
Tiny Coffee Golem |

I've had a change of heart. I am going to also submit an eldritch knight character.
I'll do the full build tonight, but he'll be human gunslinger1/wiz (universalist or as needed) X, eventually building to eldritch knight type build. I may or may not actually take prc depending on how his final build works out.
Quick question about wiz discoveries: do you house rule that arcane discovery prerequisite level is based on wizard caster level or do you use the standard requirement of levels in the wizard base class? I ask because it'll have direct relevance on my character build. I want this character to eventually have eldritch blast.

Teral Saevus |

And here's the profile for Teral. At the time of posting this, I still have to figure out his equipment, and feats are (very) subject to change, but the bulk of it is there.
A vague thought, that really isn't reflected in his numbers so far at all, but works within the character concept: I think I'd like to try and make him a melee caster, which is a bit weird, I admit. I just think he fancies himself a frontliner, and frankly, once Dragon Disciple starts kicking in, he'll definitely have the hit points to handle it. Just a thought, in case that intrigues you. I could still very easily go either way.

Irnk, Dead-Eye's Prodigal |

Aha! That might be a problem. Reader Stonebound seemed to have the goal of Becoming the Richest Dwarf in The World. This whole "found a kingdom" thing is coming out of left field. He was slowly building up influence as he sponsored his graduating proteges into various arcana academies, and his money and investments had made him an economic powerhouse... but suddenly he decided to head off into green fields instead.
Ah, obviously wasn't paying quite enough attention to that. In that case, don't worry about the Boat & I've updated the sheet, without profession (sailor). I will have a full equipment list later today.

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I have another question. If I want to further blend my oracle with arcane background, I could take arcane eldritch heritage. Would having the ability to bond with a wondrous item count as Craft Wondrous Item? Again, I am great with the requirements you offered, but I'm looking for every feat I can.
If it's okay with you, I'll commit to bonding with a wondrous item instead of a weapon or ring. If not, I might take it anyway and bond with my shiny polearm.

Jacen The Mutilated |

Tassadan here! Mechanics are all ready and explanations as well. The three magic items Belthas has crafted are a Headband of Vast Intelligence +4, a Handy Haversack, and a hat of Disguise. The headband is the highest DC, a DC 13 spellcraft check, which he would have been able to make at a roll of 1 just barely with a +13 to spellcraft before the item was created. I'll have character backstory written soon, but in case you can't tell it is deeply tied into the plot points of Rise of the Runelords. Fear not, however, as Belthas and his somewhat more unstable brother parted ways long ago.
Male Elf Wizard 5
LE Medium Humanoid (elf)
Init +4; Senses low-light vision; Perception +9
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Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 37 (5d6+15)
Fort +2, Ref +5, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Trident +2 (1d8/x2) and
Unarmed strike +2 (1d3/x2)
Wizard Spells Prepared (CL 5):
3 (3/day) Hold Person (DC 20), Haste, Fly, Spiked Pit (DC 20)
2 (4/day) Create Pit (DC 19), Glitterdust (x2), Invisibility, Alter Self
1 (5/day) Enlarge Person (DC 18), Mage Armor, Grease (x2) (DC 18), Ant Haul (DC 18), Windy Escape
0 (at will) Acid Splash, Open/Close (DC 17), Prestidigitation (DC 17), Read Magic, Detect Magic, Arcane Mark
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 25, Wis 10, Cha 7
Base Atk +2; CMB +2; CMD 16
Feats Arcane Builder (Wondrous Items), Craft Wondrous Item, Martial Weapon Proficiency (Trident), Scribe Scroll, Toughness +5
Skills Appraise +15, Diplomacy +1, Disguise +8, Fly +12, Knowledge (arcana) +12, Knowledge (dungeoneering) +11, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +11, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +12, Perception +9, Sense Motive +2, Spellcraft +15 (+17 to determine the properties of a magic item), Stealth +9
Languages Aklo, Common, Draconic, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Thassilonian, Undercommon
SQ +3 bonus on diplomacy, arcane bonds (vlad, thrush), augment (+2 ability or +2 ac, 2 rds) (10/day), deliver touch spells through familiar, elven magic, empathic link with familiar, opposition schools (abjuration, evocation), physical enhancement +2 (dexterity), share spells with familiar, speak with familiar, specialized schools (enhancement)
Other Gear Trident, Handy haversack (1 @ 3 lbs), Hat of disguise, Headband of vast intelligence +4 (Stealth, Percept, Custom Container, Spellbook, 20 GP
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Special Abilities
--------------------
+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Augment (+2 ability or +2 AC, 2 rds) (10/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enhancement Associated School: Transmutation
Evocation You must spend 2 slots to cast spells from the Evocation school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Physical Enhancement +2 (Dexterity) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.

Irnk, Dead-Eye's Prodigal |

Nope. Divination was not recognized as a separate School in Thassilonian magical theory. In fact, in the Write-Up on Lissala in 'Into the Nightmare Rift' it states that Lissala flat-out disdained Divination Magic, considering it to be a tool of lazy & impatient minds. That may have been more focused on Divination magics for prognostication, rather than the various forms of scrying however.

Tiny Coffee Golem |

Nope. Divination was not recognized as a separate School in Thassilonian magical theory. In fact, in the Write-Up on Lissala in 'Into the Nightmare Rift' it states that Lissala flat-out disdained Divination Magic, considering it to be a tool of lazy & impatient minds. That may have been more focused on Divination magics for prognostication, rather than the various forms of scrying however.
Honestly this character can do any school including universal. I was just considering what would be useful.

Irnk, Dead-Eye's Prodigal |

Oh, Divination would definitely be useful. It just wouldn't get a lot of respect from the devout Lissala Worshipers. If you are looking for a Virtue/Sin niche to 'fill' so-to-speak, I think 'Kindness' is the only one that hasn't had any interest so far.

Tiny Coffee Golem |

Oh, Divination would definitely be useful. It just wouldn't get a lot of respect from the devout Lissala Worshipers. If you are looking for a Virtue/Sin niche to 'fill' so-to-speak, I think 'Kindness' is the only one that hasn't had any interest so far.
I think I'll just name my gun "kindness."

Oterisk |

I think that my paladin might do better to be a counterpoint to gluttony, which would be temperance. Summoning is a very potent school, and I think it might be good to have regardless. I already have the build for Zeal about done, so I will put a quick build together concerning Temporance as well, and then tailor the back story to finish them both out. It's a crazy concept, and I might be barking up the wrong tree with this, but it's been fun to build.
Focusing on white necromancy or healing as some people call it, might be pretty cool. And since paladins don't usually get along with necromancers, I thought it would be a good counterpoint and perhaps a different direction to take it. Builds coming soon...

Tiny Coffee Golem |

I think that my paladin might do better to be a counterpoint to gluttony, which would be temperance. Summoning is a very potent school, and I think it might be good to have regardless. I already have the build for Zeal about done, so I will put a quick build together concerning Temporance as well, and then tailor the back story to finish them both out. It's a crazy concept, and I might be barking up the wrong tree with this, but it's been fun to build.
Focusing on white necromancy or healing as some people call it, might be pretty cool. And since paladins don't usually get along with necromancers, I thought it would be a good counterpoint and perhaps a different direction to take it. Builds coming soon...
If you go temperance and info gluttony we could have some fun role play. :-)

Oterisk |

My fat halfling could be sloth or gluttony. Maybe both. ;-)
Well, my Temporance or even my Zeal Paladin could be pretty Lawful Stupid. If he did take the leadership aspect of it and there were evil people in the group he would know. If they were more LN aligned, they could probably use him as a figurehead quite well. In any case, it will be fun RP. It was also fun to figure out how to qualify for Craft Wondrous Item at level 5 paladin (Good ole additional traits feat followed by Magical Knack.)

Harakani |

I have another question. If I want to further blend my oracle with arcane background, I could take arcane eldritch heritage. Would having the ability to bond with a wondrous item count as Craft Wondrous Item? Again, I am great with the requirements you offered, but I'm looking for every feat I can.
If it's okay with you, I'll commit to bonding with a wondrous item instead of a weapon or ring. If not, I might take it anyway and bond with my shiny polearm.
Nope - the whole feat I'm afraid. One of the reason for Reader Stonbebound's prodigious item creation speed is the way he works his acolytes.

Tiny Coffee Golem |

Tiny Coffee Golem wrote:Quick question about wiz discoveries: do you house rule that arcane discovery prerequisite level is based on wizard caster level or do you use the standard requirement of levels in the wizard base class?Sorry TCG, but Wizard Levels. What is Eldritch Blast?
I meant arcane blast. My bad.
Arcane Blast
You can convert any spell into an attack.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.
Edit: though its not a discovery and is based on caster level. :-) pardon my blonde moment.

Harakani |

Okay - "Closed"
can everyone please make sure they're happy with the spreadsheet? You should all have edit permission.
People still working on mechanics can take their time, don't worry - if you've posted (even an interest) you're in consideration (If you haven't posted a personality I would prioritise that over mechanics).
I'll give everyone a while to finalise and start trying to winnow down numbers from some excellent submissions.

Oterisk |

Sir Kalidiel Ryclandon
Paladin 5 (Temperance)
14
10
12
12
8
22
Feats
1 Power Attack
B Extra Traits: Magical Knack: Paladin, Fanatic (History)
3 Greater Mercy
5 Ultimate Mercy
B- Craft Wondrous Item (Or Extra Lay on hands if I can convince the GM to let me)
Skills
Diplomacy: +14
Knowledge History: +10
Ride: +8
Spellcraft: +9
Stuff
Headband of Alluring Charisma +2 4,000
Lucerne Hammer +1 2,000
Full Plate +1 2,500
Ring of Protection +1 2,000
Misc. 500 g
Special Abilities:
Aura of Good
Detect Evil
Smite Evil 2/day
Divine Grace +6 to saves
Lay on Hands- (2d6+Remove Condition or 3d6)
Aura of Courage- Immune Fear
Divine Health- Immune Disease:
Mercy- Fatigue
Channel Positive Energy- 3d6
Spells: Knight’s Calling DC 17, Lesser Restoration, Divine Favor
Divine Bond (Celestial Spirit, or Bonded Mount, haven't decided)
How long had he been in this cell? It was hard to say. He had long grown tired of praying to Abadar, the keeper of Vaults while withering in this particular cell. He did not know who had put him there, or why, although he had some ideas. He had become a paladin under Abadar, because it seemed like a fine idea. To be able to set things to order, to make a civilization flourish under the laws that would bring a common good to all the people, he still longed for it. His political views were called naive, troublesome, and eventually he ended up here, wherever here was.
He began praying to all of the good gods he could remember, but none could release him. And so he stayed, and waited, and prayed.
He rarely received visitors, and when he did they were hardly ever kind to him. Sometimes they would present nearly dead people with various injuries and give him a meal if he healed them. Sometimes he went weeks without a meal. His discipline and his faith in the power of good kept him alive somehow, but the name of his deliverer would certainly garner his devotion. And then, something happened.
A dwarf named Hargran began visiting him regularly and brought him books as well as a meal. The dwarf would talk about long lost civilizations and the books he brought would often speak of them as well. He learned of the Thassalonian empire, its founding upon the virtues and its fall and decline. They would talk for hours on how this might be reimagined and where. He acted as a sounding board for the dwarf as he dreamed up the particulars of his scheme. He wasn’t much longer to live, but he did desire to attempt to remake the glorious Thassalon. They both longed to see such a thing, longed to follow it through. And one day, this dwarf told him that he was going to find a way for him to escape and take part in the grand experiment to institute the plan and he wanted him to come along.
It was that day he pledged his allegiance to Lissala, who delivered him from his cell and took him to the possibility of new heights of glory. Soon he was shuffled throughout the city and brought to Hargran’s Laboratory to help with his item crafting. It took a few weeks to get a handle on it, but eventually he was able to contribute. After a few months, the dwarf brought them all together to plot and seek out their new kingdom and this time, one that would outlast them all.
If he would have a flaw, it would be that he was too trusting. His somewhat misplaced faith in Lissala was fostered by Hargran who saw him as a good tool or possibly a useful figurehead in the founding of his country. The fact that he was so adamant on creating a perfect society in his zeal toward Abadar helped with his conversion and dedication toward the new ideal. He wouldn’t be the best person to cross, as his displeasure could definitely bring about some major waves, as he tends to shrug off magic most of the time.

Jacen The Mutilated |

Here's Belthas's complete information, also found in the character profile. His emphasis is on Greed, but if necessary could change it to Pride or Lust. I also changed his portrait to what he would change his appearance to with his Hat of Disguise, rather than what he looks like without it.
Standing at 6'2", skinny, of average looks and wearing a bland set of scholar's robes, Belthas is not one who one would think as destined for greatness.
Once he puts his hat of disguise on, this all changes. Belthas will often increase his height by six inches or more and deck his outfit with gold, silver, jewels, and furs, all with the illusory power of his hat of disguise. His long black hair looks ordered instead of it's usual greasy sheen and his face becomes far more chiseled and pointed. Unfortunately for him, this does nothing to help his personality, as his more regal looks make him seem haughty and unapproachable.
Belthas usually wears his trident on his back, as he hardly ever uses it for combat and does not consider himself a melee combatant. Nonetheless, he still values the weapon and keeps it in top shape, cleaning it daily with Prestidigitation. Its steel always shines as though it were new, until Vlad decides to spear a cicada or a moth.
Edler Belthas von Ironbriar is a generally antisocial and irritable person. He has learned though the years that he can take what he wants by force or coercion in almost any situation, and is not afraid to flex his magical muscles. As such, he has deemed most interaction with other sentients unnecessary unless it is to gather knowledge or some other commodity he considers valuable.
Woe to the person who either sees through Belthas's hat of disguise and then comments upon its falsehoods. This is one of the few things that can make Belthas truly angry, and he will make that person's life a living hell if he can manage it. Hopefully his compatriots have learned this by now...
As for his title, inherited from his father as all Chelish titles are, Belthas does not tend to use it, but will if he believes it will give him advantage in a situation.
Vlad, his Shrike familiar (using the stats for a Thrush), is often treated more as a tool than a partner, but like all of his tools Belthas keeps Vlad in excellent condition. Vlad often enjoys spearing insects on the points of Belthas's trident, a practice that annoys Belthas greatly.
Fire.
Belthas could smell it. His hyper-sensitive ears had woke him to the crackle and roar of flames leaping from his parents’ bedroom. It wasn’t long before his older brother’s screams pierced the air.
The world warps and melts as the licking flames creep into Belthas’s room. The curtains alligning his bed begin to drip, as though made of wax. He knew what was coming next.
A terrifyingly bright, Belthas’s partially immolated father steps from the hallway and into the room. Each step more agonizing than the last, the burning figure reaches out to his son. Flames lick his father’s charcoaled fingers. His once strong eyes turn to ash as he advances. Belthas can only watch in horror as the figure collapses at his bedside, an amulet in his blackened hands.
”Take it, son. It is your dark destiny.”
With horrific quickness and force, his seared father grasps the boy by the hand and forces the amulet against his soft flesh. He doesn’t feel the pain, but can smell his own flesh cooking from the red-hot metal. The now unrecognizable elf falls to his side, leaving a brand upon the boy’s hand: a seven pointed star.
Gasping, Belthas opened his eyes and buried his face in his hands.
The same dream. I’ve been having the same dream for over one hundred years, and it never changes.
He checked his hand for almost the four-thousandth time. No Sihedron. No raised skin or sign of a burn at all. Another typical night.
______________________________________________________________
There had been a fire at Ironbriar manor more than one hundred years ago. The patriarch of his family, Edler Ekrin von Ironbriar, died there along with his wife. His sons were found outside the burning wreckage. By the time wizards and clerics arrived to quench the blaze, it was too late.
The town of Vyre was also ablaze: with gossip. Tales spoke of mad arsonists while others told of assassins or a conspiracy cult. The death of Edler Ekrin von Ironbriar was no small event: before his death, he was the executive warden of Deepmar prison and was given a noble title for his near-flawless work there. Many believed that if he wasn’t an elf, House Thrune may have given him a knighthood as well.
The boys were thrown into an orphanage for non-humans. In other words: a dead end. No self-respecting or upward-moving Chelaxian would ever want to adopt a child that wasn’t of Chelish ethnicity, much less a different race altogether. At the time, Belthas and his brother were 34 and 63 respectively, which is equivalent to about six and ten years old in human development.
It was in the orphanage that they began to start having nightmares, but very very different ones. While Belthas would always dream of the fire in the past, his brother’s were fixated on the future dreaming of the butchering of men.
As one might expect, these nightly nightmares influenced their behavior greatly. Belthas became almost inconsolably afraid of fire. Even a fireplace or torch would send him running. More importantly, he began to search for the seven-pointed star that he saw in his dream every night. What did it mean? Where did it come from? He had never seen it in his father’s possession, so why did it haunt him so? He had to know, it was almost a compulsion. He needed to possess the knowledge.
It was only a matter of time before Belthas reached his conclusion: Thassilon. The books in the Vyre public library and various bookstores around the town were far from comprehensive, but they told Belthas enough to make his hunger for knowledge insatiable. He devoured book after book, learning about history, politics, even esoteric subjects with no plausible connection to the Sihedron dream. He wanted it all. And then he discovered magic.
As if the whirlwind of knowledge the young elf was absorbing wasn’t enough, he began teaching himself magic. Those around him were astounded by what he could do with a few simple books on magical theory and application. His head was either buried in books or shouting incantations from morning until night every day. He could feel his knowledge growing, his power rising. He had to have more.
Belthas’s brother took quite a different path. He began to instead indulge his own desires on the streets of Vyre. He became a petty thief, mugging pedestrians in alleyways and pawning their possessions. Then, one day, the thievery stopped. The boy began to take a far greater interest in the devine instead, praying for hours on end and performing blood-sacrifices of animals and his own humors. Belthas only got a glimpse of his brother's madness, but when he attempted to stop him Belthas was attacked by his brother with the rune inscribed razor he was performing sacrifices with. His brother left the orphanage as soon as he was able, disappearing in the night. He simply left a message for his brother.
I abandon you, my brother, to the harshness of the world. May it make you strong. I will travel a sanguine path filled with blood and the flesh of those who dared oppose our family.
Do not seek me out, for in searching for me you search for Death. The Father be praised.
This incensed Belthas. He considered his brother a fool for undertaking such an errand as revenge, and above all, leaving him in this dead-end of an orphanage? Belthas disowned his brother that day. He shut himself off to emotion. Choosing to focus instead on his studies. That was what he understood: acquisition of knowledge, and power. There he could find solace where family had failed him.
Belthas began using his magic more openly, and reaped in the benefits. People hired him to help them with their work, to be at their backs in battle. He was Vyre’s own Wizard for hire. He always charged exactly what he could get away with, no more, no less. As he would often say,
”One of the underlying principles of economics is the existence of opportunity costs. In order to have something, you must give up something else. If you’re smart, you give up something of lesser value, in my case Time and Effort, and receive something of greater value, in my case, Gold. This one thing remains true, however: you can never get something for nothing.
Nothing in life is free. It is a basic fact of life that some sort of exchange must always take place, and that exchange is based upon the inherent desires of all creatures. If this desire were to stop, we would starve and die. Life cannot exist without desire, without greed. Greed is inherently good.”
His eccentricities became known as well. Though he tended to shun human interaction, Belthas often was able to gain the favor of those in power who proved to be weak of will. He also became known for charming the beautiful women of the town despite his average looks and caustic personality. That's because he was charming them literally. It wasn't the sex he was after so much as it was the feeling of possession, and the exertion of his power that he felt was more than enough for him to enjoy himself. That he could do as he wished with these men and women was one of his favorite pastimes. In his research of the Wizard Karzoug, he had found that the Transmuter greatly disdained the school of enchantment. Belthas had to stop himself from cackling aloud.
This Karzoug must have truly been a fool! If one simply sticks to transmutation, they can achieve material wealth but will never truly possess the minds and hearts of those surrounding him. By enchanting them, however, a crooked smile ran across his face, you can take their hearts and minds by force!
When Belthas became somewhat well known, Hagran Stonebound appeared. Apparently he had heard of an Arcanely talented elf in the northwest and decided to investigate. He found Belthas and asked if he might join him as an apprentice.
”What will I get in return?
Hagran smiled. Right to the point...
”In the long run? Whatever you want."
”Whatever I want? What I want is knowledge, power, money, women, status, and glory. Yes, all of them, and as much of them as have ever existed. Still think you can afford me?
”We’ll work something out.” was Hagran’s reply.
And most of all, Belthas thought, I want to fulfill my "Dark Destiny," father. Then you will haunt me no more.
Edler Belthas von Ironbriar
Male Elf Wizard 5
LE Medium Humanoid (elf)
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 37 (5d6+15)
Fort +2, Ref +5, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Trident +2 (1d8/x2) and
Unarmed strike +2 (1d3/x2)
Wizard Spells Prepared (CL 5):
3 (3/day) Hold Person (DC 20), Haste, Fly, Spiked Pit (DC 20)
2 (4/day) Create Pit (DC 19), Glitterdust (x2), Invisibility, Alter Self
1 (5/day) Enlarge Person (DC 18), Mage Armor, Grease (x2) (DC 18), Ant Haul (DC 18), Windy Escape
0 (at will) Acid Splash, Open/Close (DC 17), Prestidigitation (DC 17), Read Magic, Detect Magic, Arcane Mark
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 25, Wis 10, Cha 7
Base Atk +2; CMB +2; CMD 16
Feats Arcane Builder (Wondrous Items), Craft Wondrous Item, Martial Weapon Proficiency (Trident), Scribe Scroll, Toughness +5
Skills Appraise +15, Diplomacy +1, Disguise +8, Fly +12, Knowledge (arcana) +12, Knowledge (dungeoneering) +11, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +11, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +12, Perception +9, Sense Motive +2, Spellcraft +15 (+17 to determine the properties of a magic item), Stealth +9
Languages Aklo, Common, Draconic, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Thassilonian, Undercommon
SQ +3 bonus on diplomacy, arcane bonds (vlad, thrush), augment (+2 ability or +2 ac, 2 rds) (10/day), deliver touch spells through familiar, elven magic, empathic link with familiar, opposition schools (abjuration, evocation), physical enhancement +2 (dexterity), share spells with familiar, speak with familiar, specialized schools (enhancement)
Other Gear Trident,
Handy haversack (1000 gp,DC 14 Spellcraft, he made it after the Headband),
Hat of disguise (900 gp, DC 6 Spellcraft to make)
Headband of vast intelligence +4 [Stealth, Perception] (8,000 gp, DC 13 Spellcraft to make),
Spellbook, 20 GP
--------------------
Special Abilities
--------------------
+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Augment (+2 ability or +2 AC, 2 rds) (10/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enhancement Associated School: Transmutation
Evocation You must spend 2 slots to cast spells from the Evocation school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Physical Enhancement +2 (Dexterity) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Vlad
Male Shrike (Thrush Stats)
LE Diminutive Magical Beast ((animal))
Init +3; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 17 (+3 Dex, +4 size, +3 natural)
hp 1 (1d8-10)
Fort +2, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Thrush) +2 (1d2-5/x2) and
Unarmed strike +2 (--5/x2)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 16, Con 6, Int 8, Wis 15, Cha 6
Base Atk +3; CMB +2; CMD 7
Feats Go Unnoticed, Skill Focus (Perception), Stealthy
Skills Acrobatics +10 (+2 jump), Appraise +4, Climb +3, Escape Artist +5, Fly +17, Linguistics +1, Perception +13, Spellcraft +4, Stealth +25, Swim +3
Languages Common
SQ improved evasion
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Viscount K |

Okay - "Closed"
can everyone please make sure they're happy with the spreadsheet? You should all have edit permission.
People still working on mechanics can take their time, don't worry - if you've posted (even an interest) you're in consideration (If you haven't posted a personality I would prioritise that over mechanics).
I'll give everyone a while to finalise and start trying to winnow down numbers from some excellent submissions.
Hrm. I'm hesitant to just add myself to the spreadsheet without checking - did you miss my submissions, or am I being blind and not seeing my name on there?

Tiny Coffee Golem |

This is my EK build. He is a prideful kellishite. He carries a cane (sword cane pistol) and is always immaculately groomed. He's also an Arcanium Crafter so that'll give him a reason to be with Hargan.
I need to pick spells and items, but this is the majority of the build. Subject to change of course.
Pride
Male Human (Keleshite) Gunslinger 1 Wizard 4
LN Medium Humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 30 (1d10+4d6+10)
Fort +5, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 0 ft.
Melee Bardiche +3 (1d10/19-20/x2) and
Unarmed strike +3 (1d3/x2)
Ranged "Kindness" +6 (1d8/x4) and
Grandfathers cane +6 (1d4/x3)
Wizard Spells Prepared (CL 4):
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 19, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 14
Feats Craft Wondrous Item, Gunsmithing, Improved Familiar, Scribe Scroll
Skills Acrobatics +0, Appraise +8, Bluff +4, Climb -2, Craft (alchemy) +8, Craft (firearms) +9, Escape Artist -4, Fly +0, Handle Animal +4, Heal +4, Intimidate +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +12, Perception +4, Ride +0, Sense Motive +1, Sleight of Hand +0, Spellcraft +12 (+14 to craft magic items which involve Metamagic feats), Stealth -4, Survival +4, Swim -2
Languages Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Kelish, Terran, Thassilonian
SQ arcane bonds (arcane bond [familiar]), arcane familiar nearby, called, deed: deadeye, deed: gunslinger's dodge (+2 ac), deed: quick clear, deliver touch spells through familiar, empathic link with familiar, grit, metacharge, share spells with familiar, specialized schools (arcanamirium crafter)
Other Gear "Kindness", Bardiche, Grandfathers cane, 6137 GP
--------------------
TRACKED RESOURCES
--------------------
Grit (1/day) - 0/1
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Called Can teleport up to 100 ft into hands.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Metacharge (Ex) As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Tiny Coffee Golem |

This is my EK build. He is a prideful kellishite. He carries a cane (sword cane pistol) and is always immaculately groomed. He's also an Arcanium Crafter so that'll give him a reason to be with Hargan.
I need to pick spells and items, but this is the majority of the build. Subject to change of course.
DId some updating. May still need to tweak, but this is 95% done.
** spoiler omitted **...
Male Human (Keleshite) Gunslinger 1 Wizard 4
LN Medium Humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 30 (1d10+4d6+10)
Fort +5, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee Bardiche +3 (1d10/19-20/x2) and
Grandfathers secret +4 (1d6/x2) and
Unarmed strike +3 (1d3/x2)
Ranged "Kindness" +6 (1d8/x4)
Wizard Spells Prepared (CL 4):
2 (3/day) Rope Trick, Summon Monster II, Mage Armor, Extend
1 (4/day) Shield, Grease (DC 15), Feather Fall (DC 15), Windy Escape
0 (at will) Mage Hand, Detect Magic, Mending, Jolt
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 19, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Arcane Strike, Craft Wondrous Item, Extend Spell, False Focus, Gunsmithing, Rapid Reload (Revolver), Scribe Scroll
Skills Acrobatics +3 (-1 jump), Appraise +8, Bluff +4, Climb +1, Craft (alchemy) +8, Craft (firearms) +13, Escape Artist -1, Fly +3, Handle Animal +4, Heal +4, Intimidate +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +12, Perception +4, Ride +3, Sense Motive +1, Sleight of Hand +3, Spellcraft +12 (+14 to craft magic items which involve Metamagic feats), Stealth -1, Survival +4 (+6 to avoid becoming lost), Swim +1
Languages Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Kelish, Terran, Thassilonian
SQ arcane bonds (object [grandfathers secret] [1/day]), deed: deadeye, deed: gunslinger's dodge (+2 ac), deed: quick clear, grit, metacharge, specialized schools (arcanamirium crafter)
Combat Gear Potion of fly, Wand of Infernal Healing, Groaning bullets (3); Other Gear "Kindness", Alchemical cartridge (dragon's breath) (4), Alchemical cartridge (entangling shot) (4), Alchemical cartridge (flare) (3), Alchemical cartridge (paper) (2), Alchemical cartridge (salt shot) (4), Bardiche, Black powder (5), Firearm bullet (6), Firearm bullet, adamantine (5), Firearm bullet, silver (5), Grandfathers secret, Groaning bullets (3), Metal cartridge (5), Bag of holding I (2 @ 32 lbs), Heavyload belt, Ioun stone (pearly white spindle, cracked), Pathfinder pouch (empty), Ring of sustenance, Wayfinder (1 @ 0 lbs), Abundant Ammunition Bandoleer, Gunslinger's kit, Lissala, Masterwork tool (Craft [firearms]), Noble's outfit, Prestidigitation broach +"Everclean aura + Mending, Riding kit, 745 GP
--------------------
TRACKED RESOURCES
--------------------
Alchemical cartridge (dragon's breath) - 0/4
Alchemical cartridge (entangling shot) - 0/4
Alchemical cartridge (flare) - 0/3
Alchemical cartridge (paper) - 0/2
Alchemical cartridge (salt shot) - 0/4
Arcane Bond (Grandfathers secret) (1/day) (Sp) - 0/1
Black powder - 0/5
Firearm bullet - 0/6
Firearm bullet, adamantine - 0/5
Firearm bullet, silver - 0/5
Grit (1/day) - 0/1
Groaning bullets - 0/3
Metal cartridge - 0/5
Potion of fly - 0/1
--------------------
Special Abilities
--------------------
Arcane Bond (Grandfathers secret) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Extend Spell Spell duration lasts twice as normal. +1 Level.
False Focus You can use a divine focus to cast arcane spells.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).
Construction
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Metacharge (Ex) As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic
Pathfinder pouch (empty) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Rapid Reload (Revolver) You can reload fast with one type of Crossbow or Firearm.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
--------------------
Hireling
No Race
Medium
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +0 (1d3/x2)
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats
Skills
Languages Common
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
--------------------
Horse, light
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/x2) and
Unarmed strike +3 (1d4+3/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +2 (+6 to jump with a running start, +10 jump), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
SQ riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
--------------------
Horse, light
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/x2) and
Unarmed strike +3 (1d4+3/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +2 (+6 to jump with a running start, +10 jump), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
SQ riding [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

![]() |
Okay - "Closed"
can everyone please make sure they're happy with the spreadsheet? You should all have edit permission.
People still working on mechanics can take their time, don't worry - if you've posted (even an interest) you're in consideration (If you haven't posted a personality I would prioritise that over mechanics).
I'll give everyone a while to finalise and start trying to winnow down numbers from some excellent submissions.
What spreadsheet?

Tiny Coffee Golem |

Legend (flippantly):
E = Equally okay, as stated by player.
O = Omigosh I must have this.
X = eXactly what I don't want.
<blank> = no stated preference.
If you want Transmutation or would rather make a new character, put an O (and X in the other). If you want Transmutation or Necromancy put an E in those and an X in the others. if you want transmutation, but you'd accept another, put O in trans and E in the others.

Vyshaan |

And here's the profile for Vyshaan. I haven't filled out his equipment yet, due to the following questions.
1) How do you feel about Inscribe Magical Tattoo? It's not from the core books (Paizo's "Inner Sea Magic"), so I figured I should ask before I used it officially. The rules on it are found here, but it essentially works like this: You can only have one tattoo per magic item slot, but it doesn't actually take up that slot. They're created like wondrous items, and are priced like slotless magic items, making them quite expensive early game but super useful later on.
2) If you are cool with the tattoo business, is there any chance I could replace Craft Wondrous Item with it? I kinda doubted it, but it seemed like a viable question, since it basically lets me make weird wondrous items. Currently, I'm using both, but that seems redundant.
All this magic tattoo nonsense is mostly because I picture him all decked out in crazy tats in my head. I don't think this is gonna add any decent functionality until waaay later on, when we're all hurting for magic item slots.
Tangent: something that amused me filling out my skills - whoee, those are gonna be some intense Knowledge bonuses. Breadth of Experience for the win.

Tiny Coffee Golem |

And here's the profile for Vyshaan. I haven't filled out his equipment yet, due to the following questions.
1) How do you feel about Inscribe Magical Tattoo? It's not from the core books (Paizo's "Inner Sea Magic"), so I figured I should ask before I used it officially. The rules on it are found here, but it essentially works like this: You can only have one tattoo per magic item slot, but it doesn't actually take up that slot. They're created like wondrous items, and are priced like slotless magic items, making them quite expensive early game but super useful later on.
2) If you are cool with the tattoo business, is there any chance I could replace Craft Wondrous Item with it? I kinda doubted it, but it seemed like a viable question, since it basically lets me make weird wondrous items. Currently, I'm using both, but that seems redundant.
All this magic tattoo nonsense is mostly because I picture him all decked out in crazy tats in my head. I don't think this is gonna add any decent functionality until waaay later on, when we're all hurting for magic item slots.
Tangent: something that amused me filling out my skills - whoee, those are gonna be some intense Knowledge bonuses. Breadth of Experience for the win.
I've always liked the idea of magic tattoos. This is a good way to do it.

Jacen The Mutilated |

Hey, Edler - what the heck is Physical Enhancement coming from? I can't seem to find that anywhere, and it intrigues me deeply.
It's part of the Transmutation Arcane School powers. A Transmuter gets +1 enhancement to a physical ability score at first level, +2 at fifth level, +3 at tenth and so on. The Wizard can also change this enhancement whenever he prepares spells. It's not too broken as it doesn't stack with other enhancement bonuses, but it saves a lot of time and money.

Viscount K |

Viscount K wrote:Hey, Edler - what the heck is Physical Enhancement coming from? I can't seem to find that anywhere, and it intrigues me deeply.It's part of the Transmutation Arcane School powers. A Transmuter gets +1 enhancement to a physical ability score at first level, +2 at fifth level, +3 at tenth and so on. The Wizard can also change this enhancement whenever he prepares spells. It's not too broken as it doesn't stack with other enhancement bonuses, but it saves a lot of time and money.
That is dang shiny. Never noticed that power before, could be good to know.
On a related note, due to staring at your stats to figure out what the heck this was, I think you might be running 25 points there. Could be confusing my math, but that's how it looks from over here. Sorry for picking at it, I just want to check if there's something I was missing.

motteditor RPG Superstar 2012 Top 16 |

A little more on Roo (probably NOT her final name), the half-orc blood god desciple (since you seemed more interested in that concept, Harakani). I'm happy to tweak whatever. Also, while writing it, I decided humility/pride could still work as well as temperance/gluttony, so updated the spreadsheet.
The daughter of a Belkzen orc warlord who wanted a half-orc child to carry on his mantle of leadership and a human witch who wanted a tribe of orc minions, Roo had a miserable childhood. Her father demanded she be his perfect warrior, demanding even more of her after she had the temerity to be born female. Her mother was just as bad, demanding she focus on her magical talents instead of merely being another savage orc.
That all changed in a night of blood and fire. After her parents led a successful raid into Varisia, a complement of Hellknights came after them. Roo didn't know if her parents were among the scores of dead -- most of them belonging to her tribe -- but she was spared when a kindly knight scooped the child up and took her back to his home.
From there, she ended up in Egorian, where she went from sleeping on the ground in caves to silken sheets in a mansion. Still, her life didn't became much easier. While her new, rich adopted parents made sure she wanted for nothing, they were determined to remove the "taint" of her early childhood. With her kindly new father absent much of the time, her new mother proved to be incredibly severe, making sure the child did nothing over the next 10 years of her life to embarrass the well-to-do family. The slightest infraction -- whether it be poor table manners, an orcish swear or speaking out of turn -- came with punishments until Roo learned the proper way to behave.
Still, even as she became a perfect child at home, a voice in her head, a voice from her past, urged her to let herself be free, to take what she wanted, when she wanted. She resisted this voice, as good Egorian girls of high class should. When her mother eventually bought her way into the Egorian Academy, she found herself in Hargran Stonebound's class, where she excelled. The history was interesting, and she was enthralled by the Seven Virtues and, secretly, the Seven Sins. In time, despite, or perhaps because of, her perfect manners, she caught her dwarf instructor's attention and he took her under his wing. He eventually introduced her to the cult of Lissala, which intrigued her, and encouraged her to use the magic she inherited from her witch mother.
In time and at Hargran's encouragement, she remembered the repressed lessons of her birth mother, manifesting the "voice" she'd been hearing as a monstrous creature who began to serve as a guardian against some of the dangers of life in Asmodean Cheliax. Though she often appears horrified by her eidolon's actions, secretly part of her inside thrills to its savage nature, a legacy of her earliest childhood that no amount of lessons from her adopted parents could stamp out.

Tiny Coffee Golem |

Tiny Coffee Golem wrote:I know, right? When I first built Vyshaan, I was looking into the idea just for flavor purposes, and ran across the feat on the SRD.
I've always liked the idea of magic tattoos. This is a good way to do it.
I had a 3.5 wizard with a homebrew feat very similar to this. He was a crotchety old man. He had a cane which fired globs that workes like tanglefoot bags to keep those damn kids off his lawn, a fire and cold protection 5 tattoo (because old people are always too hot or too cold), and eventually he started to fear death and became a lich. He was fun to play.

Jacen The Mutilated |

On a related note, due to staring at your stats to figure out what the heck this was, I think you might be running 25 points there. Could be confusing my math, but that's how it looks from over here. Sorry for picking at it, I just want to check if there's something I was missing.
Ah, you are correct. I was mistaken initially that the rules said "25 point buy for core races and 20 point buy for other races" but now I see that is not the case. I will remedy this immediately.

Theinyore |
Hey all, finished my character, as seen below. Looking forward to the game it sounds awesome! Also the sheet is spot on for my character.
Race: Half-Elf Alignment: Lawful Neutral Height: 6’1” Weight: 155 lbs
Class: Rogue 2/Wizard (Mage of the Veil) 3 Level: 5 Age: 23
Str: 10 (0) BAB: +2 Languages: Common, Elven, Draconic,
Con: (10+1) 11 (0) Fort: +1 HP: 24 Undercommon, Infernal, Abyssal
Dex: (10+5) 14 (+2) Ref: +6 AC: 14 (18 with mage Armor)
Wis: (10+2) 12 (+1) Will: +4
Int: (10+7+2 racial+1 HD) 18 (+4)
Cha: (10+5) 14 (+2)
Skills Feats
Diplomacy: 5 (10) Martial Weapon Proficiency (Halberd)
Intimidate: 2 (7) Craft Wonderous Items
Spellcraft: 5 (15) Craft Magic Arms and Armor
Use Magic Device: 5 (10) Scribe Scroll
Perception: 2 (8) Skill Focus (Spellcraft)
Knowledge (History): 5 (12)
Stealth: 4 (9)
Sleight of Hand: 2 (9)
Craft (Weaponsmithing): 2 (9)
Appraise: 2 (9)
Bluff 5 (10)
Rogue abilites
Rogue Talent: Fast Stealth (Move at full speed using Stealth)
Sneak Attack +1d6
Evasion
Mage of the Veil abilities
Extended Illusions (Illusion spells last
Face in the Crowd (see http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo--- arcane-schools/classic-arcane-schools/illusion/mage-of-the-veil-qadira)
Banned schools (Abjuration and Evocation)
Bonded Item (Halberd, named Virgil)
Spells Known
All Cantrips (these are simply prepared each day unless otherwise noted)
Arcane Mark
Mage Hand
Ghost Sound
Detect Magic
1st level 5 per day (prepared*)
Disguise Self
Color Spray
Mage Armor**
Vanish *
Obscuring Mist
Comprehend Languages
Charm Person*
Ventriloquism
Feather Fall* (from Scroll)
2nd Level 2 per day (prepared*)
Web*
Invisibility
False Life (from scroll)
Knock (from Scroll)
Blindness/Deafness* (from scroll)
Equipment 525 GP
+1 Fastiel (Arcane Bond: Halberd)
Two Cure Moderate Wounds potions
Four Cure Light Wounds potions
Six Shield of Faith +2 potions
Ring of Protection +1
Metamagic Rod, Lesser Silent
Scroll of Feather Fall
Scroll of False Life
Scroll of Knock
Scroll of Blindness/Deafness
Wand of Detect Secret Doors
Amulet of Natural Armor +1
Bag of Holding (Type I)

Caillus Mordent |

Finishing the character sheet for Caillus Mordent. I might change the last name. I intend his family to be vassal to someone in the Order of the Chain. You can force one of my family members to have to hunt me down or disown me once my true allegiance is known, if you want an outside rival to throw at us.
Caillus is a taskmaster. He prefers to see measurable progress in his goals, and in the goals of those he works with. He believes time is money, and that investment is crucial to growth. He is a decent architect in terms of long range planning, but he's aggressive and has high expectations.
Caillus is not evil, at this moment. But he believes in taking advantage of opportunity and holds each to their own word. Failure to keep that word carries a huge weight in his eyes. He may naively believe the Second River Freedom to mean there are people in the Kingdoms he can rely on.
Caillus works hard, fights hard and does his share. He will genially council his equals to do the same, but his judgment against those who do not carry their weight consistently comes fairly quickly.
This character is an oracle of time, but he has multiple strong connections to arcane magic. First, the time mystery grants him access to spells that are largley from arcane lists. Secondly, he has Eldritch Heritage. Following that tree for all three feats will mean a lot of similarities between arcane casters and himself.