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Sorry I am late, have been working hard on this character and ended up at the last minute shifting gears. My original submission was very similar to this, but was a dwarven theurge of Torag. After thinking about some things, I adjusted the character about a bit, and depending on the group this character might work better. I present Marcus Meridius, mystic theurge of Abadar. He is a hard working man, spends much of his time either working a shop or supervising work being done for the church or others.
Aasimar Cleric of Abadar 3/Mystic Theurge 4/Wizard 3
LN Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 10, touch 10, flat-footed 10
hp 46 (3d8+7d6)
Fort +6, Ref +3, Will +11
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft., shift
Special Attacks channel positive energy 6/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—acid dart (1d6+1 acid)
Aasimar Spell-Like Abilities (CL 10th; concentration +13)
. . 1/day—daylight
Cleric Spells Prepared (CL 7th; concentration +10):
4th—dimension door [D]
3rd—[/i]
2nd—[i]soften earth and stone [D]
1st—longstrider [D]
0 (at will)—[/i]
[D] Domain spell; Domains Earth, Travel
Wizard Spells Prepared (CL 9th; concentration +13):
4th—[i]
3rd—[/i]
2nd—[i]
1st—[/i]
0 (at will)—[i]
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Statistics
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Str 10, Dex 10, Con 10, Int 18, Wis 16, Cha 16
Base Atk +5; CMB +5; CMD 15
Feats Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Scribe Scroll, Selective Channeling, Versatile Channeler
Traits magical knack, rostlander
Skills Craft (armor) +15, Craft (carpentry) +15, Craft (weapons) +15, Diplomacy +5, Knowledge (arcana) +15, Knowledge (local) +11, Knowledge (nobility) +11, Knowledge (religion) +15, Perception +5, Spellcraft +16; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Celestial, Common, Draconic, Infernal
SQ agile feet (6/day), arcane bonds (arcane bond [object]), aura, combined spells, domains (earth, travel), opposition schools (enchantment, necromancy), specialized schools (teleportation), summoner's charm, variant channeling (earth variant channeling)
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Special Abilities
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Acid Dart (1d6+1 acid) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Arcane Bond Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combined Spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Variant Channeling (DR 1/adamantine or difficult terrain) Heal - Creatures gain a DR 1/adamantine until the end of your next turn. This DR improves by 1 at 5th level and every 5 levels thereafter. This does not allow recipients to overcome DR/adamantine with their own attacks. Harm - All squar
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shift (5') (7/day) (Sp) Short-range teleport
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 2d6 (6/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Marcus believes in the law, and that its keeping is what will move society forward. Having served in Abadar's church for well onto thirty years now, he understands that building up a community takes more than just wood and nails and shingles. It takes the building up of people and helping to give them places to live and make a living.
In Marcus's younger years, he trained as an apprentice to a hedge wizard in southern Brevoy, where he learned the secrets of arcane magic, and started to understand that there were things in the world that were bigger than he was.
It wasn't until his 40th birthday that he stumbled upon a man giving a public sermon on Taxfest day. He stopped to listen to the man, and quickly began to nod his head. He found that many of the things that the priest were saying resonated with him, and although not all points were agreeable, he spoke with the priest afterwards and requested a chance to pledge himself to train as a priest of Abadar. After several years of training and learning, Marcus was initiated as a full fledged priest.
To this day, Marcus has been working in the area to help build up society and serve and protect the citizens that are moving to the Stolen Lands, and also to help expand Abadar's influence in the region wherever possible. He has not forgotten his arcane training of his youth, but instead has taken the time to learn to fuse his two disciplines together in order to help those around him, as well as to start to incorporate methods of magical creation in his forges and making odds and ends items in his spare time.
Of late, Marcus's work has led him to Numeria, where he currently works a forge and carpentry shop, and also has been working to establish a shrine of Abadar, but to little success.
He has a strong affinity for conjuration and Earth magic, and as such uses that connection to try and enhance his allies, and cause his enemies to stumble. Often he tries to make it so that foes cannot move easily, and often his tactics will span from changing the earth beneath them to slippery mud, causing the earth itself to rumble and crack.
He also calls upon creatures that will aid himself and his allies in battle, favoring lawful Celestial Archons as well and celestial creatures. He also has been known to use more directly destructive magics, but always in restraint, for he is aware that at times it can cause devastating damage to the community of magics of that type are misused.

Cuàn |

Sheet is here, though I'm still finishing up the spell selection for the last 3 levels.
Her clothing tends to be simple yet both elegant and functional. Mostly greens and browns one could easily think her clothes the trappings of some druidic cult.
Her predisposition is similar to that of many druids in that she highly values nature and seeks to protect it, yet unlike many she considers the entire multiverse to be part of nature. In addition she adds an overall benevolence to her ideas and is more likely to teach people how to live in harmony with their environment than punish those that don't.
While generally kind and caring she has a very strong hatred of demons, demon cultists and serpentfolk. Whereas she might engage in conversation with those of a less savoury disposition in order to learn of them she takes no such effort with demonspawn and will seek to strike them down at the earliest opportunity.
Derevi seeks to find herself a home as she considers her work in the expanse to be done, at least for the foreseeable future. The place is in good hands with her twin sister. She came this far north in hope to find a new home in Sevenarches but got rebuffed by the Oakstewards and has since travelled further North and West to find a better place.
In such a home she'd strive to bring harmony and prosperity to the people while also making sure the environment doesn't suffer too much from their presence. She will brook now interference from demons or their cultists and will keep a very sharp eye on those seeking to exploit their surroundings.
Derevi was born the eldest of twin girls deep in the Mwangi Expanse. Her tribe was in continual war with the Charau-Ka and the cultist allies and both sisters grew up having to move every few days in order to stay out of their clutches.
At the age of 6 the sisters were split up as both were brought to different mentors. While her sister was brought to an old druid Derevi was brought to a former Sun-Mage of Magaambya. Guided by his hand she learned to control the flow of magic and to summon forces from the outer planes, including the spotted Silvanshee Valheen, a being that would later become her familiar. When the man's cottage was attacked by Aspis raiders years later he urged Derevi to run and head to the city of Nantambu and join the Magaambyan college.
Upon arrival at the college Derevi told the Sun-Mages of what happened to her mentor and how he urged her to seek out the academy. Based on her story she was allowed to have her skill tested and when it was found more than sufficient she was allowed entry into the college at the age of 14.
While her power grew Derevi started longing for her home, her parents and her sister and when rumours came of a great Charau-Ka uprising in her home area she was quick to return home, together with an ensemble of fellow students and some of her teachers. Upon arrival they found several of the human villages of the area burnt, their occupants slain in either battle or ritual slaughter. To her own surprise the people of her own clan were still very much alive and were once again joined by her sister, a fully capable druid in her own right. There she learned that the attacks had intensified several months ago and that only by the guidance of her sister the clan survived.
Together with her sister and her fellow arcanists Derevi concocted a plan to permanently oust the demons from the area. They ambushed several of the smaller raiding parties when they were about to attack other surrounding villages, taking down every single Charau-Ka, cultist and demon. Once they were convinced they had reduced their numbers enough they launched an attack on the Charau-Ka village and burned it to the ground. Together Derevi and her sister took down their leader, a gorilla awakened by the malevolent influence of the demon lord Angazhan.
After the battle the other arcanists returned to Magaambya but Derevi did not join them. For a time she remained with her tribe, but quickly found that she felt superfluous there. Her sister was the beast leader the tribe could hope for and with no immediate threat in the area it simply felt like she wasn't needed. As such she decided to leave the tribe in her sister's hands and find a place of her own, her own tribe to protect.
Her travels led her north and east until she hit a mountain range. With the aid of her magic and vast knowledge of the natural world she scaled it's slopes only to find herself in a vast, sandy desert on the other side. She quickly connected with a local tribe of half orcs who shared her distaste of demons, though their hatred was focused on the goddess Lamshtu and the gnolls that served her. She stayed with them for several months before going further north and finding the land turning greener as she followed the river to the grand city of Sothis. Unsure what to do and unwilling to stay in such an arid place for much longer she boarded a ship further north, to the nation of Andoran where she heard people were free.
Upon arrival in Almas she found a city filled with people who enjoyed very degrees of the freedom they so seemed to covet. It was there that she came into contact with what the people called art. Back home there were many sculptures and paintings but besides looking pretty they all had a use, be it as an offering to the spirits or as a way to ward off evil. Here however people made things just because they thought them pretty. It was a magical concept but one that quickly became slightly boring to her. It was then that she heard rumours of some magical place further north. She overheard drunks talking in one of the more seedy inns of the city, the only inns that would let her in, and they talked about a place called Sevenarches far north where faeries were supposed to dance in the meadows, nymphs languished in ponds and treants tended the trees. It did not take her long to decide where she'd go next.
The road to Sevenarches was less comfortable than she had hoped. First she had to go through the mountain range of the Five King Mountain, where she found the Dwarves to be less than hospitable, though most were content to just see her move on once they realised she wasn't one of the local orcs, they even warned her to stay away from Kyonin as the Elves were less likely to extend the courtesy. As a result she chose to move through Galt, evading towns and hamlets as a strange feeling of unease blanketed the countryside and she did not feel like ended up in a fight. Yet her troubles did not end at the border of the River Kingdoms.
Initially she settled down just fine in one of the towns of Sevenarches. The people there seemed not to like her too much but as she kept to herself no one bothered her, at least not until the Oak Stewards showed up on her doorstep. They asked her to somehow contribute to the wellness of the area but the moment Derevi offered her aid as an arcanist the Oak Stewards recoiled, turned around and left. Several days later they returned with a larger group and backed by a treant, requesting her to leave the area, even offering her an escort, or otherwise she'd be removed. Greatly insulted and confused Derevi packed up her belongings and left, heading north.
Travelling further north she came upon an odd building. Inside people hired themselves out for sex, a phenomena she hadn't encountered before. Intrigued by the idea as well as the rather odd proprietor Derevi simply asked whether she'd be allowed to stay for some time to study this odd phenomena and to catalogue the strange and new area she found herself in. The man, who called himself Satinder, agreed. Initially he wanted her to work for him as payment but when he saw the sketches and paintings she had made of the plants and animals of the area he instead asked her to redecorate his establishment.

Other Mastermind |

Thanks to all of you who've submitted characters.
I'm inviting Merten Falstaff and Raveneau Delahaye to come and join the campaign, starting with the discussion thread.

Cuàn |

Cuan how can you be a Magaambyan Arcanist and not take Wall of Thorns or Control Winds? They are like awesome spells I was tempted to take them despite that they would have had a +1 spell level adjustment.
Because I can't yet. I can grab Druid spells up to my maximum -2, so 3rd level spells max atm.
Congratulations to Merten and Raveneau