Not much to tell about him, he is a basic heal bot that tries to keep the party going. As normal, if picked I'll give him a name, make an alias, and provide a little backstory.

healer:

Unnamed Hero
Male aasimar cleric (merciful healer) of Sarenrae 5 (Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 41)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 28 (5d8)
Fort +4, Ref +1, Will +6 (+1 trait bonus vs. mind-affecting effects); +2 vs. death
Resist acid 5, cold 5, electricity 5, issian
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +3 (1d4/19-20) or
. . cold iron scimitar +3 (1d6/18-20)
Special Attacks channel positive energy 8/day (DC 17, 3d6)
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 5/day—rebuke death (1d4+2)
Cleric (Merciful Healer) Spells Prepared (CL 5th; concentration +7)
. . 3rd—create food and water, cure serious wounds[D]
. . 2nd—cure moderate wounds[D], communal protection from evil[UC], lesser restoration, suppress charms and compulsions
. . 1st—cure light wounds[D], endure elements, remove fear, unbreakable heart[ISWG] (2)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Healing
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 12, Wis 14, Cha 20
Base Atk +3; CMB +3; CMD 13
Feats Fey Foundling[ISWG], Quick Channel[UM], Selective Channeling
Traits issian, schooled inquisitor
Skills Acrobatics -7 (-11 to jump), Diplomacy +15, Heal +10, Knowledge (religion) +9 (+11 to identify abilities and weaknesses of creatures), Perception +4, Spellcraft +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Sylvan
SQ combat medic, mercy (mercy: sickened)
Other Gear chainmail, heavy wooden shield, cold iron dagger, cold iron scimitar, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Sarenrae)[UE], mess kit[UE], pot, silver holy symbol of Sarenrae, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Sarenrae, 8 gp, 1 sp
--------------------
Special Abilities
--------------------
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 3d6 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Mercy: Sickened (1 creatures) (Su) When the merciful healer channels energy she can remove the sickened condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Quick Channel Channel energy faster by expending more uses
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.


@GM_DBH Did you intend for the gold to be only level 1 max (240g) versus average gold for a level 5 (10,500g)?


How about a Cleric/Life Oracle that is not a fan of undead and doesn't mind the heat. Made a basic build for the idea but not finished, needs a few more spells. If picked I'll flesh out a background, pick a name, and make an alias.

healer:

Unnamed Hero
Male human cleric (blossoming light) of Ishtar 3/oracle 3/gestalt 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Adventurer's Guide 112)
NG Medium humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 24 (3d8)
Fort +4, Ref +2, Will +6; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft.
Melee holy reliquary greenwood quarterstaff +3 (1d6)
Special Attacks channel positive energy 11/day (DC 20, 2d6), hand of the acolyte (5/day)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—rebuke death (1d4+1)
Oracle Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—cure light wounds, detect undead
. . 0 (at will)—detect magic, detect poison, mending, read magic, spark[APG] (DC 15)
. . Mystery Life
Cleric (Blossoming Light) Spells Prepared (CL 3rd; concentration +5)
. . 1st—endure elements, protection from evil, unbreakable heart[ISWG]
. . 0 (at will)—create water, light, purify food and drink (DC 12), stabilize
. . Domains Healing, Magic
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 11, Int 12, Wis 14, Cha 20
Base Atk +2; CMB +2; CMD 12
Feats Fey Foundling[ISWG], Improved Channel, Selective Channeling
Traits sacred conduit, student of faith
Skills Diplomacy +11 (+12 vs. good creatures, +12 to convince evil creatures to act against its nature), Heal +8, Knowledge (arcana) +5, Knowledge (history) +7, Knowledge (local) +4, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +7, Linguistics +7, Spellcraft +7, Survival +8
Languages Aglarondan, Ancient Untheric, Chessentan, Shaaran, Untheric
SQ luminous font, oracle's curse (clouded vision), revelations (life link, safe curing)
Other Gear holy reliquary greenwood quarterstaff, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Ishtar)[UE], masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Ishtar, 386 gp, 1 sp
--------------------
Special Abilities
--------------------
Cleric (Blossoming Light) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric (Blossoming Light) Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric Channel Positive Energy 2d6 (11/day, DC 20) (Su) Positive energy heals the living and harms undead, chaotic evil outsiders, and light sensitive evil creatures.
Clouded Vision You cannot see beyond 30'
Darkvision (60 feet) You can see in the dark (black and white only).
Fey Foundling Magical healing works better on you
Hand of the Acolyte (5/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Life Link (3 max bonds, 130 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Luminous Font (Su) Increased channel energy and bonus on Diplomacy.
Promise of Faith Cannot use spellcasting or class abilities while wearing (and 1 min after removing) armor or shield
Promise of Purity Lose all class features if you have commited an evil act.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Safe Curing (Su) Casting healing spells does not provoke AoO.
Selective Channeling Exclude targets from the area of your Channel Energy.


Looks like you could use a healer and a ranged.


Y'all have fun.


nate lange wrote:
@scottg0- you can pick a yellow gem if you prefer... or, you can stick with white/diamond and worship Sarenrae- you don’t need to match your gem to one of your god’s colors

I do like the thematic element of keeping with my God's sacred color as my gem color so I'll just leave it as it. Plus Pharasma wants me to use my divinely gifted mythic power to heal everyone that can be healed and if they can't, send them on their way to the Boneyard.


Signed up, also included a Core option in case you happen to get enough for a core table as well and need it.


1 person marked this as a favorite.

I thought I already posted this after posting in the original interest thread for healing, but alas I didn't see it.

This is my mostly complete submission for the Diamond gem (healing, white). If you were going with yellow for healing I was going to worship Sarenrae instead, but white goes with Pharasma (one of her sacred colors) and I need my Healing domain. If picked I'll make a new alias and name this character.

This character is a healer, doctor, surgeon, midwife, and veterinarian. He uses Rope Trick to setup a field hospital space to treat his patients whether they be humanoid or animal. His hope is to one day have his own permanent demiplane where he can setup a permanent hospital to treat everyone and everything.

Character:

Unnamed Hero
Aasimar cleric of Pharasma 11/sorcerer 11/gestalt 11/Hierophant 3 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 17 (+4 armor, +2 deflection, +1 Dex, +1 natural)
hp 100 (11d8+12)
Fort +10, Ref +7, Will +16
Defensive Abilities death's embrace, hard to kill; DR 2/bludgeoning; Resist acid 10, cold 10, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 holy reliquary gold plated dagger +10/+5 (1d4+2/19-20)
Special Attacks channel positive energy 11/day (DC 23, 8d6), eldritch breach[MA], faith's reach[MA], mythic power (9/day, surge +1d6), wild arcana[MA]
Spell-Like Abilities (CL 11th; concentration +19)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 11th; concentration +15)
. . 7/day—bleeding touch (5 rounds), rebuke death (1d4+5)
Sorcerer Spells Known (CL 11th; concentration +19)
. . 5th (5/day)—permanency, teleport
. . 4th (8/day)—dimension door, greater invisibility, remove curse
. . 3rd (8/day)—fireball (DC 23), fly, haste[M], lightning bolt (DC 23), magic circle against evil
. . 2nd (8/day)—glitterdust (DC 20), merge with familiar[UW], mirror image, resist energy, rope trick, see invisibility
. . 1st (8/day)—bless, feather fall, keep watch, mage armor, magic missile, snowball[UW]
. . 0 (at will)—acid splash, dancing lights, detect magic, light, mending, message, prestidigitation, read magic, spark[APG] (DC 20)
. . Bloodline Celestial
Cleric Spells Prepared (CL 11th; concentration +15)
. . 6th—heal[D], sustaining legend
. . 5th—breath of life[D] (DC 19), cleanse[APG], life bubble[APG] (DC 19)
. . 4th—anti-incorporeal shell[ACG], brightest light, cure critical wounds[D,M], freedom of movement, restoration
. . 3rd—create food and water, cure serious wounds[D], invisibility purge, remove blindness/deafness, remove disease, communal resist energy[UC]
. . 2nd—cure moderate wounds[D], delay poison, communal protection from evil[UC], remove paralysis, lesser restoration, suppress charms and compulsions
. . 1st—ant haul[APG] (DC 15), cure light wounds[D], endure elements, obscuring mist, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect poison, purify food and drink (DC 14), stabilize
. . D Domain spell; Domains Death, Healing
. . M mythic spell
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 10, Int 14, Wis 18, Cha 26
Base Atk +8; CMB +8; CMD 21
Feats Alertness, Dual Path[M], Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Iron Will, Mythic Spell Lore[M], Selective Channeling, Spell Focus (evocation), Spell Specialization[UM]
Traits seeker
Skills Diplomacy +10, Fly +15, Heal +20 (+22 to treat poison, +22 to treat poison, +22 to provide first aid, +24 dealing with humanoid pregnancy or birth, +23 to treat common animals, but +1 to treat other creatures), Knowledge (arcana) +10, Knowledge (history) +16, Knowledge (religion) +10, Linguistics +16, Perception +25, Sense Motive +6, Spellcraft +16, Use Magic Device +12; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Ancient Osiriani, Celestial, Common, Dtang, Dwarven, Elven, Gnome, Halfling, Hon-la, Hwan, Infernal, Sylvan, Tien, Undercommon
SQ amazing initiative, bloodline arcana (summoned creatures gain DR 4/evil), energy conversion[MA], healer's blessing, heavenly touch, recalled blessing[MA], recuperation, wings of heaven (11 minutes/day)
Combat Gear potion of cure serious wounds, potion of neutralize poison, scroll of comprehend languages, scroll of infernal healing, scroll of monkey fish, scroll of touch of the sea, acid, air crystal, alchemist's fire (2), alkali flask[APG], antiplague[APG], antitoxin, holy water (4), perfect ice, soothe syrup[APG], sun cream, vermin repellent[UE], vomit capsule[ACG]; Other Gear mwk holy reliquary sunsilk silken ceremonial armor[UC], mwk holy reliquary gold plated dagger, first aid gloves, handy haversack, phylactery of positive channeling, ring of protected life, specialized healer's satchel (long-term care), bedroll (2), belt pouch, cot[UE], cot[UE], doctor's mask, doctor's outfit, earplugs[APG], everburning torch, flint and steel, holy text (Pharasma)[UE], leeching kit[APG], mess kit[UE], midwife's kit[UE], mug/tankard, pot, silk rope (50 ft.), silver holy symbol of Pharasma, soap, spell component pouch, stretcher[UE], surgeon's tools[UE], veterinarian's kit[UE], waterskin, wooden holy symbol of Pharasma, wrist sheath, spring loaded, 623 gp, 5 sp, 5 cp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bleeding Touch (5 rounds, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 5/evil (doesn't stack with other DR).
Cleric Channel Positive Energy 8d6 (11/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Embrace (Ex) Heal damage from channeled negative energy.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Familiar Bonus: +3 to sight-based and opposed Perception checks in shadows or darkness You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healer's Blessing (Su) Your cure spells are empowered for free.
Heavenly Touch (Fast Healing 2, 8 rounds, 11/day) (Su) Familiar can touch creature to grant it fast healing while touching it.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+5 dam to negative HP target.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Flame Strike) Pick one spell and cast it as if you were higher level
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wings of Heaven (11 minutes/day) (Su) Can sprout wings and gain a 60' Fly speed with good maneuverability.
--------------------
silk rope is cut into a 5' length and 45' length. The 5' length is used for the rope trick spell.

Familiar:

Arcane Familiar CR –
Snowy owl
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 50 (1d8)
Fort +7, Ref +6, Will +9
Defensive Abilities improved evasion; SR 16
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee talon +13 (1d4-2)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 13, Wis 15, Cha 6
Base Atk +8; CMB +9; CMD 17
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-5 to jump), Fly +21, Heal +13, Knowledge (arcana) +6, Knowledge (history) +12, Knowledge (religion) +6, Linguistics +12, Perception +20, Spellcraft +12, Stealth +15 (+19 in snow), Use Magic Device -1; Racial Modifiers +4 Perception, +4 Stealth, +4 Stealth in snow
Languages speak with animal (same kind only), speak with master
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (16) You have Spell Resistance.


I'd be interested in joining in on this. I built a Hunter since it looks like the existing group is missing a ranged character. If this is accepted, I'll figure out a name, make an alias, and build a little backstory around the Monster Hunter and Challenger traits. Probably something about tracking some monsters to Sandpoint.

Hunter:

Unnamed Hero
Male aasimar hunter 3 (Pathfinder RPG Advanced Class Guide 26, Pathfinder RPG Bestiary 7)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 18 (3d8)
Fort +3, Ref +6, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +4 (1d4+2/19-20)
Ranged longbow +5 (1d8/×3)
Spell-Like Abilities (CL 3rd; concentration +5)
. . 1/day—daylight
Hunter Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—cure light wounds, endure elements, gravity bow[APG], snowball[UW], summon nature's ally I
. . 0 (at will)—create water, detect magic, know direction, light, purify food and drink (DC 12), stabilize
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 10, Wis 14, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats Coordinated Shot[ACG], Point-Blank Shot, Precise Shot, Rapid Shot
Traits monster challenger, monster hunter
Skills Acrobatics -1 (-5 to jump), Climb +4, Diplomacy +4, Handle Animal +8, Knowledge (geography) +6, Knowledge (nature) +6, Perception +10, Ride +5, Spellcraft +6, Survival +8, Swim +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ animal companion (tiger named Animal Companion), animal focus (3 minutes/day), hunter tactics, nature training, track +1, wild empathy +5
Combat Gear cold iron arrows (80), cold iron arrows (20); Other Gear hide armor, buckler, arrows (80), arrows (20), blunt arrows[APG] (20), cold iron dagger, longbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Ketephys, 4 gp, 8 sp, 5 cp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (tiger named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Animal Companion:

Animal Companion CR –
Tiger
N Medium animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 24 (3d8+6)
Fort +4, Ref +7, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +5 (1d6+3), 2 claws +5 (1d4+3)
Special Attacks rake (2 claws +5, 1d4+3)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Combat Reflexes, Coordinated Shot[ACG], Heavy Armor Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Toughness
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Flank, Hunt, Stay, Track
Skills Acrobatics +4 (+8 to jump), Perception +8
SQ animal focus, attack any target, defend, fighting, flank, hunt, track
Other Gear carnivore feed (per day) (5), saddlebags
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flank [Trick] Attempts to attack and flank indicated enemy.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.


I'd be interested in this with a white opal, white moonstone, yellow diamond, or yellow sapphire. Basically white or yellow says healing to me. Then something like a Cleric/Sorcerer/Hierophant primarily focused on healing with the occasional buff or offensive spell.


I'd be interested in trying this out, I've never played a gunslinger class but that seems like a fine thing to try in this Golarion.

Question on the Mythic, does the gestalt two mythic progressions mean I could have the second path free? So a Champion/Trickster combo?


Here is my Healer submission bard 7/cleric 7/gestalt 7/Hierophant 2.

Healer:

Unnamed Hero
Male aasimar bard 7/cleric of Pharasma 7/gestalt 7/Hierophant 2 (Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 71 (7d8+15)
Fort +6, Ref +6, Will +9; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 20 ft. (poor)
Melee cold iron dagger +5 (1d4/19-20) or
. . silversheen dagger +6 (1d4/19-20)
Special Attacks bardic performance 22 rounds/day (move action; countersong, distraction, fascinate [DC 19], inspire competence +3, inspire courage +2, suggestion [DC 19]), channel positive energy 9/day (DC 19, 6d6), faith's reach[MA], mythic power (7/day, surge +1d6)
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—bleeding touch (3 rounds), rebuke death (1d4+3)
Bard Spells Known (CL 7th; concentration +13)
. . 3rd (2/day)—blink, haste
. . 2nd (5/day)—blur, gallant inspiration[APG] (DC 18), glitterdust (DC 18), mirror image
. . 1st (6/day)—comprehend languages, feather fall, grease, identify, liberating command[UC]
. . 0 (at will)—know direction, light, mending, message, prestidigitation, spark[APG] (DC 16)
Cleric Spells Prepared (CL 7th; concentration +10)
. . 4th—anti-incorporeal shell[ACG], cure critical wounds[D]
. . 3rd—create food and water, cure serious wounds[D], invisibility purge, communal resist energy[UC]
. . 2nd—cure moderate wounds[D], false life, communal protection from evil[UC], lesser restoration, silence (DC 15)
. . 1st—ant haul[APG] (DC 14), cure light wounds[D], endure elements, remove fear, shield of faith, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, read magic, stabilize
. . D Domain spell; Domains Death, Healing
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 12, Wis 17, Cha 22
Base Atk +5; CMB +5; CMD 15
Feats Alignment Channel, Craft Wondrous Item, Mythic Crafter[M], Selective Channeling
Traits touched by divinity
Skills Acrobatics -5 (-9 to jump), Craft (blacksmith) +13 (+15 when making magic items, +18 when crafting non-mythic magic items), Diplomacy +16, Fly +1, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +14, Linguistics +5, Perception +9, Perform (oratory) +16, Sense Motive +16, Spellcraft +11, Use Magic Device +16; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Hallit, Taldane
SQ amazing initiative, bardic knowledge +3, healer's blessing, lore master 1/day, mythic craft[MA], recalled blessing[MA], singing steel, versatile performances (expanded versatility, oratory)
Other Gear +1 holy reliquary sing stl. agile breastplate[APG], heavy steel shield, cold iron dagger, silversheen dagger, cloak of resistance +1, phylactery of positive channeling, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Pharasma)[UE], masterwork backpack[APG], masterwork blacksmithing tools, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Pharasma, 455 gp, 2 sp, 9 cp
--------------------
Special Abilities
--------------------
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (move action, 22 rounds/day) Your performances can create magical effects.
Bleeding Touch (3 rounds, 6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Positive Energy 6d6 (9/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Expanded Versatility (, Use Magic Device) (Ex) Add another skill to those affected by a versatile performance ability.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Fly (20 feet, Poor) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healer's Blessing (Su) Your cure spells are empowered for free.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Mythic Craft (Ex) Double progress with Craft checks. Add tier to skill when making magic items.
Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Selective Channeling Exclude targets from the area of your Channel Energy.
Singing Steel Strike to begin bardic performance quicker.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Performance (Oratory) +16 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks


I'm in the not new category as well but would love to play this one. I'll happily withdraw and step aside for someone that is new as this is a really good opportunity for them to learn. Just dotting in case there aren't enough new people to fill in.

1 to 50 of 81 << first < prev | 1 | 2 | next > last >>