[Super Genius Games] Vote *and* Win (PaizoCon Pre-Gens Contest)

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Scarab Sages

Super Genius Games got some amazing pre-generated characters for our PaizoCon Pre-Gens contest, and now the voting begins (after more than a week's delay, brought on by my catching the flu!). Anyone can vote once, which is done by leaving a message in this thread with the name of the character (the PC's name!). You can also promote a character you'd like people to vote for, discuss who made the more interesting character and why, talk smack about halflings, or anything else you want. But for a vote to count, you need the very first thing in your post to be the PCs name, by itself, on its own line.

The author of the winner character receives a year's free All-Genius Pass subscription to Dungeonaday.com, and to get people interested in voting one randomly selected voter will also receive a year's free All-Genius Pass.

Voting opens right now, and closes April 27th at 10am, PST. Each of the entries gets its own post below this one, to make it easier for voters to look over the characters.

Let the games begin!

Scarab Sages

Badi'a al-Altair:
[Note: stuff in <<brackets>> is math stuff, for ease of checking. I could have edited it out, but that seemed mean. :) The Tactics section seemed useful for a player being handed this character as a pregen at a convention, who may not immediately grasp the character's focus.]

Badi'a al-Altair
Human Skyborne Sorcerer 7
CG Medium Humanoid
Init +7; Senses Perception +5

AC 18, touch 14, flat-footed 15 (+4 mage armor, +1 deflection, +3 Dex)
hp 33 (7d6+6)
Fort +5, Ref +7, Will +7
Defensive Abilities take ¼ damage from falls; DR 1/-

Speed 30 ft., fly 60 ft. (good)
Melee sickle +3 (1d6s/x2) or dagger +3 (1d4p or s/19-20)
Ranged heavy crossbow +6 (1d10p/19-20)
Sorcerer Spells Known (CL 7th; concentration +12)
3rd (5/day) – trade wind*, fly, lightning bolt (Ref DC 19)
2nd (7/day) – beneficent breeze*, flaming sphere (Ref DC 18), glitterdust (Will DC 17), khazri*, mirror image, protection from arrows, resist energy, scorching ray
1st (8/day) – airblast* (Ref DC 17), burning hands (Ref DC 17), charm person (Will DC 16), feather fall, mage armor, magic missile, ray of enfeeblement (Fort DC 16), wind tunnel* (Fort DC 17)
0 (at will) – detect magicl, light, mage hand, mending, message, prestidigitation, read magic
*denotes spells from Air Magic
<<+7 spells from favored class bonus, APG p. 23>>

Before Combat Badi'a casts mage armor at the beginning of the day, and fly during the first round of any major encounter, if possible. If the enemy demonstrates excellent ranged capabilities, a combination of mirror image, protection from arrows and / or resist energy may also be employed.
During Combat Badi'a prefers to lead by creating a wind tunnel between her allies position and their foes, and then unleash a flaming sphere, followed by whatever combination of magic missiles, scorching rays and lightning bolts the situation appears to warrant. She is less inclined to use her more tactical options, such as ray of enfeeblement or glitterdust, unless reminded by someone else. Thanks to her Squallblood feat, she is exceptionally skilled at using airblast to bull rush, disarm or trip foes, and prefers to disarm or trip foes currently engaged with more martial minded foes, although she takes great pleasure in bull rushing foes into danger, such as overboard, during naval combat.

Str 10, Dex 16, Con 12, Int 10, Wis 11, Cha 20
<<0 + 7 + 3 + 0 + 0 + 10 = 20; +2 racial bonus to Cha, +1 Dex at 4th, +2 Cha from headband>>
Base Atk +3; CMB +3, CMD 16
Feats Eschew Materials (B), Spell Focus (evocation, B), Squallblood* (B), Spell Penetration, Point-Blank Shot, Precise Shot, Improved Initiative
*denotes Feat from Air Magic
Skills Bluff +9, Diplomacy +11, Fly +11 (+14 if using fly spell), Intimidate +5, Knowledge (arcane) +6, Linguistics +1 (common), Spellcraft +6, Use Magic Device +13
<<Bluff 1 rank +8, Diplomacy 3 ranks +8, Fly 5 ranks +6, Intimidate 0 ranks +5, Knowledge (arcana) 3 ranks +3, Linguistics 1 rank +0, Spellcraft 3 ranks +3, Use Magic Device 5 ranks +8>>
Languages Qadiran (or whatever Persian-esque tongue is appropriate to the setting), Common
SQ wind jaunt (fly 15 ft. as part of a move action, taking 5 ft. of regular movement, 8/day)

Combat Gear potion of cure light wounds (CL 1), wand of cure light wounds (CL 1, 50 charges, UMD DC 21 to activate), heavy crossbow, sickle, daggers (2), 10 cold iron bolts, 10 alchemical silver bolts, alchemists fire (2)
Other Gear cloak of resistance +2, eyes of the eagle, feather tokens – anchor (1), fan (1), swan boat (1), gloves of arrow snaring, headband of alluring charisma +2, ioun torch, ring of protection +1 , ring of sustenance, rod of metamagic (lesser extend), traveller's outfit, belt pouch, 26 gp 9 sp, 10 cp and a 100 gp pearl

<<50 gp, 750 gp, 50 gp, 6 gp, 4 gp, 2 gp, 21 gp, 40 gp
4000 gp, 2500 gp, 50 gp, 100 gp, 225 gp, 4000 gp, 4000 gp, 75 gp, 2000 gp, 2500 gp, 3000 gp, 1 gp
23,373 gp of 23,500 gp (no more 11,750 gp for any one item, no more than three over 6,000 gp)>>

<<carrying 28.5-ish lbs. of stuff, her Light Load is 33 lbs>>

Badi'a al-Altair was born on a ship at sea, and has spent more of her life since then on ships than off. At first apprenticed to a ship's mage on merchant vessels, her career took a more militant turn when her nation struck back against pirates and privateers, and recruited her to serve as a battle-mage on naval vessels, using her command of elemental forces of destruction to rain hell down on those who threatened the livelihood of her people.

Her use of trade winds allows vessels she accompanies to make good pace, and when confronted with enemy forces at sea that have arcane support, she uses khazri to prepare herself to counter any fire effects thrown at the ship under her protection, as fire spells are the most feared form of assault in naval combat.

She is a headstrong woman, no longer as young as she used to be, and yet refusing to take a husband, being far too accustomed to getting her own way. She also refuses to learn the more mundane trades of the sailor or navigator. Her role as ship's mage places her above such things, and, indeed, she has found that navigators, in particular, seem quite prickly about the notion of others learning the secrets of their craft…

Recently, she has found herself ‘at liberty,' as her ship of assignment in in drydock for extensive refit and repair, giving her some time to herself. She is somewhat at a loss what to do, as her contract does not allow for her to sign on with another ship (particularly not that of a competitor or rival nation!), and yet she's expected to just wait around in the port city and do nothing.

by Set.

Scarab Sages

Lucius Atius Aculeo:
Lucius Atius Aculeo
Deity [Insert Setting Appropriate Uncompromising Lawful deity]
Homeland [Insert homeland appropriate for chosen deity]

Character Traits:
Human Inquisitor Blacksnake Archtype (Exchanging the Magister Package) 7
Alignment: Lawful Neutral
Speed 20ft

Strength: 18 (20 with Belt of Giant Strength)
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 14
Charisma 8

HP: 49
AC: 21 Touch: 13 Flatfooted: 19 (+7 armor, +2 Dex, +1 Natural +1 deflection)
Fort: +8
Ref: +6
Will: +9
CMD: 22

Skills: Intimidate +15, Sense Motive +15, Survival +12[+1 when tracking something you have wounded that day and an additional +3 to tracking in general],
Perception +12, (add +2 to any knowledge check made to identify a monster's weaknesses)
Knowledge Arcana +7, Knowledge Dungeoneering +8, Knowledge Nature +7, Knowledge The Planes +8, Knowledge Religion +11

Feats: Weapon Focus Whip, Combat Expertise, Improved Disarm, Skill Focus Intimidate, Combat Reflexes[Lash Talent Whip Mastery]Dazzling Display, Extra Judgement,
[Teamwork Feats] Precise Strike, Out Flank, Exotice Whip Profficiency (through Improved whip profficiency)

+1 Huntsman[Apg] Whip - [Threatens out to 10ft] +12 1d2+6 +1d4 cold(+1d6 vs something you tracked) x2
Heavy Mace +10 1d8+7 x2

Short bow +7 1d6(x3)
Base Attack: +5 CMB +10 (+18 when disarming with his whip)

Special Abilities: Domain: Protection, Judgement 3 per day, Monster Lore, Stern Gaze, Improved Whip Profficiency, Crack and Chink [Blacksnake Archetype]
Cunning Initiative, Detect Alignment, Track, Solo Tactics, Discern Lies, Bane

Blacksnake Lash Talents: Snap, Snatch, Whip Mastery - Dazzling Display

Combat Gear: Rod of Smashing Doors [Loot for less rods]
+1 huntsman Whip
+1 brestplate
Yeti Claws [Loot for less Gloves]
+1 ring of protection
+1 amulet of natural armor
+2 belt of giant strength
Heavy Mace
5days trail rations
50ft silk rope
2 torches
Flint and steel
Masterwork Manacles
x3 Potions of Cure Moderate Wounds
42 gold, 3 silver, 8 copper

The lash, there is something primal in our fear of it. The crack of the whip causes a shudder in the strongest hearts. No other means can break the air itself(and the sound barrier). And for some, it will always have it's draw. Lucius was raised in a hard environment. Deep within the church of in the Order of the Black Snake. Self proclaimed protectors, they will stop at nothing protect the people of their church, even from themselves if need be. Those that threaten their way of life are hunted down, and depending on the severity of their blasphemy face the Blacksnakes Lash or the Headsman's blade.

Lucius grew up believing that protecting the people from harm and from sin was his only path in life. So he pursues it where he can. Sometimes that means chasing down heretics and blasphemers, but often that means joining up with adventurers and hunting monsters that threaten the untarnished innocent. All of his prey will eventually face his ever present lash.

Before Combat:
While Lucius is a skilled tracker he does not believe in stealth. His cause is just and he has the law of his god on his side. Intimidation, and brute force are his methods. He is quick to break down doors using his trusty Rod of Door Smashing should they come between him and his quarry. He also makes an effort to identify enemy weaknesses with his monster lore and significant knowledge skills. Every advantage is worthwhile.

During Combat:
Lucius always tries to lead out with a dazzling display from his rather solid intimidate check. If the enemy is wielding weapons he immediately goes for a disarm. He also tries to flank making use of his teamwork feats precise strike and outflank. Once flanking he often uses his bane ability to add bite to his attacks. His threatening reach of 10ft with his whip means this is usually easy to accomplish, and it also means a fair amount of attacks of opportunity. He does try to keep his distance, after all he can attack from up to 15ft away, but as he doesn't provoke attacks of opportunity with his whip, he isnt shy about getting into the thick of things when needed.

by Kolokotroni

Scarab Sages

Teris Dantiren:
Teris Dantiren
Male raptor kestrel air master (monk) 7
NG Medium humanoid (halfling, harpy)
Init +3; Senses darkvision 60 ft.; Perception +13
AC 20, touch 18, flat-footed 16 (+3 Dex, +3 Wis, +1 monk, +1 dodge, +2 armor)
hp 54 (7d8+19)
Fort +9, Ref +10, Will +8 (+10 vs. enchantment spells and effects)
Defensive Abilities evasion, wind warriors; Immune disease; Resist electricity 10
Speed 45 ft., fly 30 ft. (average)
Melee unarmed strike +8 (1d8+3) or 2 talons +7 (+9 while flying) (1d4+3)
Special Atks lightning arc (6/day; 1d6+3)
Spells Known (CL 7th; concentration +10)
3rd – cure serious wounds (DC 16)
2nd – thunderfist (x2)
1st – airblast (x2) (DC 14)
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 12
Base Atk +5; CMB +9; CMD 25
Feats Air Kata, Dodge (B), Domain Acolyte (Air), Domain Devotee (Air), Improved Unarmed Strike (B), Mobility (B), Stunning Fist (B), Swoop
Skills Acrobatics +10 (+17 when jumping), Fly +13 (+18 to dive through tight spaces), Knowledge (religion) +6, Perception +13, Sense Motive +9, Stealth +10
Languages Common
SQ high jump, slow fall 30 ft.
Gear bracers of armor +2, amulet of mighty fists +1, ring of avoidance +2, ring of stoutness +2, belt of physical might +2

Some notes on character construction follow:

Teris took 1 hit point as a favored class bonus for his first five levels; for his last two levels he took the +1 to Fly in tight spaces that is the monk favored class option for kestrels in Wind and Wing Racial Options.

Teris's stats were constructed via a 20-point buy as follows: Str 14 (5 pts), Dex 12 ( pts), Con 13 (3 pts), Int 10, Wis 16 (10 pts), Cha 10; +1 ability points (4th level) put into Con; -2 Str, +2 Dex, +2 Cha racial; +2 Str, +2 Dex belt of physical might[/]; final array of Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 12.

The listing for the air master doesn't explicitly say that Wisdom is it's casting stat - I'm assuming it is, and that it doesn't grant bonus spells for a high Wisdom (since you can only cast a chosen spell once per day anyway).

And finally, the breakdown on what Super Genius material was used to make this character:

Race: Kestrel ([i]Genius Guide to Races of Wind and Wing), Raptor alternative racial trait (Wind and Wing Racial Options)
Class: Air Master (Monk; Genius Guide to Air Magic), monk kestrel favored class ability (Wind and Wing Racial Options)
Feats: Air Kata (Genius Guide to Air Magic), Swoop (Genius Guide to Races of Wind and Wing), Domain Acolyte (Air domain; Genius Guide to Feats of Divine Might), Domain Devotee (Air domain; Genius Guide to Feats of Divine Might)
Magic Items: ring of avoidance +2 (Loot 4 Less: Pretty, Pretty Rings), ring of stoutness +2 (Loot 4 Less: Pretty, Pretty Rings)
Spells: Thunderfist (Genius Guide to Air Magic), airblast (Genius Guide to Air Magic)

by Alzrius

Scarab Sages

Laek Ayoti:
Laek Ayoti
Elven Wizard (cold specialist, Ice Magic) 7
LN Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +11
AC 17, touch 13, flat-footed 14 (+4 mage armor, +3 Dex)
hp 40 (7d6+14)
<<FC bonus to hit points>>
Fort +3, Ref +8 (includes +2 for familiar), Will +6; +2 vs enchantment spells & effects
Immune sleep; DR 3/- vs. arrows; Resistance cold 10
Speed 40 ft. as free action, 80 ft. as move action
Melee +5 rapier (1d6+2/18-20)
Ranged +1 sharp willing composite (+2) longbow +7 (1d8+2/19-20/x3 or 2d6+2/19-20/x3 +1d6 cold) or 2 arrows +5/+5 (as above); +1 to hit and damage if target is within 30 ft.
Wizard Spells Prepared (CL 7th; concentration +12)
4th – black tentacles, wall of fire**
3rd – fireball** (Ref DC 18/20), flame arrow**, lightning bolt** (Ref DC 18/20)
2nd – serac* (cast), arrow eruption***, scorching ray** x2
1st – biting wind* (Fort DC 18) x2, burning hands** (Ref DC 16/18), mage armor (cast), magic missile** x2
0 (at will) – acid splash**, create ice*, detect magic, mage hand
*denotes spells from Ice Magic
**denotes acid, electricity, fire or force spell that can be changed to a cold subtype spell to benefit from Cold Focus feat (or electricity or fire, if needed), thanks to Iceflame runic feat. DC is normal type / cold type.
***denotes a spell from the APG
Before Combat Laek uses his lesser metamagic rod of extend to double the duration of both his mage armor and his serac to 14 hours at the beginning of the day, saving one use for later.
During Combat If the situation appears to warrant spellcraft, Laek unleashes one or more castings of biting wind, enhanced by his Cold Focus and Intense Cold features (1d6+3 damage, Fort DC 18), and while those attack foes, he rains magic missiles, scorching rays, etc. on the targets, modified by Iceflame to be [cold] spells. If he determines that the threat is lesser, he uses his wands of biting wind and gravity bow and then spends the remaining rounds using archery. In either case, his serac moves him as a free action at a speed of 40 ft. per round, and if he feels particularly threatened, he can use a move action to have the serac move him up to 80 ft. away from danger while he continues to fire a single arrow (or spell) a round. If anyone attempts to engage him in melee, the serac is treated as a grease spell (Ref DC 18 or fall) to those who are not welcome, and he will keep it oriented so that a foe without reach will have to step up onto the serac to strike him, as well as taking advantage of create ice, caltrops and the superior mobility afforded him by the serac to keep himself out of close combat. After a particularly well-placed archery shot, he will use arrow eruption, but will generally only do this if he has also used flame arrow, to increase the effectiveness of the tactic.
Str 14, Dex 16, Con 10, Int 20, Wis 10, Cha 10
<<3 + 5 + 2 + 10 + 0 + 0 = 20; +2 racial bonus to Dex & Int, -2 racial penalty to Con, +1 Str at 4th, +2 Int from headband.>>
Base Atk +3; CMB +5, CMD 18
Feats Scribe Scroll (B), Iceflame** (B), Cold Focus*, Point-Blank Shot, Rapid Shot, Toughness
* denotes Feat from Ice Magic, ** denotes feat from Feats of Runic Might
Skills Acrobatics +5, Appraise +10, Craft (alchemy) +10, Craft (bowyer/fletcher) +10, Fly +3, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10 (Aquan, Auran), Perception +11 (includes +2 racial and +2 for familiar), Spellcraft +15
<<Acrobatics 2 ranks CC +3, Appraise 2 ranks +8, Craft (alchemy) 2 ranks +8, Craft (bowyer/fletcher) 2 ranks +8, Fly 0 ranks +3, Knowledge (arcana) 7 ranks +8, Knowledge (dungeoneering) 2 ranks +8, Knowledge (engineering) 2 ranks +8, Knowledge (geography) 2 ranks +8, Knowledge (history) 2 ranks +8, Knowledge (local) 2 ranks +8, Knowledge (nature) 2 ranks +8, Knowledge (nobility) 2 ranks +8, Knowledge (planes) 2 ranks +8, Knowledge (religion) 2 ranks +8, Linguistics 2 ranks +8, Spellcraft 7 ranks +8>>
<<7 ranks of Perception from headband of vast intelligence>>
Languages Common, Elvish, Draconic, Gnome, Goblin, Orc, Sylvan, Aquan, Auran
SQ elven magic, weapon familiarity, arcane bond (familiar – weasel), cold mastery (Ice Magic), intense cold (Ice Magic)
Combat Gear +1 sharp* willing* composite (+2 Str) longbow, 40 cold iron arrows (weapon blanched silver, APG), scroll of flame arrow, wand of biting wind (CL 1, 50 charges, Ice Magic), wand of gravity bow (CL 1, 50 charges, APG), spellforged* remedy* (arrows) bracers of armor +0, lesser rod of metamagic extend, 2 tanglefoot bags, 4 bags caltops, potions of cure light wounds x4, potion of lesser restoration; Other Gear headband of vast intelligence +2, cloak of resistance +1, handy haversack, ioun torch (APG), campfire bead (APG), monk's outfit, wizard's spellbook, 50 ft. silk rope, 2 spell component pouches, empty spellbook (for taking notes, etc.), 2 inkpens, 4 vials ink, blue salve** (2), boilwort** (2), iron soup** (2), mummy leeches** (2), spiderbane pot** (2), wayfarer loaf** (2 wks), waterskin, 5 gallons ale, 5 tankards, 281 gp, 2 sp and 10 cp.
*denotes weapon/armor qualities from Loot 4 Less Armor & Weapons.
**denotes gear from Kragnar's Alchemy Shop

<<8600 gp, 24 gp, 1000 gp, 375 gp, 750 gp, 750 gp, 3000 gp, 100 gp, 4 gp, 200 gp, 300 gp
4000 gp, 1000 gp, 2000 gp, 75 gp, 720 gp, 10 gp, 10 gp, 15 gp, 1.6 gp, 32 gp, 20 gp, 40 gp, 40 gp, 70 gp, 40 gp, 40 gp, 1 gp
23,218.7 of 23,500 gp>>
<<+487 gp if he could use craft (alchemy) and craft (bowyer) to halve the cost of some of his gear.>>

Laek (pronounced Lie Ek) Ayoti was nearly died in a blizzard as a child, and has developed a powerful respect for the element of cold as a result. Recognizing that his elven stamina made him vulnerable to the forces of nature in the first place, he bent his arcane studies to ensure that he would never feel cold again, and he dresses in loose monk's clothing, even in the coldest of surroundings, to demonstrate his mastery of the elements that once laid him low.

Like most elves, he's still not exactly a rugged individual, despite his wiry strength, and he tends to overcompensate when it comes to boiling water before drinking it, eating only food that he has verified is free of contaminants, and regularly ingesting various alchemical curatives to stave off this illness or that contagion (at least half of which are likely made up on the spot).

Laek loves to practice his archery, and uses flame arrow (often modified to ‘frost arrow,' through the use of his Iceflame runic training) and gravity bow to greatly increase his damage potential, even though he is truly not the world's best bowman, due to his focus on his arcane arts over more martial training. Still, he is an enthusiast in the bow, and is a fairly skilled craftsman, who uses only the most specialized bow and arrows (cold iron, blanched to also function as silver).

Since learning the serac spell, he has hardly walked under his own power, preferring to glide over the ground on his moving sheet of ice, and even sometimes sitting down upon it for extended journeys, only getting up if he needs to peer a distance or expects trouble, creating a somewhat comical sight as he sits cross-legged jotting notes in his journal, while moving along at a brisk pace.

While he is overly fond of his hand-crafted bow (which he'll proudly tell anyone who listens that he crafted himself), his most useful possession has to be his handy haversack, which contains most of his worldly possessions, including five one-gallon hand-casks of ale, as well as enough wayfarer bread to ensure that he needed drink or eat anything that he's not sure is safe for his delicate metabolism. Unlike most elves, he has a taste for dwarven ale (although any dwarf who samples his selection will find that it is mostly watered-down halfling fare, as he is a bit of a lightweight), and he loathes the taste of more delicate elven wines.

by Set

Scarab Sages

Elo Shon:
Elo Shon
Human Vanguard 7
CG Medium Humanoid
Init +3; Senses Perception +6
AC 23, touch 17, flat-footed 20 (+5 +1 mithral shirt, +4 +1 tough* darkwood shield w/shield focus, +3 Dex, +1 natural)
hp 56 (7d8+14 +7 (favored class bonus))
Fort +9, Ref +7, Will +7
Speed 30 ft.
Melee +1 keen rapier +10 (1d6+1/15-20)
Ranged mw comp (+1 Str) longbow +9 (1d8+1/x3)
Special Attacks channel spell (touch of fatigue, chill touch, shocking grasp, touch of gracelessness, touch of idiocy, vampiric touch)
Vanguard Spells Known (CL 7th; concentration +11)
3rd (2/day) – haste, vampiric touch
2nd (4/day)– bull's strength, mirror image, resist energy, touch of idiocy
1st (5/day) – chill touch (Fort DC 15 or Will DC 15), shield, shocking grasp, touch of gracelessness (APG p 249-250, Fort DC 15)
0 (at will) – detect magic, daze (Will DC 14), mage hand, touch of fatigue (Fort DC 14), read magic
Before Combat Elo likes to start combat with a dazzling display of weapon prowess with his rapier, attempting to demoralize as many foes as he can (DC 10 + HD of foe + Wis mod of foe), while using swift spell to throw up either mirror image or shield, when he feels that the combat would warrant extra defensive ability (he'll only throw up one before combat). If the target seems more likely to be breathing fire or using some other elemental effect, he'll instead use swift spell to prepare with resist energy against the appropriate energy type.
During Combat In what appears to be a significant combat, Elo will throw up either mirror image or shield (whichever he didn't cast before the combat started), using swift spell, during the first round of combat, and then begin attempting to land a blow with a channeled shocking grasp or vampiric touch, depending on the strength of the enemy. Against many weaker foes, or a foe that he expects to take some time to fell, he channels chill touch, attempting to reduce its strength, and counting on critical hits to try and increase the damage output of his channeled spells. Against a spellcaster, he draws upon channeled touch of idiocy, and uses a channeled touch of gracelessness to attempt to reduce the difficulty of hitting a target that is proving difficult for himself and his allies to hit. On any round where he is not casting a swift spell, he will take advantage of Arcane Strike to add another +1 to his damage. Thanks to the Missile Shield feat, he can avoid a single missile attack per round, as if he had Deflect Arrows, so long as he is aware of the attack, not flat-footed and has his shield equipped.
Str 13, Dex 16, Con 14, Int 10, Wis 10, Cha 18
<<(3 + 5 + 5 + 0 + 0 + 7 = 20; +2 racial bonus to Cha, +1 Cha at 4th, +2 Dex from belt)>>
Base Atk +5; CMB +7, CMD 18 (21 vs. attempts to disarm or sunder bonded weapon)
Feats Weapon Focus (rapier, B), Arcane Strike (B), Weapon Finesse, Combat Casting (B), Shield Focus (APG), Dazzling Display (B), Missile Shield (APG), Extra Swift Spell
Skills Climb +8, Fly +1, Handle Animal +4, Intimidate +14, Knowledge (arcana) +6, Perception +6, Ride +7, Spellcraft +10, Stealth +7, Survival +6, Swim +8
<<4 + 0 (int) +1 (human) x7 = 35 Appraise 0 (+0), Climb 3 (+8), Craft 0 (-), Fly 0 (+1), Handle Animal 0 (+4), Intimidate 7 (+14), Knowledge (arcana) 3 (+6), Knowledge (dungeoneering) 0 (-), Knowledge (engineering) 0 (-), Knowledge (nature) 0 (-), Linguistics 0 (-), Perception 3 (+6), Profession 0 (-), Ride 3 (+7), Spellcraft 7 (+10), Stealth 3 (+7), Survival 3 (+6), Swim 3 (+8)>>
Languages Common
SQ arcane bond (rapier), iron grip (+3 CMD vs. attempts to disarm or sunder bonded weapon), weapon channel (touch spells), vanguard's spell penetration (+1), swift spell 3/day, favored class bonus (+7 hit points)
Combat Gear +1 keen rapier, +1 mithral shirt, +1 tough* darkwood shield, mw composite (+1 Str) longbow, 20 cold iron arrows (weapon blanched to function as silver as well), +2 cloak of resistance, potions of cure light wounds x4, potion of lesser restoration, +2 belt of incredible dexterity, +1 amulet of natural armor, weapon cord (APG), cold iron dagger, silver dagger; Other Gear ioun torch, masterwork backpack (APG), waterskin, belt pouch, traveler's outfit, 5 days rations, weapon blanche (1, silver, APG), weapon blanche (1, cold iron, APG), 385 gp, 3 sp and 9 cp
*tough armor property from Loot4Less (+1 hardness, +10 hit points)

<<8315 gp, 2100 gp, 1507 gp, 500 gp, 12 gp, 4000 gp, 200 gp, 300 gp, 4000 gp, 2000 gp, 1 sp, 4 gp, 22 gp, 75 gp, 50 gp, 1 gp, 1 gp, 2.5 gp, 5 gp, 20 gp >>
<<2 lbs, 15 lbs, 5 lbs, 3 lbs, 3 lbs, 1 lb, 1 lb, 1 lb, 1lb, 4 lbs, 4 lb, ½ lb, 5 lbs, 5 lbs, ½ lb, ½ lb>>

Spent: 23,114.6 out of 23,500 gp
Encumbrance: 51.5 lbs out of 58 lbs (lt load 58, med load 59-116, hvy load 117-175)

Elo was raised in the big city, fourth son of a minor something or other, and heir to nothing so much as the keys to the wine cellar. He left home, where his parents were arguing about which hideous creature would be the most politically advantageous to marry him off to, and took up a scandalous career of ‘adventuring.'

In the world without servants and soirees, he has learned every lesson about the ‘great outdoors' the hard way, learning to climb, to swim, to hunt game for his own dinner, and how to get out of the weather, and so forth, only after a near disaster forced him to buckle down and accept that the great wide world does not have hot meals or warm beds or a wine selection or interesting bath conversation.

He's become almost competent in the ‘out of doors,' so much so that some of his more socially adept fellows, who have avoided this ‘adventuring' lark he's taken a shine to, whisper that he's lost touch with what's really important. He doesn't know whose currently in favor at court, he doesn't know the punchline to the latest scandalous gossip and he's utterly clueless about who was seen talking to who at the opera. Hopeless, really, but he has good stories of the adventuring life, and so his childhoods friends put up with his infrequent returns to the capital, rolling up the good carpets (since he's bound to track something on them) and keeping the more delicate flowers from his uncouth company.

Still, he's no fool, and he recognizes when his stories have run long and his former friends are glancing at the door, and he moves on again, to the next grand adventure. He recognizes now that he's spent the last ten years of his life thinking himself ‘just visiting' the world of the adventurer, like a nobleman's holiday touring some backwards land on the frontier, and in the process lost any true connection with the home he's left behind. He's stuck betwixt and between, having burnt enough bridges with his airs and pretensions that many reputable adventuring companies want nothing to do with the spoiled ‘tourist,' and his family and former peers certainly have no home for him among their genteel company. For the first time in his life, the blush has gone off the rose, as he realizes that, in gallivanting about, he's become an eternal traveller, welcome to visit in any port, but to stay in none...

This character works just as well as Eli Shon, a young lady who ran off to go adventuring rather than marry some hideous old merchant to advance her family's fortunes (or inbred slobbering fourthborn noble cretin, to advance their status).

I did everything in my power to make those very few spell slots per day worth using on the relatively small selection of available touch spells, by jacking his critical modifier. An elf, with a curveblade, having less of a threat range but a x3 crit multiplier, was also an option, but I didn't want to lose a feat being an elf. :)

by Set

Scarab Sages

Tarion Strongheart:
Tarion Strongheart
Halfling Cavalier 2/Vanguard 5
NG small Humanoid (halfling)
Init +2; Senses Perception +11
AC 22, touch 12, flat-footed 20 (+1 champion mithral breastplate, +1 heavy steel shield, +2 Dex)
HP 54 (2d10 + 5d8 + 14)
Fort +10, Ref +4 , Will +6 (+2 vs fear)

Speed 20 ft. (base) :: 15 (current – medium load) / 50 ft when mounted
Melee +1 bonded heavy pick +8 (1d4+2 / x4)
or adamantine dagger +7 (1d3+1 / 19-20 x2)
Ranged +1 halfling sling staff +9 (1d6 +2 / x3) rng 80 ft

Vanguard Spells Known
2nd – bull's strength, ghoul touch, touch of idiocy
1st – chill touch, expeditious retreat, shield, shocking grasp
Cantrips – acid splash, light, mending, message, spark*
*denotes a spell from the APG
Vanguard Spells Per Day
2nd - 3
1st - 5
Cantrips – at will

Before Combat
# Thanks to his share spells ability, if Tarion has time to prepare before combat, he likes to cast shield and expeditious retreat upon Fang.
# If he's expecting considerable trouble, Tarion casts bull's strength upon himself, drinks one of his potions of barkskin, and Fang drinks the other.

During Combat
# When facing casters of any sort, Tarion closes to melee range as quickly as he can and utilizes touch of idiocy with his weapon channel ability.
# Tarion loves to open with a Ride-by Attack, loop around, and then charge back in and position himself and Fang in such a way so as to get plenty of mileage out of his Tactician ability (Precise Strike) with the rest of the party.
# Tarion quickly helps allies who are in a bind and as such often provides the benefit from his Lucky Halfling feat at the first opportunity. Additionally, he's not shy about using his Lion's Call ability should an ally fall victim to a fear effect.
# Tarion can become very hard to hit when he utilizes his challenge ability thanks to an additional +2 AC from his armor's champion special ability – however he normally saves this trick for especially tough foes.
# If forced to retreat for any reason, Tarion breaks the elemental gem hoping the large earth elemental will buy him and his allies enough time to regroup.

Str 12 (+1)
Dex 14 (+2)
Con 14 (+2)
Int 13 (+1)
Wis 12 (+1)
Cha 16 (+3)
(Base Stats: 13 (3pts) / 12 (2pts) / 14 (5pts) / 13 (3pts) / 12 (2pts) / 14 (5pts) = 20 pt buy)
(-2 Str, +2 Dex, +2 Cha from race, +1 Str @ lvl 4)

Base Atk +5; CMB +5, CMD 17 (+1/2 vanguard lvl vs disarm/sunder w/ bonded weapon)

Feats Lucky Halfling (lvl1), Precise Strike (Cavalier1), Mounted Combat (lvl3), Arcane Strike (Vanguard1), Combat Casting (Vanguard2), Boon Companion (lvl5), Ride-by Attack (Vanguard4), Spirited Charge (lvl7)

Skill Points/level: cavalier 5 = 4 + 1 (int mod), vanguard 6 = 4 + 1 (int mod) + 1 (favored class)
Total: 40 (bold indicates class skill)

Acrobatics: +2
Appraise: +1
Bluff: +3
Climb: +5 (1 rank)
Craft: +1
Diplomacy: +11 (5 ranks)
Disable Device: +2
Disguise: +3
Escape Artist: +2
Fly: +2
Handle Animal: +13 (5 ranks) (+4 with Fang)
Heal: +1
Intimidate: +11 (5 ranks)
Knowledge (Arcana): +5 (1 rank)
Knowledge (Dungeoneering): +5 (1 rank)
Knowledge (Engineering): +5 (1 rank)
Knowledge (Geography): +1
Knowledge (History): +1
Knowledge (Local): +1
Knowledge (Nature): +5 (1 rank)
Knowledge (Nobility): +5 (1 rank)
Knowledge (Planes): +1
Knowledge (Religion): +1
Linguistics: +1
Perception: +11 (5 ranks)
Perform: +3
Profession: +1
Ride: +12 (5 ranks) (armor check penalty doesn't apply when riding Fang)
Sense Motive: +7 (3 ranks)
Slight of Hand: +2
Spellcraft: +10 (6 ranks)
Stealth: +6
Survival: +1
Swim: +1
Use Magic Device: +3

Armor Check Penalty: Armor = -1 / Armor + Shield = -3

Languages Common, Halfling, Elven
SQ fearless (+2 to saves vs fear), halfling luck (+1 to all saves), keen senses (+2 to perception checks), outrider* (+2 to handle animal and ride checks), weapon familiarity, arcane bond
*alternate racial trait from APG

Inventory +1 champion mithral breastplate, +1 heavy pick (bonded weapon), +1 halfling sling staff, sling bullets (20), +1 heavy steel shield, adamantine dagger, ring of feather falling, elemental gem (earth), ioun torch, common backpack, traveler's outfit (clothing) (x2), trail rations (x10), bullseye lantern, belt pouch (x2), silk rope (50 ft), signal horn, smokestick (x3), barkskin potion (x2), exotic riding saddle, +1 chain shirt barding, 77 gp

costs in gp: 8200 + 2000 (weapon and masterwork costs free thanks to arcane bond) + 2320 + 2 + 1170 + 3002 + 2200 + 2250 + 75 + 2 + 2 + 5 + 12 + 2 + 10 + 1 + 60 + 600 + 10 + 1500

Initiative +3
Senses low-light vision, scent; Perception +4
AC 24, touch 13, flat-footed 21 (+1 chain shirt barding,+3 Dex, +6 natural)
HP 36 (6d8+12)
Speed 50 ft (80 w/ expeditious retreat)
Melee bite +7 (1d8+2 plus trip)
Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +6; CMD 23 (27 vs trip)
Fort +7; [b]Ref +7 (evasion); Will +5 (+4 vs enchantment)
Feats Armor Proficiency (light) (bonus – Cavalier1), Iron Will, Weapon Focus (bite), Improved Natural Attack (bite)
Tricks Combat Training [attack, come, defend, down, guard, heel] (free – Cavalier1), seek, stay, track
Skills Perception +4, Survival +4 (+8 scent tracking); Racial Modifiers +4 survival when tracking by scent
Special Link, share spells, evasion, devotion

Astride Fang, Tarion is an awesome skimisher. I tried to build him in such a way that he could either be a speedy blur, zipping past and pummeling the bad guys, or a stalwart figure in the thick of combat his allies could rally around.

He has several abilities that benefit the whole party, and he's got a nasty trick for being a mage/cleric killer should the group run afoul of any casters. Should any flying foes present themselves, he can show off his abilities with a sling staff as well.

by Dal Selpher

Scarab Sages

Liada the Corpse Yard Whore:
When Liada was born she did not cry out or fuss or even breathe, and the Midwives feared she was still born. Cradled in the arms of her weeping mother long minutes slowly passed by until even the mourning mother was forced to accept that her daughter held no breath of life. Then ever so slightly and ever so quietly she began to breath. As Liada grew older she held a curious interest in her father's profession as a Cleric to the God of Death and Last Rites. The town's folk and the girl's parents saw nothing untoward in this interest and all assumed that she would one day take her father's place in the temple. However, as Liada became a young woman her interest in the recent dead grew deeper and more passionate. She began spending long nights with the recently deceased and her parents even found her lying with corpses in a way that was much too familiar for their liking. After expressing their concern Liada kept her interests more private and started spending time in the Yard of Old Graves far out of town. Here the town's folk said the ground had become unhallowed and no longer buried their dead in its soil. Here, in the Yard of Old Graves, Liada found a corpse that responded to her touch. A corpse that would hold her and caress her and please her as she had done with so many others of the lifeless dead. That night the corpse gently whispered in her ear about a Goddess of Lust and Death, a Goddess who could lead her to other corpse yards and other living dead where she could fulfill all her desires. As time passed and Liada traveled far and her dalliances with the undead became well known, she came to be called the Corpse Yard Whore, a title Liada bears proudly.

Liada, the Corpse Yard Whore
Human death mage 7 (Genius Guide to the Death Mage)
N Medium humanoid (unbreathing) (Genius Guide to the Death Mage)
Init +1; Senses Perception +6
AC 20 touch 11 (13 vs Incorporeal) flat-footed 19
HD 39 (7d8+7) *(1 full d8 for first level + 1/2 d8 each additional level + 1hp for favored class/level)
Fort +5 Ref +4 Will +9
Defensive Abilities: Anchored Soul (Genius Guide to Feats of Divine Might pg. 4), Cold Resistance +7
Speed 30 feet
Melee mwk spiked gauntlet +6 (1d4)
Ranged mwk light crossbow +7 (1d8 19-20)
Special Attacks Dirge of Command
Death Mage Spells Prepared
4th – Dance Macabre IV, Inflict Light Wounds, Mass
3rd – Animate Dead, Dance Macabre III, Speak with Dead
2nd – Command Undead, Dance Macabre II, False Life, Inflict Moderate Wounds
1st – Dance Macabre I, Deathly Pall, Deathwatch, Grave Shield, Inflict Light Wounds, Spectral Eye
0 (at will) – Bleed, Detect Magic, Guidance, Virtue
Str 10 Dex 12 Con 17 Int 10 Wis 14 Cha 20 *(20 point buy +2 for human +1 at 4th level)
Base Atk +5 CMB +5 CMD 16
Feats Anchored Soul, Spell Focus (Conjuration), Spell Focus (Necromancy), Augment Summoning, Iron Will *(4 for being 7th level, +1 for human)
Skills Bluff +5, Craft (fetish) +4, Diplomacy +7, Intimidate +4, Knowledge Arcana +5, Knowledge Dungeoneering +4, Knowledge Geography +5, Knowledge History +4, Knowledge Local +4, Knowledge Planes +4, Linguistics +4, Perception +4, Spellcraft +10, Stealth +4, Use Magic Device +8 (Skill Points 35: 4/level for class + 1/level for human)
Languages Common, Elven, Dwarven, Undercommon, Voice of the Dead
SQ Pale Road (Corpse Mage), Voice of the Dead, Death Bond (Fetish), Secrets of the Dead
Gear (23,500gp, No single piece over 11,750gp, No three more than 6,000gp apiece)
Fetish (Powers: Death Focus, Healing Spirits, Instrument of Death, Warding Spirits / Attunements: Animal, Humanoid Dwarf, Humanoid Elf, Humanoid Giant, Humanoid Goblinoid, Humanoid Halfling, Humanoid Human, Monstrous Humanoid, Undead)
Masterwork Spiked Gauntlet / Fetish 305gp, Mistmail 2,250gp (Advanced Players Guide pg. 285), Cowardly Crouching Cloak 1,800gp (Advanced Players Guide pg. 303), Bracers of Armor +2 4,000gp, Amulet of Natural Armor +2 4,000gp, Ring of Sustenance 2,500gp, Robe of Bones 2,400gp, Gravewalkers 2,000gp (Loot for Less Fantastic Footwear pg. 5), Rod of Rings 2,500gp (Loot for Less Hot Rods pg. 4) *On Rod of Rings, *Ring of Aptitude +2 (Diplomacy), 400gp (Loot for Less Pretty Pretty Rings pg. 3), *Ring of Avoidance +1 350gp (Loot for Less Pretty Pretty Rings pg. 3), *Tinder Ring 36gp (Loot for Less Pretty Pretty Rings pg. 9), Masterwork Crossbow, Light 335gp, Bolts (10) 1gp, Elixir of Hiding, 250gp Unguent of Timelessness (2) 300gp, Spell Component Pouch 5gp, Entertainer's Outfit (3) 9gp, Backpack 2gp, Silk Rope 10gp, Mirror, Small Steel 10gp, Spade 2gp, Manacles 15gp, 20gp
Liada will be the first to tell you that she is more of a lover than a fighter and prefers to let undead or summoned unbreathing do her fighting for her. Although Liada spends most of her time with undead she is not of an evil alignment. Liada's interest in the dead and undead is mostly necrophalic so while her morals are loose she rarely acts with specifically evil intentions. Her spiked gauntlet also serves as her fetish and she has affixed various pieces of former favored lovers to the gauntlet. Because of this Liada is very protective of her fetish and is quick to react negatively if she feels that it is threatened. Liada hopes to one day become an undead and is currently considering lichdom. She is fond of taking pleasure travels to locations she can both pursue her necrophalic interests and her studies into lichdom. Liada is also a little vain and most of her gear is intended to enhance her personal protection or pleasure.

by Brinebeast

Scarab Sages

Female elf Time Thief 7
Alignment CN Size Medium
Init +4; Perception +12
===== Defense =====
AC 20, touch 16, flat-footed 16; (Mithril Shirt (2,100gp) +4, Dex +4, deflection +1, dodge +1)
hp 56 (7d8)
Fort +3, Ref +10, Will +6; +2 vs. enchantment
Special Defenses Time Thief abilities – see below
===== Offense =====
Spd 30 ft.
Melee Adamantine Kukri of Wounding (11,008gp) +9 (+11 if used alone) (1d4+1/18-20/x2) and (main hand)+1 Longsword (2,015gp) +8 (+10 if use alone) (1d8+1/19-20/x2)
Ranged +1 Shortbow (2030gp) +10 (1d6+1/19-20/x2)
Special Attacks Time Thief abilities – see below
===== Statistics =====
Str 11, Dex 18, Con 10, Int 18, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 19
Feats Weapon finesse, Two-weapon fighting, Dodge, Mobility.
Skills Acrobatics +14, Climb +10, Craft(Alchemy) +14, Disable Device +17, Escape Artist +14, Knowledge (planes) +14, Perception +12(+15 Find Traps), Sense Motive +10, Sleight of Hand +14, Stealth +14.
Gear Cloak of Resistance +1 (1,000gp), Ring of Protection +1 (2,000gp), Bag of Holding I (2,500gp), Quiver w/ 20 arrows (1gp), 50' silk rope (10gp), Alchemical supplies (Tanglefoot bags(4) (200gp), Antitoxin(4) (200gp) , Alchemist's fire(10) (200gp) , Thunderstone (4) (120gp)), Thief's tools (30gp), 86 gp. ((Total value of all items: 23,500gp))
===== Special Abilities =====
Mote of Time (10) Gain +1 bonus to Attack Roll, Skill Check, Ability Check, Saving Throw, Damage Roll or +1 AC(dodge) for one round; Reduce duration of negative condition 1d6 rds.
Temporal Talents Evasion (per rogue), Uncanny Dodge (per rogue), Trap Finding (1/2 class level + Perception to Find traps and add 1/2 class level to Disable Device checks)
Aevum Bolt Time (7 rd.) – One extra attack at max BAB during full attack, +1 Attack rolls, +1 AC (dodge), +1 Reflex saves, Movement +30' (up to double speed), Automatically dodge first ranged attack (must be aware of it).
Description: Giselle is lithe and of medium height. Her coloring is dusky and nondescript, making it easy for her to blend in the shadows. She has thin dull brown hair which she usually keeps tied into a knot with a leather strap to keep it out of her way. She usually wears her cloak hood over her head and speaks when she has to in soft tones. Giselle has had a traumatic past and never tells it to anyone. A person with a skill in Linguistics might note a slight accent common to the fear-shrouded state of Nidal. She appears nervous around spellcasters, particularly priests or druids. She is always trying to stay one step ahead of time but knows in her heart that eventually it will catch up with her. This gives her a fatalistic view of the world and everyone in it.
by Dark Sasha

Scarab Sages

Talia en'Vesh:
Talia en'Vesh
Female half-elf archon 3/inquisitor of Anshival 4
N Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +14


AC 20, touch 11, flat-footed 19
(armor +6, Dex +1, shield +3)
hp 60 (3d10+9 plus 4d8+12)
Fort +8, Ref +4, Will +10 (+12 vs enchantments)
Immune sleep


Spd 30 ft.
Melee +2 light mace +13/+8 (1d6+6, 20/x2)
Ranged mw light crossbow +7 (1d8, 19-20/x2)
Special Attacks cunning initiative, hand of the acolyte 5/day, judgment 2/day, rivenspell (shield), solo tactics
Spell-Like Abilities (CL 4th):
At will – detect chaos/evil/good/law
Inquisitor Spells Known (CL 4th, touch +10, ranged touch +7, concentration +8):
2nd (2/day) – flames of the faithful*, weapon of awe*
1st (4/day) – comprehend languages, divine favor, shield of faith, wrath*
0 – bleed (DC 12), brand* (DC 12), daze (DC 12), guidance, sift*, stabilize
Archon Spells Prepared (CL 3rd, touch +10, ranged touch +7, concentration +7):
2nd – glitterdust (x2)
1st – enlarge person, magic missile
0 – arcane mark, detect magic, read magic
Domain Magic


During Combat If the opportunity presents itself, Talia prefers to ready herself for combat with wrath, weapon of awe and/or enlarge person, relying on her rivenspell ability to sacrifice glitterdust for a bonus to her Armor Class rather than wait for shield of faith. Only truly dangerous foes, or those who hunt witches or priests, are worthy of her flames of the faithful spell. Her magic missile and hand of the acolyte abilities are her preferred ranged weapons; she falls back to her crossbow only when she has no other choice.


Str 16 (18), Dex 12, Con 14, Int 14, Wis 14, Cha 10
Base Atk +6; CMB +10; CMD 21
Feats Additional Traits*, Arcane Strike, Power Attack, Shielded Caster*, Skill Focus (Spellcraft), Weapon Focus (light mace)
Skills Knowledge (arcana) +12 (+14 identifying monsters), Knowledge (dungeoneering) +9 (+11 identifying monsters), Knowledge (history) +6, Knowledge (planes) +9 (+11 identifying monsters), Knowledge (religion) +9 (+11 identifying monsters), Linguistics +5, Perception +14, Spellcraft +15, Survival +9 (+11 tracking); armor check penalty -1.
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Sylvan
SQ keen senses, track +2
Traits Elven Reflexes*, Focused Mind*
Combat Gear scroll of cure light wounds (x2), scroll of cure moderate wounds, scroll of see invisibility; Other Gear +2 light mace, +2 chain shirt, +2 buckler, masterwork light crossbow and 20 bolts, belt of giant's strength +2, cloak of resistance +1, handy haversack, backpack, bedroll, silver holy symbol of Anshival, spell component pouch, hemp rope (50 ft.), flint and steel, rations (10), waterskin, 60 gp
Spellbook 0 – arcane mark, detect magic, read magic; 1st – enlarge person, magic missile; 2nd – glitterdust
*indicates a rules element from the Advanced Player's Guide

Anshival is the neutral god of magic, secrets, knowledge and power. Of the five gods of the Pentatheon, he is the only god whose benevolent and wrathful aspects entail no alignment shift. Anshival teaches his followers to seek knowledge for the power it brings, and cares nothing for how that power is used – he supports the generous cleric and the power-mad lich equally. It is said that he crafted the first rod of lordly might, and it remains his preferred weapon.

Anshival turns his benevolent aspect on those who seek out hidden and lost lore, who use mystic strength to achieve worldly ends, and who trust in knowledge to aid their foes and destroy their enemies. He shows his wrath to those who conceal lore and attempt to repress the users of the arcane or divine arts. His holy symbol is a mace-like rod – his rod of lordly might – superimposed on a mystic rune, and his favored weapon is the light mace. His domains are Artifice, Glory, Knowledge, Magic, and Rune. Although he is the creator of the gnomes, many elves and half-elves are among his followers, as well as magic-users of every stripe.

(Anshival and the Pentatheon are from my homebrew world, just in case anyone was wondering.)

by Shisumo

Scarab Sages

Rus Ironhoof, Ash Speaker:
Rus Ironhoof
Death Mage (Reaper Mage) 7
N Medium humanoid (Asterion)
Init +1; Senses Low-light vision; Perception +1


AC 19, touch 12, flat-footed 18, Warding Spirits (+3 vs. Fetish Attuned)
(+6 armor, +1 dex, +1 deflection, +1 natural)
hp 74 (7d8+42), Deny Death
Fort +5, Ref +3, Will +6


Spd 40 ft.
Melee falchion +11 (2d4+8/18-20 *2)
Charge (with all attack options) falchion +14 (7d4+4d6+14/18-20 *2)
Charge (with all attack options) v. Undead falchion +16 (7d4+8d6+14/18-20 *2)
Attack Options Power Attack, Devastating Charge, Vicious, Deadly Blow, Vigorous Charge, Reap
Special Abilities Healing Spirits (4/day, 40 ft range, 2d6 healing)
Death Mage Spells Prepared(CL 7th, touch +10, ranged touch +6, concentration +10):
4th level: False Vigor
3rd level: Vampiric Touch *2, Speak with Dead
2nd level: Death Knell *2, False Life, Ghoul Touch
1st level: Deathly Pall, Deathwatch, Grave Shield, Ray of Enfeeblement, Remove Fear
Cantrips: Bleed, Detect Poison, Disrupt Undead, Stabilize


Rus's primary tactic should be very apparent - a powerful opening charge is his favorite way to start any fight. He uses his spells primarily for self-buffing, False Vigor, Vampiric Touch, Death Knell, False Life and Grave Shield all doing their part to make up for his relatively low AC and hit points for a front-line melee character. Ghoul Touch can be useful against a foe that his typical attacks are ineffective on, and Ray of Enfeeblement is important in those rare occasions where he cannot close to melee easily. He prefers to save his Reap for use against undead foes, but then, he also prefers to fight undead in general. The charges above include the numbers for Power Attack, Devastating Charge, Vicious, Deadly Blow, Vigorous Charge and Reap already factored in.


Str 19 (21), Dex 12, Con 16, Int 8, Wis 12, Cha 16
Base Atk +5; CMB +10; CMD 21
Feats Vicious (Races of Hoof and Horn), Toughness, Power Attack, Devastating Charge (Feats of Battle), Endurance
Skills Climb 0 (+9), Intimidate 7 (+13), Knowledge (Nature) 7 (+6), Survival 7 (+10), ACP -1
Languages Common, Giant
SQ Pale Road (Reaper Mage), Deny Death, Reap 6/day (+3 to hit, +2d6 damage, +4d6 v Undead), Death Bond (Fetish), Fetish (Deadly Blow, Healing Spirits 4/day, Instrument of Death, Warding Spirits) Voice of the Dead, Secrets of the Dead
Equipment +1 Undead Bane Falchion (Fetish), +2 Chain Shirt, Belt of Giant Strength +2, Amulet of Natural Armor +1, Ring of Deflection +1, Ring of Climbing, 3 Potions of Cure Light Wounds, 225 in general gear and coins

Rus comes from a mixed mountain tribe consisting primarily of asterion, humans and orcs. Life on the frontier is already difficult enough, but the particular range his clan inhabits has been plagued by necromancers and their ilk for centuries now. No one is sure if it is because of a preponderance of ancient tombs in the area, the lack of a powerful army nearby to drive them off, or some sort of confluence of ley lines, but every group in the area has been cremating its dead as long as even the oldest elders can remember. Despite this, the necromancers always seem to find material somewhere. Thus, the tradition of the Ash Speaker was born. In every generation, a member of the tribe is touched by the spirits of the dead. This is usually apparent early in the child's life through some dream, vision, or hearing of voices. Regardless of the child's race, they are taken from their parents and live with the current Ash Speaker, learning from them proper respect for the dead and hatred for all those who would defile corpses. An Ash Speaker in combat with undead is an odd mix of hot fury and respect, almost reverence. They despise the unholy creature in front of them, but feel a deep duty to ensure that its soul is dispatched properly, and every follower of the path is trained in the proper rituals for releasing the soul of such a tormented creature after defeating it. While their fellows may spend time after a battle cleaning their blades and armor in disgust, the Ash Speaker immediately begins praying and preparing the cremation of those it has slain. From the lowliest skeleton or zombie up to vampire lords, Ash Speakers never despise the undead they are fighting, but rather whatever force created such an abomination (liches, as a voluntary transformation to undeath, are of course an exception.)

Mechanically speaking, every Ash Speaker is a Death Mage following the Pale Road of the Reaper Mage. All Ash Speakers prefer a Fetish to an Unbreathing Companion, though not all Ash Speakers necessarily take a weapon as their fetish. A few Ash Speakers have been known to take the Repose domain, but it is less common than a Fetish by far.

Rus's life has been fairly typical, as far as an Ash Speaker's life can be considered such. He experienced an extremely vivid dream at the age of 5 involving defending his tribe against a horde of ghouls, and was from then on raised by the tribe's current Ash Speaker, an orc named Ghlok. Ghlok was later slain by spectres serving a lich, and Rus is still seeking them for vengeance. However, his duty to his tribe is typically too great for him to go off adventuring. That said, Rus could easily become an ally of any adventurers traveling in his lands, as a guide or as a comrade in battle, so long as the adventurers showed proper respect for the dead, his tribe and his tribe's ways. The falchion he wields was his master's, and Rus was trained in the blade by Ghlok before his death.

In terms of decisions, I knew as soon as I first downloaded the Death Mage I wanted to make a Reaper Mage with Instrument of Death that was an absolute brawler against undead. When this contest came up, I looked at the Asterion and thought, hey, it'd be fun to use an SGG race too, and the mechanics line up nicely. From there Devastating Charge was a natural choice to match up with the racial Vigorous Charge, and the idea of a charge-focused character was born. I chose the falchion over the scythe partially because the scythe seemed too obvious, and partially because of the mixed nature of Rus's tribe and the association between falchions and orcs. If I were actually playing Rus, I probably would have balanced his stats more with a slightly higher dex, but for flavor pumping strength felt right - this character is more concerned with hurting his foe so badly it cannot hit him back than he is with surviving a counterattack. Gear was fairly easy, starting with the falchion and then making some decisions to make up for the low AC. The Ring of Climbing was to reflect the need for climbing prowess in his mountainous home, despite his lack of training. Rus is more like a tribal shaman than a trained priest, and thus Knowledge (Nature) seemed fitting over Knowledge (Religion). Were this character to be advanced further, I could easily see him multiclassing into Ranger for Favored Enemy (Undead), the greater selection of skills, and maybe even Favored Terrain (Mountains). Weapon Focus (Falchion) would have been included had I had one more feat to spare, though Great Fortitude or Iron Will could also be nice.

I imagine Rus's fetish would be attuned to Undead, Humanoid (Asterion), Humanoid (Human), and Humanoid (Orc), but as there seemed to be no particular guideline for how many attunements a given character should have, I left that off the official stats.

By Tim4488

Scarab Sages

Gavrin Strongstone, War Master:
Gavrin Strongstone
War Master 7
LN Medium humanoid (dwarf)
Init +5; Senses Darkvision 60 ft.; Perception +11
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex); +4 dodge against giants
hp 61 (7d10+14 plus 4)
Fort 4, Ref 6, Will +6; +2 against poison, spells, and spell-like abilities
Defensive Abilities Stability, DR 2/-
Speed 30 ft.
Melee +1 greataxe +10/+5 (1d12+4/x3) or dagger +9/+4 (1d4+2/19-20)
Ranged +1 composite longbow +2 +9/+4 (1d8+3/x3) or dagger (+8/+3/19-20)
Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 14
Base Atk +7; CMB +9; CMD 20
Feats Cleave, Improved Initiative, Power Attach, Quick Draw, Armor Proficiency (Light, Medium, Heavy), Martial Weapon Proficiency (All), Shield Proficiency, Simple Weapon Proficiency (All)
Skills Appraise +8, Bluff +9, Knowledge (nobility) +12, Linguistics +9, Perception +11, Sense Motive +7, Stealth +0, Survival +11, Swim +0
Languages Common, Dwarven, Giant, Gnome, Goblin, Orc, Terran
SQ Battle Tactics (18 rounds/day) Genius Guide to the War Master, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity (dwarven weapons) all from Core Rules
Battle Tactics Consule
Equipment +1 greataxe, +1 composite longbow +2, adamantine breastplate, arrows (20), boots of striding and springing, 4 daggers, explorer's outfit, handy haversack, potions of cure moderate wounds (2), silk rope, coins (about 63 gp)
Special Abilities
Battle Tactics (Ex) Assail, Battle Tactics: Move Action, Consul, Countering Tactics, Covering Maneuvers +2, Deployment, Goad, Guarded Tactics, Hold!, Individual Tactics (2/feat), Mark of Quality, Realm of Expertise (Intelligence), Shout of Warning all from Genius Guide to the War Master
As a war master, Gavrin lives his life to smite his enemies and to defend his allies. In battle, he tries to use Countering Tactics as frequently as possible, although Covering Maneuvers, combined with Deployment, make for quick work of most enemies. He prefers closing to melee, relying upon his AC and DR from his breastplate for defense and his greataxe for offense, but does not hesitate to Quick Draw his bow when he cannot close.

Gavrin is fiercely loyal to his teammates, his dwarven homelands, and to his country, but is largely indifferent to politics. He fights evil because of the threats it poses to those he holds dear, rather than because he is trying to improve the world. He acts cautiously but decisively.

He sees his role in a party as a decision maker and stalwart defender, but will follow others if their reasoning is sound. He feels that his training and experience make him a natural leader, and he does not hesitate to use his Consul abilities to sway others to his way of thinking. His aspiration is to lead a warband on a just cause, such as the establishment of a new mine or a new country.

War Master Specifics: For those who do not have access to the Genius Guide to the War Master, Knowledge (Nobility) is a strong skill for war masters. Consul uses this skill to replace of Diplomacy, while Countering Tactics uses it to deny enemies certain bonuses. Most of the rest of the tactics Gavrin uses are team-oriented. They're not teamwork feats, such as found in the Advanced Player's Guide, but they act on the team, giving bonuses or buffs to allies based upon the war master's abilities, skills, or chosen feats.

by bstern

Scarab Sages

And that's it! The voting is now open!

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Teris Dantiren

I'm hoping that it's okay for an author to cast a vote for their own character. ;)

And I'd also encourage people to vote for the aforementioned character of mine - who wouldn't want to play a character that can naturally fly, in addition to being able to cast spells, shoot lightning, and more?

Vote for the character who soars above the rest! Vote Teris Dantiren!

Liberty's Edge

Wow, I really like them all - great job everyone!!

I'm torn between a few, but I think I'm going to vote for:

Elo Shon - Human Vanguard 7

by Set

Scarab Sages

Alzrius wrote:

Teris Dantiren

I'm hoping that it's okay for an author to cast a vote for their own character. ;)


Marc Radle wrote:

Wow, I really like them all - great job everyone!!

I'm torn between a few, but I think I'm going to vote for:

Elo Shon - Human Vanguard 7

by Set

I saw what you did there. :P

Sovereign Court

I totally vote for Liada the Corpse Yard Whore.

I'll cast a vote for Liada.

Reasons :

1) Very well done back story.
2) Most people are afraid to touch the concept with a 10 ft pole, so giving a vote just for the submitter having the guts.


Since I do not want to vote for my own character, she seems like the best choice. I have to say I am not sure I'd want to play her, but I would enjoy being in the group where she was played. Great backstory and a great example of how SGG stuff can inspire us to create new and fun characters.

Dark Archive

I'm not ready to vote yet, having not yet read all of the entries more than casually, but having been invited to 'talk smack about halflings,' I simply must do so.

Halflings suxxor!

Set wrote:

I'm not ready to vote yet, having not yet read all of the entries more than casually, but having been invited to 'talk smack about halflings,' I simply must do so.

Halflings suxxor!

I beg to differ. If only because halfling opportunist has to be one of the most fun things I have ever seen in a roleplaying game.

Oh and no matter what the actual end result is of this, this will be the most interesting pregen party ever assembled.

Glad you are feeling better Owen!
And since we can vote for our own character, one vote for:

Giselle Time Thief 7

The party might need a person with thief skills. Don't blame me if you end up with traps and no trap specialist in the party!

I understand why people wish to vote for the gross factor offered. I wish to submit that gross doesn't help defeat enemies by sneaking up to flank or help out companions by locating and removing traps and opening locked doors. Giselle is able to do all of that as well as alter the very essense of time to suit her needs.

Lantern Lodge

Laek Ayoti totally has my vote, I love ice magic. :)

My vote is for
Elo Shon


I'll be honest, it's just too creepy not to vote for the character.

Gavrin Strongstone

My vote is totally for Gavrin. My bias notwithstanding, I think that he would be a lot of fun to play.

As a pregen, he can be picked up and played as a strong front-line fighter, hitting hard while denying bonuses to the enemy, or he can boost his party, providing encounter-controlling bonuses from the mid-line or flank. Outside of combat, his Knowledge (nobility) [which can also be used in place of Diplomacy], his Perception, and his Linguistics can all be used to advance role-playing plot lines.

His backstory lets him fit into most campaigns without effort, giving him motivation to fight for his friends while still being flexible enough to fit the preferences of the player.

Vote Gavrin!

Thank you.

Gavrin Strongstone.

This was a hard choice; all of these were good. I admit that Liada's a fascinating character concept, and an excellent addition to the right game with a player who believes in her, but she doesn't seem like a good choice for a pre-gen. Her concept gives her a strong character and implied personality without any real motivation beyond "getting boned by dead dudes," which isn't a great motivator to travel around with a pack of live ones. When I'm handed a pre-gen character, I want the opposite: a character with a clear motivation to participate in the party and a personality concept sketched in enough to act as a guide and/or a challenge for me to flesh it out.

In short: I'm sorely tempted to steal Liada as an NPC, but for a PC to play without a say in its generation, give me the butt-kicking dwarf.

Wow..tough choices..I love them all, and my well be stealing them. If I am forced to pick one..
Liada the Corpse Yard Whore
Its a wonderfully dark character, that would be a blast to play up in a con setting...plus I love the death mage concept

Gavrin Strongstone

He seems like the player that I could really develop the most and hit things really hard. :-) I have to agree with davei, Liada seems like a great NPC, not PC.

Liada gets my vote.

Gavrin gets my vote.

I just can't vote for Liada, because Twilight ruined the whole 'sleeping with dead guys' thing for me. Before that, it was fine, but now it's all, 'ew, you got glitter on me'.

For those of you who don't have a copy of the appropriate Genius Guide, here is an overview of Gavrin's "Battle Tactics" class attributes and special abilities (which I have spoilered because there are a lot of them). All of the tactics require visibility and line of effect, and because he is 7th level, they are move actions. The special abilities are continuous.

Battle Tactics:
Assail (Ex): A specific foe facing three or more allies is considered flanked for the first attack by each ally.

Consul (Ex): Use Knowledge (nobility) in place of Diplomacy.

Countering Tactics (Ex): Use Knowledge (nobility) to attempt to deny foes morale and luck bonuses, battle tactics, and inflict a -4 penalty to their attacks of opportunity.

Covering Maneuvers (Ex): Allies who can hear Gavrin and are adjacent to any ally get a +2 morale bonus to AC, CMD, and Reflex saves.

Deployment (Ex): Allies get +10 foot enhancement bonus to base movement speed when taking a double move or a run action.

Goad (Su): Attempt to deny a specific foe within 60 feet the ability to ready or delay actions.

Guarded Tactics (Ex): Allies who can hear Gavrin may use his CMD instead of their own.

Hold! (Ex): Allies may ready full-round actions rather than standard actions. This can be used in conjunction with another tactic.

Individual Tactics (Ex): A specific ally within 30 feet who can hear Gavrin and has the prerequisites may access up to two of his combat feats.

Shout of Warning (Ex): All allies who can hear Gavrin are no longer flat-footed, even if they are surprised.

Special Abilities:
Mark of Quality (Ex): Gavrin receives a +1 circumstance bonus from all masterwork equipment, weapons, and armor.

Realm of Expertise (Ex): Gavrin receives a +1 (untyped) bonus to all Intelligence-based skill and ability checks.

(Section 15: The Genius Guide to the War Master. Copyright 2010 Super Genius Games. Author: Owen K.C. Stephens.)

Scarab Sages

bstern wrote:
For those of you who don't have a copy of the appropriate Genius Guide, here is an overview of Gavrin's "Battle Tactics" class attributes and special abilities

Way to promote your character! Good thinking. :D

I'm going to have to go with Giselle. Love the time thief and she looks like she would be fun to play.

Liberty's Edge

Talia en'Vesh

There are way too many good entries for me to have a shot at winning, but I can't not vote for my own character! Good luck to everybody, and I hope the PaizoCon game rocks the house (as I'm sure it will)!

I'd like to vote for Giselle

Gavrin Strongstone

1d11 + 0 ⇒ (11) + 0 = 11

Yeah, using a really, erm, kinda-scientific-likeish-but-not-really method to vote. ;)

Owen K. C. Stephens wrote:
Way to promote your character! Good thinking. :D

Thank you! I realized that there's so much stuff in the Genius Guide that not disclosing it was obscuring why I thought Gavrin was so awesome.

BTW, it's nice to see that you're over your flu.

Here4daFreeSwag wrote:

Gavrin Strongstone


Yeah, using a really, erm, kinda-scientific-likeish-but-not-really method to vote. ;)

Hurray for the random number generator, and thank you for your vote!

I'll cast my humble vote for Liada. :)

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"

Liberty's Edge

Liada the Corpse Yard Whore

She's genuinely creepy.

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber

I'll refrain from voting, but I certainly encourage everyone to vote for their favorite Pre-Gen character. Especially if that character is Liada the Corpse Yard Whore! ;)

Liada the Corpse Yard Whore, Pre-Gen PC vs. NPC.
I absolutely agree that Liada would make a great NPC especially if you are looking for a character that treads upon the PCs sense of morals or taboos but doesn't quite fall into the evil alignment.
As a Pre-Gen PC Liada invites players to play a character that is taboo, but with enough personality that she can be played anywhere from comedic and over the top, to tragic and outcast.

I would also encourage everyone to take a look at the Death Mage class for numerous other possibilities for inspiration in creating taboo characters for any alignment.

While Liada is intriguing, but with what I'm apt to try out playing given the statblocks here, it's a toss up between Elo Shon and Gavrin Strongstone. How will I choose? Let the fates decide with a d20 roll. 1-10 for the former, 11-20 for the latter.

1d20 ⇒ 17

EDIT: Gavrin Strongstone it is!

Urizen wrote:

While Liada is intriguing, but with what I'm apt to try out playing given the statblocks here, it's a toss up between Elo Shon and Gavrin Strongstone. How will I choose? Let the fates decide with a d20 roll. 1-10 for the former, 11-20 for the latter.


EDIT: Gavrin Strongstone it is!

Had I not been able to selfishly vote for my own entry, I would have probably done this exact same thing.

Laek Ayoti

If presented with a group of pre-gens that included him, I would fight dirty to get to play him. I could have loads of fun playing him as someone who takes himself seriously - to extremes.

{dice clatter}
crit threatened
{dice clatter}
crit confirmed
"THAT'S what happens when you take pride in your craftsmanship!" looks at companions "When you make your own, you become one with the weapon."

{dice clatter}
a "1" appears
"I see I have much to learn from my bow."

Doc_Outlands wrote:

{dice clatter}

crit threatened
{dice clatter}
crit confirmed
"THAT'S what happens when you take pride in your craftsmanship!" looks at companions "When you make your own, you become one with the weapon."

{dice clatter}
a "1" appears
"I see I have much to learn from my bow."


Dark Archive

The snobby Ice Mage surfs by on his ice-platform, tossing thanks to those that have voted for him!

Speed 40 as a free action! Speed 80 as a move action! And anyone who attempts to get into melee with him has to make a Ref save DC 19 or fall prone! Cold (or fire, or electricity!) substituted fireball, lightning bolt, wall of fire, magic missiles, burning hands and scorching rays! Black tentacles, just for icing on the cake! Rapid shot with arrows that count as cold iron, silver, do +1d6 fire, cold or electrical damage (his choice) and 2d8 damage (thanks to gravity bow, with the potential to capitalize on a good shot with arrow eruption., while foes take continuing damage every round from biting wind (no action to have it continue attacking, unlike flaming sphere)! What's not to love about this spellcasting archer?

He's also the first non-human character I've made in ages. I gave up a feat for this concept!

Also, he carries 5 one gallon casks of ale, and 5 tankards, making him a one-man party! :)

A light-weight party, but a party to be sure.

As an archer (and lightweight) myself - I approve! :D

Scarab Sages


I think she's the only pre-gen that actually explains the special abilities. A lot of these are really complicated and explain too much about how their stats and such were created. If handed them at PaizoCon, I'd be very confused and just trying to figure out the new stuff (i.e. anything non-core PF) The non-core stuff really needs to be explained for these characters to be played at a convention.

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