
MagusJanus |

And done!
Evoker (admixture)/1; AC: 12; HP: 9/9; F: +2, R: +2, W: +4; Init: +2; Perc: +3
CG Human
Deity: None
Init +2; Perception +3
XP:
Fame: 0
Prestige:
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10
hp 9 Current: 9/9
Fort +2, Ref +2, Will +4
Defensive Abilities
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4)
Ranged Light crossbow +2 (1d8)
Special Attacks
--------------------
STATISTICS
--------------------
Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 14 (+2), Cha 10 (+0)
Base Attack +0; CMB +0; CMD +12
Feats Scribe Scroll, Spell Focus (Evocation), Spell Specialization (Burning Hands)
Traits Outlander: Lore Seeker, Magical Lineage
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +8, Linguistics +8 Perception +3, Sense Motive +3, Spellcraft +8
Languages Common, Osiriani, Kelish, Elven, Draconic, Shoanti, Varisian
Combat Gear Dagger (1d4), light crossbow (1d8), 10 bolts
Other Gear Backpack (worn): a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), waterskin, spellbook
Spell component pouch (worn)
Arcane Bond masterwork bronze ring (worn)
Traveler’s Outfit (worn)
Weight: 33
Coin:
PP:
GP: 93
SP:
CP:
--------------------
SPECIAL ABILITIES
--------------------
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
(Item chosen: bronze ring)
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.
Arcane School: Admixture Evocation (Prohibited: Enchantment and Necromancy)
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Outlander: Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (Spell: Fireball)
Spell Focus: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. (Chosen: Evocation)
Spell Specialization: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
--------------------
SPELLS
--------------------
Spells Per Day
0th: 4- Detect Magic, Dancing Lights (school), Prestidigation, Mending
1st: 3- Color spray, burning hands (school), mage armor
Spells Known
0th: All except prohibited schools
1st: Color spray, burning hands, mage armor, ant haul, expeditious retreat, feather fall, vanish
Believing her parents to be failures and her bloodline to be nothing special, Amara has chosen to strike out on her own, even going as far as to forsake her family name in her travels. She has headed to Varisia, hoping to pry ancient magical secrets from the ruins dotting the land and praying that her command of languages allows her to engage local aid. Every bit of money she could save has been brought with her for this task.
In preparation, Amara has done what she can to augment the languages she learned at home with those she would find in her destination. She even ignored the pleas of her parents to pick any land except Varisia, believing her parents were only seeking to hold her back.
But, while Amara is headstrong, she is not foolish; she sought out the advice of others before she left and, based on their advice, picked Sandpoint as a location to hopefully join a group of adventurers. She hopes to gain knowledge she can return home with so she can gain her family fame and acknowledgement, at which point she will reclaim her family name.
I'm hoping this background works ^^

Amren Slyblade |

Background is done. I hope you enjoy!
Emran grew up as part of an extremely diverse wandering gypsy tribe. It was mostly human craftsmen and women, but there was an entertaining group made of several elves, a gnome, and a trio of half orcs named Erma, Trac, and Urgrag. The group would set up a small circus type affair when the tribe was in a big city. The elves had a show of magic, the gnome a show of trained animals, but the trio of half orcs had a show of daring bladesmanship, and several choreographed battles.
It was with them that Emran was entranced, and watched them practice day after day as a child. His parents tried and tried to interest him in the life of a merchant, and the skills of carving scrimshaw, but it never worked. He dreamed of being a warrior, a valorous hero, and during his chores it was all he ever daydreamed about.
When he was old enough, he begged the half orcs to teach him, until after a few short months they finally relented. He was given a wooden sword, and was promptly used as a training dummy. He would go to bed every night, beaten senseless and bloodied to no end, but smiling. He learned that their way of fighting could never be his own, he was too small, too weak. He began to learn to use those attributes to his advantage. Speed, misdirection, and cunning were his allies. Distraction was his tool.
Though his fighting style that emerged was nothing like that of the valorous knight he always dreamed of being, he was proud of it. He never felt like a sneak, like a dishonorable warrior. He joined theory show, and became known as the Slyblade, and his feats of slight of hand and dizzying daggerwork amazed crowds far and wide for several years.
Eventually, though, it became not enough. The mock battles left him aching for a real fight, for a real adventure. The daydreams returned, sometimes while he trained and practiced for new show routines, and after losing focus so bad one day that he almost cut Ugrag's finger off, he realized it was time to start a new chapter in his life.
He left the group at the city of Sandpoint. He almost immediately discovered that being an adventurer meant being broke all the time. He got the occasional job hunting goblins, but that didn't get one very far. He eventually hired on working for a man named Sandru, applying his deadly skills with his daggers as a caravan guard. They baecame fast friends. They shared many loves, including good drinks and good tales. It became a running joke in Sandpoint that one of the city's main attractions were the stories you could hear in the Rusty Dragon when those two were in town.
He did well for himself for about a year, but one day, after returning to Sandpoint after a long trip to and from Magnimar, they started talking of times when they would be in the woods, alone, surviving on their own skills alone, and Emran realized that he missed that life. He missed being an adventurer, as broke as he was then.
He told Sandru over a table full of empty pints of ale and mead that he needed to return to the adventuring life, and Sandru understood. He even gave Emran an extra paycheck to help get him on his way. He found the ranger Shalelu, and bade her show him where the lairs of goblins were, or old ruins to explore. He sold goblin ears to the sheriff, and when he found them in the ruins, ancient Thassilonian artifacts to the local mages.
It was on one of those trips into ancient ruins that strangest thing happened. He was deep below the surface of the earth, exploring an old sunken tower, when he found a vault. After hours of working the ancient lock, he finally opened it, only to find a strange, star like contraption in the grasp of a skeleton. Without thinking, he grasped the strange thing, and his mind was immediately assaulted by the soul of the wizard trapped within. In a battle for his physical body, he began to lose. The wizard was forcing his soul out, and meant to take the halfling's body for his own. As Emran floated above, he saw his body smirk, and start to walk away. Right as it took a step away from the halfling's horrifed, floating soul, a blast of soft light, and a million stars erupted into the room, along with a soft, beautiful feminine voice.
"This is not your time to fall, Emran. You have a great destiny before you. Go forth, and begin your path to becoming my champion."
The wizard was cast out, and Emran was sucked back into his body. He left the ruined tower, and never spoke of the events to anyone, thinking no one would ever believe him anyway. He sold a few trinkets he found, and rented a room at the Rusty Dragon for a week.
It is there that he waits now, wondering what that voice meant, and most of all...
Why him?

Istiel Jadanas |

Istiel Jadanas wrote:That is too bad, I wonder why.Shalafi2412 wrote:Istiel Jadanas wrote:Grazie** spoiler omitted **
** spoiler omitted **...
Prego...
Am looking forward to this. Hopefully. None of the RotRL games I've been in have made it past the first encounter.
I think I have a talent for finding GMs who haven't run PbPs before, and after spending a week or more on what should be less than an hour at table, they lose interest.
Anyhow, I realized I completely omitted the mythic side of things, but I'll likely be going the Champion Path.

Shalafi2412 |

Background is done. I hope you enjoy!
Emran grew up as part of an extremely diverse wandering gypsy tribe. It was mostly human craftsmen and women, but there was an entertaining group made of several elves, a gnome, and a trio of half orcs named Erma, Trac, and Urgrag. The group would set up a small circus type affair when the tribe was in a big city. The elves had a show of magic, the gnome a show of trained animals, but the trio of half orcs had a show of daring bladesmanship, and several choreographed battles.
It was with them that Emran was entranced, and watched them practice day after day as a child. His parents tried and tried to interest him in the life of a merchant, and the skills of carving scrimshaw, but it never worked. He dreamed of being a warrior, a valorous hero, and during his chores it was all he ever daydreamed about.
When he was old enough, he begged the half orcs to teach him, until after a few short months they finally relented. He was given a wooden sword, and was promptly used as a training dummy. He would go to bed every night, beaten senseless and bloodied to no end, but smiling. He learned that their way of fighting could never be his own, he was too small, too weak. He began to learn to use those attributes to his advantage. Speed, misdirection, and cunning were his allies. Distraction was his tool.
Though his fighting style that emerged was nothing like that of the valorous knight he always dreamed of being, he was proud of it. He never felt like a sneak, like a dishonorable warrior. He joined theory show, and became known as the Slyblade, and his feats of slight of hand and dizzying daggerwork amazed crowds far and wide for several years.
Eventually, though, it became not enough. The mock battles left him aching for a real fight, for a real adventure. The daydreams returned, sometimes while he trained and practiced for new show routines, and after losing focus so bad one day that he almost cut Ugrag's finger off, he realized it was time to start a new...
Very interesting.

Amren Slyblade |

Is the piranha strike feat ok? I know it's not a core feat, but it is paizo produced. I think it fits Amren perfectly, and his fighting style with two daggers. If not, it's ok. I included a small level progression list on my profile too, so you can kinda see where I'm going with this guy. I'll probably dual path champion and guardian when we go mythic.

![]() |

Malkavik wrote:What is your background Master Halfling?May I play?
Always a curious and enthusiastic child, Malkavik grew up with a wizard father. His adopted father tried to teach him wizardry but Mal Was a more hands on learner. Mal liked that his father would summon magical energies, but didn't like all the constant reading. So finally one day Father wizard caught his son reading a book on potion brewing, without being forced to. The wizard knew his son had great potential, but he didn't know how to focus it, until now. When he started teaching Mal to brew, He noticed that Mal did have magical power, but it was focused through his potions. So when Mal was old enough, he sent him away to learn alchemy.
Malkavik flourished at the school. When he graduated, father was so proud. When he told him he wanted to apply his trade as an adventurer, he was worried. Yet, father was an adventurer once so he didn't protest. He just smiled and said "Watch that bomb splash, and you should be fine."

Amren Slyblade |

It's basically power attack for characters with high dex and low str:
Pirahna Strike:
You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.
Prerequisites: Weapon Finesse, base attack bonus +1.
Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

![]() |

Shalafi2412 wrote:Malkavik wrote:What is your background Master Halfling?May I play?
Always a curious and enthusiastic child, Malkavik grew up with a wizard father. His adopted father tried to teach him wizardry but Mal Was a more hands on learner. Mal liked that his father would summon magical energies, but didn't like all the constant reading. So finally one day Father wizard caught his son reading a book on potion brewing, without being forced to. The wizard knew his son had great potential, but he didn't know how to focus it, until now. When he started teaching Mal to brew, He noticed that Mal did have magical power, but it was focused through his potions. So when Mal was old enough, he sent him away to learn alchemy.
Malkavik flourished at the school. When he graduated, father was so proud. When he told him he wanted to apply his trade as an adventurer, he was worried. Yet, father was an adventurer once so he didn't protest. He just smiled and said "Watch that bomb splash, and you should be fine."
Then one night as the old wizard lay on his death bed, with Mal present, he apologized to him about trying to influence him so hard to be a wizard. "I'm sorry for trying to make you my little prodigy, Mal. I just wanted a little me running around. You see I never became immortal, like some mythics. So I just wanted to leave something behind." Then Malkavik, with tears in his eyes said, "I'm your son and I'll never forget you." Then his father said, "When I pass, you will be mythic, like me. Try not to blow your friends up you little trickster." With that he died. Malkavik never did forget his father, and never will.

Shalafi2412 |

Shalafi2412 wrote:Malkavik wrote:What is your background Master Halfling?May I play?
Always a curious and enthusiastic child, Malkavik grew up with a wizard father. His adopted father tried to teach him wizardry but Mal Was a more hands on learner. Mal liked that his father would summon magical energies, but didn't like all the constant reading. So finally one day Father wizard caught his son reading a book on potion brewing, without being forced to. The wizard knew his son had great potential, but he didn't know how to focus it, until now. When he started teaching Mal to brew, He noticed that Mal did have magical power, but it was focused through his potions. So when Mal was old enough, he sent him away to learn alchemy.
Malkavik flourished at the school. When he graduated, father was so proud. When he told him he wanted to apply his trade as an adventurer, he was worried. Yet, father was an adventurer once so he didn't protest. He just smiled and said "Watch that bomb splash, and you should be fine."
Thank you

Shalafi2412 |

It's basically power attack for characters with high dex and low str:
Pirahna Strike:
You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.
Prerequisites: Weapon Finesse, base attack bonus +1.Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
What source?

Amren Slyblade |

I found it on the srd. It's from some softcover paizo book called Sargova: the lost colony or something like that. Though, I suppose I fit the prereqs for power attack anyway, so I guess I don't need it. I could just take power attack since they do the same thing and call it a day. I don't know why I didn't realize that to begin with.

Megekki |

There have been no healer submissions so far?
Megekki has lots of the Heal skill, and could have the Healing hex on top of Witch and Cleric. I'd consider him a healer. I don't know yet enough about Mythic levels of power to speak to him in those terms.
I'll have him at 25 pts and lvl 1 sometime tonight.

![]() |
None that I noticed....baring one. Apologies for missed submissions.
In no Particular order.
Melee
Purrin - Male Catfolk Barbarian (Invulnerable Rager) 1
Calin Moonbreeze - Male half-elf Fighter 1
Davor Elan - Human Fighter(archer)
Velmora - Female human fighter - Two Handed Weapon archetype
Istiel - Elf Fighter 1 (Lore Warden)
Female Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian)
Divine
Kast Phaer - Human Oracle 1
Lokien Forge - Dwarf Inquistor (I'm changing meself to be Warpriest. lol )
Arcane
Megekki - Female Scarred Witch Doctor
Talathel Windliss - Male Spelldancer (Magus) 1
Garridan Teskarova - Male Varisian Sorcerer 1
Nar'a - Human (Shoanti) Witch
Skill
Zrax'ir Greenscale - Male Kobold Ranger 1
Tazennin Talviir - Elf Alchemist (Mindchemist) 1
Amren Slyblade - Male halfling Rogue 1

Helgarr |

Helgarr wrote:There have been no healer submissions so far?Megekki has lots of the Heal skill, and could have the Healing hex on top of Witch and Cleric. I'd consider him a healer. I don't know yet enough about Mythic levels of power to speak to him in those terms.
I'll have him at 25 pts and lvl 1 sometime tonight.
Wow Megekki, long time no see. Megekki!