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GM alientude |
![Groetus (Symbol)](http://cdn.paizo.com/image/avatar/26_Symbol_of_Groetus.jpg)
A spot in my Test of the Starstone campaign is open, and needs to be filled by an arcane character of some kind.
Character creation information:
1) 1st level character. Your experience total will be the same as the other characters in the campaign when you enter the game.
2) 30 point buy. Yep, 30. You’re trying to be a god – you better be powerful. However, no stat can be higher than an 18 or lower than a 10 before racial modifiers (30 points means no need to dump!).
3) Core races only. Don’t ask to be an aasimar, a catfolk, a tiefling, etc. They will not be allowed.
4) Almost anything from the CRB, APG, UM, UC, and UE automatically approved other than variant rules (such as piecemeal armor and words of magic), but see below for exceptions.
5) Nearly any Paizo published Pathfinder material is fair game, but please be sure to call it out as such and link to it on d20pfsrd.com. I reserve the right to veto, but doubt I’ll need to.
6) 3rd party material will be considered with a link to the full rules. My preference is to go with Paizo only material, but I can be swayed.
7) 150 gold to start.
8) Max hp at 1st level. All following levels will be Max HP -2 (so d10 would be 8 + Con mod).
9) Two traits allowed, with the standard trait rules.
10) All alignments allowed.
Please review the following:
1) The Campaign Info tab - it has the rules for the campaign.
2) The Gameplay thread. This will give you an idea of how the campaign works. Be sure you feel you will enjoy this style of campaign before submitting an application.
I expected at least one post per day during the weekdays. I am sometimes available on the weekends to post, but recently, I've been pretty busy, so weekends are usually off.
If you are interested, please have your character submitted with a full character sheet by June 30th.
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Robot_nachos |
![Clockwork Librarian](http://cdn.paizo.com/image/avatar/A18_Robot-Librarian.jpg)
I've got about a paragraph of back story and I'd like to flesh that out a bit first before posting it, but here's a character sheet.
Amon Alberich
Half-elf/Arcanist 1
N
Init+3 Senses;Low Light Vision, Perception+3
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed ,10
hp 8
Fort +1, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: Dagger 1d4 (19-20x2) 10 foot range increment
Ranged: Light Crossbow 1d8 (19-20x2) 80 ft range increment
--------------------
STATISTICS
STR: 10 DEX: 13 CON: 14 INT: 20 WIS: 10 CHA: 14
Base Atk;+0 CMB;+0 CMD+11
melee attack bonus +0 Ranged attack bonus +1
Feats
Skill focus (knowledge: planes)
Elven Spirit (elven magic race trait)
traits
Reactionary
Spark of Creation
Trained Skills
+8 Spellcraft, +3 Disguise, +2 Stealth, +11 Knowledge (planes), +3 Perception, +9 Linguistics, +8 knowledge (arcana), Sense Motive +1
(Languages: Common, Elven, Infernal, Abyssal, Aklo, Celestial, Terran, Auran)
Medium size.
Base land speed 30 feet.
Senses: low light vision
favored class bonus:
+1 skill
Abilities
Arcane reservoir (1 point)
Arcane Reservoir (Su): An arcanist has an innate pool
of magical energy that she can draw upon to fuel her
arcanist exploits and enhance her spells. The arcanist’s
arcane reservoir can hold an amount of magical energy
equal to twice the arcanist’s level. Each day when
preparing spells, the arcanist’s arcane reservoir fills with
raw magical energy, gaining a number of points equal to
1 + 1/2 her arcanist level (minimum 0). Any points she had
from the previous day are lost. She can also regain these
points through the consume spells class feature and
some arcanist exploits. The arcane reservoir can never
hold more points that the total mentioned above, points
gained in excess of this maximum are lost.
Points from the arcanist reservoir are used to fuel
many of the arcanist’s powers (see arcane exploits). In
addition, the arcanist can expend one point from her
arcane reservoir as a free action whenever she casts an
arcanist spell. If she does, she can choose to increase the
caster level by 1 or increase the DC of the spell by 1. She
can expend no more than one point from her reservoir on
a given spell in this way.
Consume Spells (Su): The arcanist can spend a
standard action to expend an available arcanist spell slot,
making it unavailable for the rest of the day just as if she
had used it to cast a spell. In doing so, she adds a number
of points to her arcane reservoir equal to the level of the
slot consumed. She cannot consume cantrips (0 level
spells) in this way. Points added to the arcane reservoir in
excess of the limit (see arcane reservoir) are lost.
Arcanist exploits
See Magic (Su): The arcanist can see magical auras as if
under the effects of detect magic. If she expends on point
from her arcane reservoir, for 1 minute she instantly
recognizes magic item auras and spell effects. During
this time, she is treated as if she had studied each aura
for 3 rounds and she treats her Knowledge (arcana) skill
check as if she had rolled a 15 on the d20. In addition,
if she touches a magic item during this time, she can
immediately identify its properties using Spellcraft
without needing to spend 3 rounds examining the object.
If an enemy possesses the object, the arcanist must first
succeed at a melee touch attack to identify the item.
spells known
all 0th level spells
Shield
Mage Armor
Grease
Magic Missile
Color Spray
Ray of Enfeeblement
Alarm
Obscuring Mist
spells per day
1-3
gear:
53gp
Wizard’s kit (21gp)
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Light Crossbow (35gp)
Bolts (50) (5gp)
Dagger (1gp)
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mellowgoth |
![Bodak](http://cdn.paizo.com/image/avatar/bodak.jpg)
For your consideration: Zolrak Stormborn
Zolrak Stormborn
Human (Kellid) Sorcerer 1
CN Medium humanoid (human)
Init +1; Senses Perception +0
Defense
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +2
Offense
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) greatsword +1 (2d6+1/19-20)
Ranged sling +1 (1d4+1)
Sorcerer Spells Known (CL 1st; concentration +6):
1st (5/day)—ear-piercing scream (DC 17), hydraulic push
0 (at will)—detect magic, jolt, light, prestidigitation
Statistics
Str 13, Dex 12, Con 13, Int 14, Wis 10, Cha 20
Base Atk +0; CMB +1; CMD 12
Feats Combat Casting, Eschew Materials, Martial Weapon Proficiency (greatsword)
Traits magical lineage, scholar of the great beyond
Skills Intimidate +9, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +7, Spellcraft +6, Use Magic Device +9
Languages Auran, Common, Draconic, Hallit
SQ bloodlines (stormborn), thunderstaff
Combat Gear acid, alchemist's fire, alkali flask, oil, smokestick, vermin repellent (2); Other Gear dagger, greatsword, sling, sling bullets (20), backpack, bedroll, belt pouch, flint and steel, mug/tankard, silk rope (50 ft.), sunrod (2), trail rations (2), waterskin (2), 11 gp, 1 sp, 8 cp
Special Abilities
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Stormborn +1 DC for [electricity] and [sonic] spells.
Thunderstaff (Shock 1 rds, 8/day) (Sp) Touch a weapon to grant the Shock power for 1 rds.
Arrogant, the tribal elders always called him. And he would grin and say, “Yes”. Then, in thunder and lightning, he would show them why.
The Kellids, his people, shunned magic. Feared it. Of course, the hunched-over worms from Taldor and Cheliax, pouring over books until their eyes squinted forever, that was the way of the weakling and the coward. But how, or why, would one deny magic that welled from the blood, carried from the sky by the very lightning? Let my people fear me, Zolrak said, some time long before the hazy now. I will protect them all the same. And when I have smote the earth and cracked the sky, I shall rise to the heavens themselves! I shall be Zolrak Stormborn no more…I shall be Zolrak Stormbringer ! And I shall roam the endless skies above, and the Kellids may love me and fear me.
And thus came the Kellid sorcerer Zolrak Stormborn to the City at the Center of the World. Spitting his contempt at the Hopefuls, on his very first day in the City, he rode the winds across the chasm to the Cathedral of the Starstone, and strode arrogantly inside.
6'2", 185#, broad-shouldered, but fairly wiry.
Long black hair, sun-bronzed skin, dark brown-virtually black-eyes. Clean shaven, usually sporting a slightly arrogant half-smile.
Typically wearing a simple linen sleeveless tunic and dark leather trews, long boots, and a long, dark blue sleeveless riding coat. Though a sorcerer, he is still a proud Kellid, wearing a greatsword on his back and proudly displaying the fine white scars of many fights on his arms and face.
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Alec Jadder |
![Paladin](http://cdn.paizo.com/image/avatar/PZO1121-DwarfPaladin_90.jpeg)
I believe I should include a part of the original recruitment post, so you all would have an idea on what to expect and to improve your backgrounds. This is not a simple task.
You're standing in a plush room with three other people. Comfortable chairs dot the room, and a roaring fire fills it with a pleasant heat. The walls are lined with bookshelves, all empty. The east wall – somehow, you know it is east – holds a large iron door. In a small niche in the western wall stands what is clearly an illusionary man dressed in robes.
How did you get here? Why are you here? Your thoughts are fuzzy. The last thing you can clearly remember is...well, nothing. Vague flashes of memory pass through your head, but no matter how you try to hold and inspect them, they slip away. All you can truly remember is your training, but even that seems incomplete. Like you once knew so much more than you do now.
The illusionary man catches your eye. He nods and twirls a finger, and a few thoughts - one might almost call them rules - enter your mind.
Rules
1) Your goal is to reclaim the power you once had.
2) Through the door lies the means to do so.
3) This room is called Haven.
4) Once you leave Haven, the door will close and you may not return for 12 hours. Attempting to do so will result in failure with extreme prejudice.
5) Each time you return to Haven, you may rest for 12 hours before you must leave.
6) Through the door lies peril in many forms. Though there may be areas that seem safe, none are guaranteed. Haven is the only secure area.
7) You must cooperate fully with the other people currently in Haven.
8) The illusionary man will trade for any items you might acquire, and can provide you access to just about any item or spellcasting service you can possibly imagine. For a price.
9) Death is a setback, not a failure.
10) Attempting to leave the test means failure.
11) You have one year to complete the test.
So, this should be an interesting experience. The characters in this game were once level 20 and are attempting to become gods by passing the Test of the Starstone. The test in this case is to be reverted to level 1, dumped in an inescapable dungeon, and live to level 20 again. This is meant to be a pure dungeon delve, with some…interesting twists. *cue evil GM laughter*
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![Roy Greenhilt](http://cdn.paizo.com/image/avatar/Avatar_Roy.jpg)
Here's my submission...It's an elf sorc with the wildblooded bloodline...the arcane variant, sage.
XP 0
Male Elf Sorcerer(Sage bloodline) 1
CG Medium Humanoid(Elf)
Init +4; Senses lowlight; Perception +
Defense
AC 16; Touch412; Flat-Footed 12; (leather, +4 Dex)
HP 11 (d6)
Fort +2; Ref +4; Will +3
Defensive Abilities na; DR na; Immune +2 vs enchantment;
Resist na; SR na
Offense
Speed 30
Space 5ft; Reach 5ft
Melee
longsword +1 1-8+1/19-20 x2
dagger +1 1-4+1/19-20 x2
Ranged
shortbow +4 1-6/x3
dagger +4 1-4+1/19-20 x2
Special Attacks na
Spell-Like Abilities
Arcane bolt 30' range, 1-4+1 dmg, 7x/day (CL 1 )
1st (4/day, spontanious only) CL 1
0 (at will, spontanious only)—
spells known
0 level-disrupt undead, acid splash, detect magic, read magic
1 level-magic missile, burning hands
Statistics
Str 12, Dex 18, Con 12, Int 18, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD +14 ( vs. trip)
Feats
Toughness
Eschew Materials
Skills
Spellcraft +10 (+12 combat cast, +12 identifying)
Know. Arcana +10
Perception +4
Use magic device +5
Know. nature +8
Know. Dungeoneering +8
Racial Modifiers
+2 Dex, +2 Int, -2 Con
Languages
Elven, common, goblin, sylvan, draconic, orc
SQ
Elven immunities, keen senses, low light vision,
elven magic, weapon familiarity, bloodline arcana, bloodline power
Combat Gear
longsword
shortbow 40 arrows
2 dagger
leather armor
Other Gear
backpack
bedroll
Explorer's outfit
4 days rations
50' silk rope
belt pouch
3 candles
3 chalk
flint and steel
torch
twine
5 parchment
inkpen
vial ink
waterskin
mapcase
sack
gp 56
sp 3
cp 2
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![Nickold Starweather](http://cdn.paizo.com/image/avatar/PZO9407-Nickold_90.jpeg)
I'm intrigued by your campaign.
I would like to join with a human crossblooded sorcerer (don't have yet all the crunch)
I remember the sensation of power through my skin.
I remember being something more than human
I remember the thought of being feared
I remember the smell of hash and burning fire
I remember death and resurection
But when I woke up in Haven, here in nowhere
Reborn a child with no memory but tears
Of the shore of my thoughts I stand alone, and think
Till power and fame to nothingness do sink.
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Sedoriku |
![Wayfinder of the Planes](http://cdn.paizo.com/image/avatar/PZO9435-Wayfinder4.jpg)
Well I'm really just looking for a more summoning orientated build. So if I did go with a Summoner it would probably be a Master summoner who uses his eidolon as a lackey (carrying things or fetching things maybe later levels as a mount.) I may just look at an infernal binding wizard instead, but the loss of available summons/spell slots would be fairly detrimental...
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Nareth I'grada |
![Raistlin](http://cdn.paizo.com/image/avatar/Face-Offcolor2.jpg)
Correct. I am the warpriest of Zon-Kuthon (strictly LN). Our bard has some ranged capability but we're mostly melee oriented.
At this level I'm using pretty much all of my magic for cure spells. Healing is a highly used resource. Our bard also helps with healing and our paladin will at higher levels (I'm assuming).
Anybody needing to know anything about our combat/play styles just ask and we/I will get back to you.
And when you apply, please have detect magic prepared and knowledge arcana trained.
Edit: @Sedoiku - Most people dislike summoners for one reason or another, but the two most hated archetypes are synthesist and master summoner. If you apply a master summoner I hope you are extremely organized with your turns since that class hands down makes the most combat-slowing PC in the game.
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Alec Jadder |
1 person marked this as a favorite. |
![Paladin](http://cdn.paizo.com/image/avatar/PZO1121-DwarfPaladin_90.jpeg)
Well I'm really just looking for a more summoning orientated build. So if I did go with a Summoner it would probably be a Master summoner who uses his eidolon as a lackey (carrying things or fetching things maybe later levels as a mount.) I may just look at an infernal binding wizard instead, but the loss of available summons/spell slots would be fairly detrimental...
I believe the GM meant the background and behavior of your character should make the difference, and not the crunch.
Our bard also helps with healing and our paladin will at higher levels (I'm assuming).
"Healing? What's that?!" Just kidding, yes, I'll help a little.
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Petty Alchemy RPG Superstar Season 9 Top 16 |
![Chatterer](http://cdn.paizo.com/image/avatar/10Chattererswarm5.jpg)
Does the Bard cast will-save dependent spells, or is he mostly focused on buffing and fighting?
Edit- Here's my pitch:
Bell is an optimistic (perhaps overly so) halfling hedge witch. Her mood is cheery even in the face of danger. Her confidence is grounded in something she can't remember since arriving in Haven, but that doesn't bother her. She is accompanied by her weasel familiar, an equally tenacious animal, and storm clouds tend to gather over those that wish her or her friends harm.
Mechanically, Bell is a Hedge Witch that focuses on the Evil Eye hex. As a Hedge Witch she'll eventually be able to spontaneously cast Cure spells, to help with the healing load (though really, you guys can all heal already. A bard, warpriest, and paladin, that's pretty solid).
I've played a Slumber Witch before and I found it to be kind of cheesy, and cackling every round for Misfortune is somewhat awkward. I want to give Evil Eye a go.
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GM alientude |
![Groetus (Symbol)](http://cdn.paizo.com/image/avatar/26_Symbol_of_Groetus.jpg)
Sedoriku wrote:Well I'm really just looking for a more summoning orientated build. So if I did go with a Summoner it would probably be a Master summoner who uses his eidolon as a lackey (carrying things or fetching things maybe later levels as a mount.) I may just look at an infernal binding wizard instead, but the loss of available summons/spell slots would be fairly detrimental...I believe the GM meant the background and behavior of your character should make the difference, and not the crunch.
Exactly.
Does the Bard cast will-save dependent spells, or is he mostly focused on buffing and fighting?
I encourage to you to read the gameplay thread to see how the party currently acts.
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Petty Alchemy RPG Superstar Season 9 Top 16 |
![Chatterer](http://cdn.paizo.com/image/avatar/10Chattererswarm5.jpg)
Here's a mostly complete sheet for Bell, Halfling Hedge Witch
Not set on a Patron yet, though I'm thinking Occult could be a good choice.
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Robot_nachos |
![Clockwork Librarian](http://cdn.paizo.com/image/avatar/A18_Robot-Librarian.jpg)
Ok I've got a backstory now, I've also changed a few things from my initial draft, Amon is now chaotic neutral and has skill focus knowledge Arcana instead of planes.
In later levels Amon might become an arcane trickster or a pathfinder savant he'll probably also go down the eldritch heritage feat tree for the arcane bloodline stuff (links to other two feats in the tree 2, 3).
I'm also considering grabbing some item creation feats, Normally not the most optimal choice in a dungeon crawl but I think that it can be made to work, at later levels I might do some things to speed up the process like using a familiar (especially one with the cooperative crafting feat) to get the crafting done or the tools of amazing manufacture. Is any of that not cool with you?
Amon Alberich always had a passion for magic, unfortunately he was also incredibly poor, unable to afford the exorbitant tuition at Absalom’s college of mysteries and unable to find a teacher to get him far enough in the basics to obtain a merit based scholarship. So naturally he came to the completely rational conclusion that if he could not get what he wanted playing by their rules, he would simply have to circumvent them. It was difficult at first, but eventually by sneaking into lectures, bribing existing students for materials, and a host of other chicaneries he was eventually able to properly attend college of mysteries.
After graduating his he found his lust for knowledge only grew, so he joined the pathfinder society. After a lifetime of study he hit a wall, certainly he knew awesome magics, he could alter reality, stop time and call fire down from the heavens, but he knew that there had to be more and if godhood was the only way to find that out then godhood was what he would pursue.
Amon Is a half elf with fair skin and shock white hair, He dresses in green robes and has “Don’t Forget” carved into his left arm.
Amon Alberich
Half-elf/Arcanist 1
CN
Init+3 Senses;Low Light Vision, Perception+3
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed ,10
hp 8
Fort +1, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: Dagger 1d4 (19-20x2) 10 foot range increment
Ranged: Light Crossbow 1d8 (19-20x2) 80 ft range increment
--------------------
STATISTICS
STR: 10 DEX: 13 CON: 14 INT: 20 WIS: 10 CHA: 14
Base Atk;+0 CMB;+0 CMD+11
melee attack bonus +0 Ranged attack bonus +1
Feats
Skill focus (knowledge: arcana)
Elven Spirit(elven magic race trait)
traits
Reactionary
Spark of Creation
Trained Skills
+8 Spellcraft, +3 Disguise, +2 Stealth, +8 Knowledge (planes), +3 Perception, +9 Linguistics, +11 knowledge (arcana), Diplomacy +3
(Languages: Common, Elven, Infernal, Abyssal, Aklo, Celestial, Terran, Auran)
Medium size.
Base land speed 30 feet.
Senses: low light vision
favored class bonus:
+1 skill
Abilities
Arcane reservoir (1 point)
Arcane Reservoir (Su): An arcanist has an innate pool
of magical energy that she can draw upon to fuel her
arcanist exploits and enhance her spells. The arcanist’s
arcane reservoir can hold an amount of magical energy
equal to twice the arcanist’s level. Each day when
preparing spells, the arcanist’s arcane reservoir fills with
raw magical energy, gaining a number of points equal to
1 + 1/2 her arcanist level (minimum 0). Any points she had
from the previous day are lost. She can also regain these
points through the consume spells class feature and
some arcanist exploits. The arcane reservoir can never
hold more points that the total mentioned above, points
gained in excess of this maximum are lost.
Points from the arcanist reservoir are used to fuel
many of the arcanist’s powers (see arcane exploits). In
addition, the arcanist can expend one point from her
arcane reservoir as a free action whenever she casts an
arcanist spell. If she does, she can choose to increase the
caster level by 1 or increase the DC of the spell by 1. She
can expend no more than one point from her reservoir on
a given spell in this way.
Consume Spells (Su): The arcanist can spend a
standard action to expend an available arcanist spell slot,
making it unavailable for the rest of the day just as if she
had used it to cast a spell. In doing so, she adds a number
of points to her arcane reservoir equal to the level of the
slot consumed. She cannot consume cantrips (0 level
spells) in this way. Points added to the arcane reservoir in
excess of the limit (see arcane reservoir) are lost.
Arcanist exploits
See Magic (Su): The arcanist can see magical auras as if
under the effects of detect magic. If she expends on point
from her arcane reservoir, for 1 minute she instantly
recognizes magic item auras and spell effects. During
this time, she is treated as if she had studied each aura
for 3 rounds and she treats her Knowledge (arcana) skill
check as if she had rolled a 15 on the d20. In addition,
if she touches a magic item during this time, she can
immediately identify its properties using Spellcraft
without needing to spend 3 rounds examining the object.
If an enemy possesses the object, the arcanist must first
succeed at a melee touch attack to identify the item.
spells known
all 0th level spells
Shield
Mage Armor
Grease
Magic Missile
Color Spray
Ray of Enfeeblement
Alarm
Obscuring Mist
spells per day
1-3
gear:
53gp
Wizard’s kit (21gp)
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Light Crossbow (35gp)
Bolts (50) (5gp)
Dagger (1gp)
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Morgan Lyrandar |
![Spell Sovereign](http://cdn.paizo.com/image/avatar/33_Spell-Sovereign.jpg)
Morgan Lyrandar
Str 11 +0
Dex 16 +3
Con 12 +1
Int 10 +0
Wis 10 +0
Cha 20 +5
Total HP: 6+2=8
Race: Half elf
Class: Sorcerer
Bloodline: Stormborn
Skills: Knowledge (planes) +8
Linguistics +5
Feats: Spell Penetration
Skill focus (Knowledge (planes))
Equipment: Haramaki, Sorcerer's kit, 4 thunderstones, Traveler's outfit, 9 sunrods, a jar of Maple Syrup
Spells known: 0: Resistance, Detect Magic, Dancing Lights, Spark
1: Enlarge Person, Magic missile
Traits: Scholar of the Great Beyond, Thirst for Knowledge
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GM alientude |
![Groetus (Symbol)](http://cdn.paizo.com/image/avatar/26_Symbol_of_Groetus.jpg)
Robot_nachos: Unless a familiar is actively taking part in the game (ie scouting, Improved Familiar getting involved in combat, etc), it'd just be hand-waved to be safe. Active familiars and animal companions would not be returned to life in Haven, although I'd definitely find a way for you to get a new one once any appropriate measures are taken.
Cr500cricket: ARG alternate racial traits are generally approved. Ancestral Arms is fine. Backstory is not incredibly important, but I do want to be able to get a sense of who your character is. So far, this kind of stuff hasn't come up in the game...yet.
Heofthehills: I'm leery of 3.5 PRCs, but wouldn't ban them outright. You'd have to be able to show me the complete rules for the PRC. I'd take them on a case-by-case basis, but like summoners, I'd expect to be impressed by the character concept.
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Robot_nachos |
![Clockwork Librarian](http://cdn.paizo.com/image/avatar/A18_Robot-Librarian.jpg)
Ok, also, if we lose enough experience to lose a level are we "locked in" to the choices we made when we regain that level? for example If I where to take combat casting upon hitting 3rd level and de-leveled to level two, would I need to take combat casting as my third level feat upon re gaining third level?
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Bane88 |
![Khair Al Din](http://cdn.paizo.com/image/avatar/PF21-09.jpg)
After looking at gameplay, I've made an elf witch Named Sylas Porter, with the Time Patron (tee hee), his catchphrase, "Time is on my side"
Male Elf Witch 1 (Pathfinder RPG Advanced Player's Guide 65)
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Special Attacks hexes (evil eye)
Witch Spells Prepared (CL 1st; concentration +6):
1st—cause fear (DC 16), ear-piercing scream[UM] (DC 16), ill omen[APG]
0 (at will)—dancing lights, detect magic, read magic
--------------------
Statistics
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Str 10, Dex 14, Con 12, Int 20, Wis 11, Cha 15
Base Atk +0; CMB +0; CMD 12
Feats Accursed Hex[UM]
Skills Fly +6, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +9, Perception +2, Spellcraft +9 (+11 to determine the properties of a magic item), Use Magic Device +6; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ elf witch, elven magic, patron spells (time), weapon familiarity
Other Gear dagger, 148 gp
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Special Abilities
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+1 Witch's Familiar's Spells Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
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.
Evil Eye -2 (8 round(s, DC 15), DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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Hawktitan |
![Lamishal](http://cdn.paizo.com/image/avatar/Lamishal.jpg)
Throwing another sorcerer into the mix -
Half-elf Sorcerer Draconic bloodline with every intention of prestidge classing into Dragon Disciple.
Flying through the skys his knowledge of the planes almost infinate, the taste of fire on his breath. His goal so close. Sure they called him arrogant, but didn't he have a right to be, born with an affinity for magic and family has the blood of dragons flowing within them. Such power manifested strongly within Tanniym.
Tanniym traveled the realm, using his personality and magic to overcome many problems and where that failed there was his shear phyisical might. Between the two of them his power grew and eventually almost nothing could stand in his way. There was only one way for his power to grow.
Tanniym
Half-Elf Sorcerer 1
LN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft.
Melee longspear +3 (1d8+4/×3)
Special Attacks bloodline arcana: draconic, claws
Sorcerer Spells Known (CL 1st; concentration +4):
. . 1st (4/day)—grease, true strike
. . 0 (at will)—daze (DC 13), detect magic, light, read magic
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike, Eschew Materials, Skill Focus (Knowledge [planes])
Traits magical knack, scholar of the great beyond
Skills Knowledge (planes) +9, Perception +6, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven
SQ arcane training, bloodlines (draconic), elf blood
Other Gear longspear, 145 gp
--------------------
Special Abilities
--------------------
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.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
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Morgan Lyrandar |
![Spell Sovereign](http://cdn.paizo.com/image/avatar/33_Spell-Sovereign.jpg)
Morgan Lyrandar was born a minor noble in the city of Cassomir. Morgan was fascinated with storms ever since he first witnessed one as a very small child. He looked out the window of his house with awe, not even flinching at the loud claps of thunder that sent even his older brother diving under the covers. He has always longed to become one with the storm, scaring the wits out of his parents by running outside during them. He prayed to both Gozreh and Nethys for his wish to be granted and in the end it was Nethys who really answered nearly 40 years later. During a storm more powerful than Morgan had ever seen, he thought he saw a black and white mask through the rain. Never one to fear the fury of nature, Morgan went outside to investigate. He had just barely stepped outside when a bolt of lightning slammed into him, although he was hurled 60ft through the air and was knocked unconscious, he was not injured at all. Morgan only had words in neat handwriting seared into his mind. They read " Go to the city called Absalom, there you will find a Cathedral made from the stones of fallen stars. Do what you must to enter that Cathedral. Only the power of the Starstone can grant your wish" Morgan packed his bags and set off on the first ship to the city at the center of the world. Upon arriving, Morgan quickly found out very few actually survived the Test. Steeling his resolve, he called out to the storm and to Nethys, and jumped. A violent gust of wind hurled him across the gap towards the shining Cathedral. After that, Morgan blacked out and woke up in a place called Haven.
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sarpadian |
Male halfling phantasm illusionist 1
N Small humanoid (halfling)
Init +9; Perception +3 (+5 w/Donves in arm’s reach)
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (d6+2);
Fort +3; Ref +4; Will +3; +2 vs. fear, +2 Will vs. effects on dreaming mind or subconscious
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged dagger +4 (1d3-1/19-20), light crossbow +4 (1d6/19-20)
Special Attacks terror 7/day
Illusionist Spells Prepared (CL 1st; concentration +5)
1st—color spray (DC 15), mage armor, burning hands (DC 15)
0—detect magic, ghost sound (DC 14), light
Opposed Schools Enchantment, Necromancy
STATISTICS
Str 9, Dex 17, Con 14, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 11
Feats AlertnessB (w/Donves in arm’s reach), Improved Initiative, Scribe ScrollB
Traits Battlefield Caster (Dwarves of Golarion), Lucid Dreamer (Faction Guide)
Skills Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +9, Perception +3 (+5 w/Donves in arm’s reach), Sense Motive +0 (+2 w/Donves in arm’s reach), Spellcraft +8, Stealth +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling
SQ arcane bond (rhamphorhynchus (AP 37)), extended illusions, fearless, fleet of foot, halfling luck, keen senses, weapon familiarity
Combat Gear crossbow bolts (20), potion of cure light wounds, scrolls of mage armor (2); Other Gear dagger, light crossbow, spellbook [all non-enchantment/necromancy cantrips and spells prepared, plus chill touch, grease, identify, true strike], wizard’s kit, 15 gp.
SPECIAL ABILITIES
Arcane Bond (Ex or Sp)
Balek has bonded with a rhamphorhynchus (+2 to Initiative).
Battlefield Caster
You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.
Extended Illusions (Su)
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Fearless
Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fleet of Foot
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Halfling Luck
Halflings receive a +1 racial bonus on all saving throws.
Keen Senses
Halflings receive a +2 racial bonus on Perception checks.
Terror (Su)
As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Weapon Familiarity
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
N Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +6
DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 4 (d8);
Fort +2; Ref +7; Will +4;
Defensive Abilities improved evasion;
OFFENSE
Speed 10 ft., fly 40 ft. (good),
Melee bite +5 (1d3-2)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks sudden swoop
STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Knowledge (arcana) -1, Knowledge (local) -1, Knowledge (planes) -1, Perception +6, Spellcraft -1, Stealth +15
Languages empathic link
SQ alertness, share spells
SPECIAL ABILITIES
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Sudden Swoop (Ex)
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
The alternate racial trait Fleet of Foot and the alternate favored class benefit for wizards are both available on the halfling page .
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Mailhain Starfall_2 |
![Spell Sovereign](http://cdn.paizo.com/image/avatar/33_Spell-Sovereign.jpg)
Here's the Crunch
Init +2; Senses Lowlight vision; Perception +1(3)
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (Dex +2)
hp 10 (1d6+1)
Fort +1, Ref +2, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Longsword +1(1d8+1, 19-20x2, slashing)
Dagger +1/+2 (1d4+1,10ft, 19-20x2, piercing)
Longbow +2 (1d8, x3, piercing)
--------------------
Statistics
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Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 20 (+5), Wis 12 (+1), Cha 12 (+4)
Base Atk +0; CMB +1; CMD 13
Feats: Toughness, Scribe Scroll, (Alertness v familiar)
Traits: Warrior of Old, Dangerously Curious
Skills Appraise (Int), Craft (Int), Fly(Dex), Knowledge (arcana) (Int)+9, Knowledge (dungeoneering)(Int)+9, Knowledge (nature)(Int)+9, Knowledge (planes)(Int)+9, Knowledge (religion)(Int)+9, Linguistics (Int) +9, Profession (Wis), and Spellcraft (Int), Use Magic Device (Char) +5.
Languages: Common, Celestial, Draconic, Sylvan, Aquan, Auran, Ignan,
SQ: Shift, Low-Light Vision, Elven Immunities, Elven Magic
--------------------
Special Abilities
--------------------
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial
weapon.
Traits
Warrior of Old: As a child, he put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
Dangerously Curious: Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Feats:
1st: Toughness
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
1st bonus: Scribe Scroll (Item Creation)
Benefit: He can create a scroll of any spell that he knows. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000gp in its base price. To scribe a scroll, you must use up raw
materials costing half of this base price.
Spellbook:
0lvl:all except for Necromancy and Illusion
1st: Magic Missile, Mage Armor,Grease, Summon Monster I, Ear-Piercing Scream, Unseen Servant, Shield, Protection from Evil
Teleportation School
Associated School: Conjuration.
Replacement Power: The following school power replaces the acid dart power of the conjuration school.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement
does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot
take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence
modifier. (total 8 times per day)
Carrying Capacity: Light (43 lbs. or less), Medium(44–86 lbs.), Heavy (87–130 lbs.)
20/×2, 10 ft., 2lb., PorS), Arrows (20) (1gp, 3lbs.), Spell component pouch (5gp, 2lbs.), Backpack, common (2gp, 2lbs., Contains: Spell book (3lb.), Ink (8gp), Inkpen (1sp), Silk rope 50ft. (10gp, 5lbs.), Parchment (5 sheets) (2sp), 2 Sacks (1sp, 1lb. )), Canteen (2gp, 1lb., Full), Belt pouch (1gp, 1/2lb., Contains: Chalk (10 various colors, 1sp), 23gp, 1sp), Bandolier (5sp, Contains:4 Iron vials (4sp, 4lb.)), Scroll case (1gp, 1/2lb., Contains:), Signal whistle (8sp), (Total Spent 127 gp, 9sp)
(Total Weight: 31lb.)
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Lorenzo "Fates Favored" Florent |
![Alain](http://cdn.paizo.com/image/avatar/PZO1115-Alain_90.jpeg)
This is the Bard in question. As stated by my learned colleagues, Lorenzo is an agile, front-line combatant, who will eventually TWF.
Healing is (currently), primarily covered by a wand of Cure Light Wounds; but I have taken it as a known spell in order to supplement.
Detect Magic and Knowledge (Arcana) are a must...
Lorenzo won't be taking many save spells. He'll focus on buffing and blade-style spells.
I very much feel Healing is not an issue. Arcane power please!
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Alec Jadder |
![Paladin](http://cdn.paizo.com/image/avatar/PZO1121-DwarfPaladin_90.jpeg)
Hey Feral!
Well, it's actually 6 months, and I believe we have enough experience to be level 2 already, but we're just not wishing to return to Haven right now (and we can't, actually). We need someone to be faster than our regular speed right now.
We were very shy at the beginning, not posting our later actions and getting a very slow progress, but I believe it's increasing right now. The player who dropped certainly did not help much, but you Omen, I've played in several of your pfs pbps, and you probably bumped into Alexander somewhere on the boards.
Good luck to everyone.