
DM - Voice of the Voiceless |

For you know, discussing and stuff.
For the build - lets build from PFS rules (20 pt buy, 2 traits) and keep it solely to Paizo created crunch.
Let us not limit to only 1st level as well - Thornkeep has dungeon levels for 3rd, 4th, 5th and 7th level entry. I'd be partial to the 5th level one, as it lets all classes have their best low level powers come in.
If we've enough I don't mind running a couple of groups.

Hilde Alfborne |

I'll look at Slayer and maybe Hunter. I'm trying to get my head around the shaman but I'm playing a similar character (witch) in another game.
I would like it if Shaman could fill the holes in the necromancy classes.
2. Gravewalkers get Animate dead at 6th level, and they give up Improved Familiar and three hexes for it. If their ring of desecration had the same stats as a Desecrate spell it might be worth it, but it doesn't. Their touch cast muppet ability looks cool until you read it carefully - you cast the spell one round, then use a full round action for the next to use the muppet.
3. Oracles - DMs don't allow Juju because it was so poorly written. Bones just falls flat. Why give a mage armor ability to a class that can wear medium armor? Why not give full channeling to a class with the cha to use it?
4. Clerics - Why do all of the undead based deities have such crappy favored weapons? It's daggers, daggers, daggers across the board except for Urgathoa and I have never been a fan of scythes.
I made a minionmancer the other day and wound up going with straight witch, no archetype. It was fairly frustrating that I couldn't make what I wanted out of the 5 classes that do necromancy.
/Rant off ;)

DM - Voice of the Voiceless |

Was browsing Skald and Bloodrager and wondered if the following was correct:
Start with twin Half-Orcs, one Bloodrager, one Skald... both with Amplified Rage.
Skald casts Moment of Greatness, then rage song.. Bloodrager rages and mosies over to the enemy.
Takes a swing expending Moment of Greatness for a +16 Morale bonus to Strength for one round at Level 1?

DM - Voice of the Voiceless |

Correct - but a Bloodrager gets:
+4 Strength from his Bloodrage (which is a morale bonus)
Which is increased by another +4 from Amplified Rage - to +8
Which Moment of Greatness allows him to double for one round to get to the +16?
The skald just gives an ally that is raging (to trigger amplified rage) and the moment of greatness spell from the bard list.

TarkXT |

Well both characters have to be half orcs, one has to be a barbarian/bloodrager and one has to be a skald. And both have to spend their first level feat.
Bit of a corner case their and the return sounds awesome for dropping a high level encounter for a round. But with that ridiculous combination of events it better. I think it's worth mentioning but not worrying about. I was making an Aasimar anyway.

Eben TheQuiet |

Cool, then here’s Huc, the tiefling slayer. He’s a brute, mercenary, killer, life-time criminal and thug… though not altogether a bad guy to be around… not to mention damn useful in tough spots.
For team purposes, he’s a scout and damage-dealer, though he’s lighter on skill ranks than I’d like. I have him kitted out as a flexible combatant, but if the team he finds himself on is melee-heavy, I may switch a couple of feats around to pick up Gang Up.
Tiefling Slayer 5
Favored Class: Slayer (+5 skill points)
Initiative +3
Speed 30
str 18 dex 16 con 15 int 12 wis 13 cha 8
DEFENSE
HP 44 (10 + 4d10 [24] + 10 con)
AC 22 (+3 dex, +7 armor, +1 natural, +1 deflection)
CMD 23 (+5 bab, +4 str, +3 dex, +1 deflection)
Fort +7 Reflex +8 Will +3
OFFENSE
BAB +5 CMB +9
Melee +9
Mwk Greatsword +10 (2d6 + 6; 19/x2)
— sneak attacking, power attack, arcane strike on a favored target +10 (3d6 + 16) ~ 26.5
Ranged +8
Mwk Comp Bow +9 (1d8 + 4; x3)
— sneak attacking, deadly aiming, arcane strike on favored target +9 (1d8 + 1d6 + 10) ~ 18
Tiefling
Darkvision 60
Skilled: +2 Bluff & Stealth
Darkness (sp): 1/day. CL = level
Scaled Skin: +1 natural armor bonus; Fire Resist 5
Prehensile Tail
Slayer
Favored Target (Ex): Move action, can target 2 enemies. Gain +2.
Track (Ex): +2 to Survival to track.
Slayer Talents: Combat Trick (Quickdraw), Surprise Attack
Sneak Attack 1d6
Feats Power Attack (1), Quick-draw (2), Deadly Aim (3), Arcane Strike (5)
—> possible switch to Combat Expertise & Gang Up?
Traits Fiend Blood (Bluff), Criminal (Disable Device)
Skills ACP -1 (30 total = 20 slayer + 5 int + 5 favored)
Acrobatics +11* (5 ranks, trained)
Bluff +7 (2 ranks, trained, +2 skilled, +1 trait)
Climb +8* (1 ranks, trained)
Disable Device +16* (4 ranks, trained, +1 trait, +2 equipment)
Intimidate +3 (1 ranks, trained)
Knowledge: Dungeoneering +5 (1 ranks, trained)
Knowledge: Local +5 (1 ranks, trained)
Perception +9 (5 ranks, trained)
Sense Motive +7 (3 ranks, trained)
Stealth +13* (5 ranks, trained, +2 racial)
Survival +5 (1 ranks, trained)
— Tracking +7
Swim +8* (1 ranks, trained)
Gear
Mwk Greatsword
Mwk Composite Longbow +4 pull
+1 Mithral Breastplate
+1 Ring of Protection
+1 Cloak of Resistance
Mwk Theive’s tools
20 pt buy
str 18 :: 7 (+1 @ 4; +2 belt)
dex 16 :: 5 (+2 racial)
con 14 :: 5
int 12 :: 0 (+2 racial)
wis 13 :: 3
cha 8 :: 0 (-2 racial)
Progression
1) Power Attack
2)
3) Deadly Aim
4)
5) Arcane Strike

Rune |

There are a few rough spots on the Swashbuckler, mainly regarding his fighterness or gunslingerness. Can he take Weapon Specialization? How about Extra Grit? Back there on the discussion thread, the designers made clear on their intent to do either an Extra Panache feat or simply explain in a sidebar both are the same thing and grit effects apply to both, so there's that.

Rune |

Here goes my Swashbuckler, still missing one feat (I'd rather wait until we get to know the party to choose it; if we're missing a tank I'll take Toughness, etc). A profile is also on the works.

Valerya Dragonsbreath |

There ya go. I'll probably be making a few adjustments here and there, but the sheet is 99% ready.