
cuatroespada |

so i have a few custom classes/archetypes i've been wanting to try out if you don't mind taking a look at them. i'll have to dig the other ones up, but this was my port of the 3.5 spirit shaman. the spells known and per day are supposed to be the same as an arcanist, but i haven't gotten around to changing it.

GM Choon |

The way I did it was you get the monster listed skills as race skills, = class skills and then spend the points from the class side of your gestalt on them. I would say all monsters have 2+int skills so anything class wise over that is good. You only get to spend the skills points from one side of your gestalt. Some monsters get skill race bonus, like if they fly well, you just have to work out what they are as most don't list them. The rule I work by is, if its not listed then don't add one. Keeps it simple if its a PC.
Any how Lady Incendia is shaping up well.
I like this.
As for conversions, I'd rather not. There is already a huge list of options.

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Curious, since dragons get 6+int skill ranks per HD, could I use that instead of the class skill ranks, or do I need to go with the class skill ranks as you previously stated. I'm working on a myrmidon fighter young crystal dragon.

Lady Incendia Anisha Rosala |

Found this great image of her ladyship IMAGE HERE this is just how I see here.

Lady Incendia Anisha Rosala |

Also, if the creature side has more than 6 HD, do we reduce that to 6HD?
GM said no go with CR. says its to much of a fuss.
I would not worry about being over powered, v HD, I get the feeling the GM is going to roll on the mean dice and then if its a bad one, Rock falls etc. I think, most will be working on survivability in combat for this one, for my PC, she ant so hard, but I really wanted to try out this idea.

White Unggoy |

Alright, here’s three build concepts and brief summaries of what’s involved. Feel free to point out a favorite too: they all sound fun by my reckoning. Links provided to the store page in case you want to glean more information, and d20PFSRD as well (where applicable).
Race: Yaksha (Rakshasa Paragon base race)
The Master of Forms is a monk-like maneuver-based class focused around five elements: earth, fire, ice, lightning, and wind. The maneuvers (called forms) work a bit differently than Dreamscarred Press’s initiators; the Master of Forms has access to his forms at all times, and powers them on a focus pool that starts combat at 0 and can be increased up to 4, with the forms requiring and then adjust that number.
Rakshasa Paragon comes from the In The Company of... series, which builds playable monster races into 20-level base classes. Not unlike Dreamscarred’s Monster Classes series, these books focus more on evoking the feel of a monster and providing customizability comparable to other base classes, rather than trying to follow the Bestiary entries. Rakshasa Paragons prey on humanoids, and have a deceptive focus with shapechanging and mind-affecting stuff. They are also pretty tough in a straight up fight.
Race: Undecided; nothing too zany though.
The Talented series breaks the features of classes and their archetypes down into menus of talents and ubertalents (called edges) - this includes spellcasting! I’ve been interested in trying one of these out to see if you can build a character as versatile as other gestalts without working around split themes. If you don’t feel like wrapping your head around spherecasting, I’ll just keep the non-Talented half Paizo-only.
Race: Undecided, but definitely something Paizo.
Ethermancers are blaster class, not entirely dissimilar from a kineticist, but works off of a pool that regenerates every turn and isn’t tied down so closely to elements (the fluff is equal parts multiverse theory and Lovecraft). This pool is limited by missing out on all but the simplest buff & battlefield control effects.
A luckbringer fills a skill role with a minor amount of buffing and debuffing. Its abilities revolve around affecting chance around him, granting/forcing rerolls, minor luck bonuses or penalties, and so forth.

chuffster |

Would the Noxious Bite feat be ok? I have a barbarian in mind who's just itching to chew the scenery and/or the opposition.

oyzar |

I'm thinking to do Magus4/Warder1/Bladecaster1 // Wizard 6 (or another caster), would that be ok? Some people don't like prestige classes in gestalt, but I'll qualify for it all on one side. Won't be as crazy as some of the monster builds, but combining full casting with full maneuver progression and spell combat on top of it should work out nicely.
The feat-tax to enter the prestige class is kinda meh (I wouldn't get those feats otherwise), but I'll just have to live with it. I hope picking up additional traits is ok, because the character really needs it to come together (practiced initiator is kinda necessary)?

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Entry:
Akumu
Will'o'wisp (2 master of many styles monk/4 unchained rogue)
LE abberation
Init +11; Senses darkvision; Perception +12
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Defense
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AC 30, touch 30, flat-footed 19
hp 40 (9d8)
Fort +5, Ref +18, Will +10
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Offense
--------------------
Speed 50 fly (perfect)
Melee shock +20 (2d8 lightning)
or Unarmed strike +21(1d4+12), or Two weapon fighting +19/+19/+14(1d4+12)
--------------------
Statistics
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Str 1, Dex 32, Con 10, Int 15, Wis 16, Cha 14
Base Atk +6; CMB +0; CMD 29
Feats Enforcer, Dragon style (Master of many styles bonus feat), Dragon Ferocity (Master of Many Styles Bonus Feat), Twist away, Taunt
Rogue talents Combat trick(two weapon fighting), weapon focus (unarmed strike)
Skills Perception +12, Intimidate +11, Bluff +11, Fly +21, Diplomacy +11, Disable Device +20, Acrobatics +20, Knowledge Local +11, Sense motive +10
Gear: Deep red sphere ioun stone, 2 cracked pale green prisms (one for competence bonus on attack, one for competence bonus on saves).
Feed on Fear (Su)
Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex)
Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex)
Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
Sneak attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex) - Unarmed strike
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
I'm assuming you gain ability score at level 4, took the higher hp and saves of monster side, also calculated attack and BAB as per monster side. Do we get FCB? Or Monster feats? I assumed no on monster feats. Please tell me if I fked up since its my first time adding class levels to a monster.

Olaf the Holy |
I'm thinking to do Magus4/Warder1/Bladecaster1 // Wizard 6 (or another caster), would that be ok? Some people don't like prestige classes in gestalt, but I'll qualify for it all on one side. Won't be as crazy as some of the monster builds, but combining full casting with full maneuver progression and spell combat on top of it should work out nicely.
The feat-tax to enter the prestige class is kinda meh (I wouldn't get those feats otherwise), but I'll just have to live with it. I hope picking up additional traits is ok, because the character really needs it to come together (practiced initiator is kinda necessary)?
¨
I think it's dual progression classes that people don't like, such as the bladecaster (dual caster/initiator classes), not just prestige classes in general. The gestalt rules suggest you don't allow the dual progression prcs; that's where the dislike you've seen comes from, I think.

oyzar |

I would prefer to avoid dual progression PrC's. I'm ok with PrC's in general as long as you take the PrC on the side with which you qualified for it.
I would also prefer to avoid monster feats. Those are mine. ;)
I would be qualifying for the PrC all on one side though... I would be using the bladecaster to advance Magus, not wizard or any other full caster. The caster advancement is a lot less powerful when it's not advancing a full caster. Eventually the character would end up casting as a 13th level magus, barely better than a 4th level caster on that side. Is that still off the table? If it is I'll probably just go with straight warder // wizard or witch.
I... just want to try some things which I don't usually aim for in common games. One of them is the mounted Barbarian/Summoner, since I never tend to like mounted builds. I might give it a thought, it seems the perfect chance to see if I like it.
Barbarian/Summoner is fun, I have such a character in another game.

Griffon Cavalry |

I would also prefer to avoid monster feats. Those are mine. ;)
Aw, so does that mean Sharptalon can't have Improved Natural Attack to make his talons sharper? :D
I was remembering I had one other question--I put a 'Saddle of Resistance' in Sharptalon's inventory, figuring that saddles probably were the closest thing to a cloak for a griffon. Let me know if that's not acceptable, and I can try to think of a different item for him.
But I suspect he'll need that bonus to saves...

GM Choon |

I would be qualifying for the PrC all on one side though... I would be using the bladecaster to advance Magus, not wizard or any other full caster. The caster advancement is a lot less powerful when it's not advancing a full caster. Eventually the character would end up casting as a 13th level magus, barely better than a 4th level caster on that side. Is that still off the table? If it is I'll probably just go with straight warder // wizard or witch.
I understand, but I would like to be consistent with my rulings (as much as such a thing is possible with this insanity), so I'd prefer to leave the dual progression PrC's out of it.

Cam James |

Since Psionics are available, there is one idea I have had for a while, yet I just figured that they were too cheesy. This might be a good idea to figure out if that is true or not :)
The idea is to play as a Chaotic Wilder, probably a blaster.
I have always felt that the huge power variance on the Chaotic Wilder to be too unreliable or overpowered at the same time. Time to find out!
As for what to gestalt with him, I was thinking of maybe another psionic class. However I dont think that the wilder was designed with Gestalt in mind. Could I use her Surge ability on other classes powers? RAW seems to say you can.
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
I would still have to contend with multiple casting stats.
The basic idea I have for her is that she was either created or heavily experimented on by one of the cities as a secret weapon to be unleashed against their foes (the other city).
Or he was being used in an underground lab for experimentation and it was decided to have him released (on a long chain maybe) to release his explosive power.
The other idea I had (if this one dies in an acid vat) is a Psion Egoist. i am pretty sure that I can create a self buffing melee character with him. Mix it with aegis and I again have a very mutable character. This guy would be significantly more durable and able to cope with different situations :)

War of Dragonfires Alias |

Darkweaver
Owb rogue (unchained) 6
NE Medium outsider (extraplanar)
Init +12; Senses darkvision 60 ft., see in darkness; Perception +14
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Defense
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AC 23, touch 20, flat-footed 14 (+3 armor, +1 deflection, +8 Dex, +1 dodge)
hp 101 (8d10+40); fast healing 2
Fort +11, Ref +13, Will +9
Defensive Abilities danger sense +2, evasion, uncanny dodge; Immune cold
Weaknesses light sensitivity
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Offense
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Speed 5 ft., fly 60 ft. (perfect)
Melee 2 claws +17 (2d6+9 plus 4d6 sneak attack plus 1d6 cold)
2 claws pirahna strike +14 (2d6+15 plus 4d6 sneak attack plus 1d6 cold)
Ranged burning cold +16 touch (3d6 cold)
Special Attacks burning cold, curse of darkness, sneak attack (unchained) +4d6
Spell-Like Abilities (CL 8th; concentration +10)
. . Constant—blur
. . At will—deeper darkness, detect thoughts (DC 14), dust of twilight[APG] (DC 14)
. . 5/day—shadow step[UM]
. . 1/day—plane shift (self only, to or from the Shadow Plane only) (DC 19)
--------------------
Statistics
--------------------
Str 16, Dex 26, Con 20, Int 12, Wis 16, Cha 14
Base Atk +8; CMB +11; CMD 31
Feats Accomplished Sneak Attacker, Dodge, Expert Sniper, Flyby Attack, Improved Initiative, Improved Natural Attack (claw), Piranha Strike, Point-Blank Shot, Weapon Finesse
Skills Acrobatics +17 (+5 to jump), Bluff +11, Diplomacy +10, Disable Device +24, Escape Artist +14, Fly +20, Knowledge (planes) +12, Perception +14, Sense Motive +14, Sleight of Hand +14, Spellcraft +8, Stealth +24
Languages Common, Dark Folk (can't speak); telepathy 100 ft.
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hero points, rogue talents (bleeding attack +4, fast stealth, superior sniper), trapfinding +3
Combat Gear caphorite dust (10); Other Gear +1 shadow darkleaf cloth leather armor, amulet of mighty fists +1, belt of incredible dexterity +2, ring of protection +1, belt pouch, masterwork thieves' tools, 139 gp
--------------------
Special Abilities
--------------------
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Burning Cold (Su) As a standard action, make ranged touch att vs. foe in 120 ft for 3d6 cold dam.
Curse of Darkness (DC 12) (Su) Touched foe gains light blindness and loses coloration (Fort neg).
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Energy Damage: Claw (1d6 cold) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Flight (60 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Cold You are immune to cold damage.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rogue's Edge (stealth) Reduce sniping penalty for staying hidden to -10.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Darkweaver is a mysterious figure. It's difficult to put your eyes on it, as the shadows flicker around it. The shadowy figure seems to fade out below the waits, hovering.

Grovo |

So, I whipped up something more normalish (non-monster race). So far everything done by hand so unsure if I did calculate something wrong.
Areth Stormwind
Gunslinger (Musket Master) 6 / Inquisitor 6
CG Medium Humanoid (Human)
Init+9 ;Senses ; Perception +13
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Defense
--------------------
AC 19, touch 15, flat-footed 14 (+3 Dex +2 Dodge +4 Armor)
hp 46 (6d10+6);
Fort +5, Ref +8, Will +9
Defensive Abilities:
Weaknesses
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Offense
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Speed 30 feet
Melee
*Unarmed Strike +6/+1 1d4
*Musket +8/+3 1d10+2 (20/2x)
Ranged +12/+7 1d12+5+2d6(4x) (40 feet) (Missfire 1-2 ; 5 feet) (+2 attack & damage when Bane) (+1 attack & damage when 30 feet)
Special Attacks; Deeds, Bane, Heresy Inquisition, Orisons
Spell-Like Abilities; Grit (4/4), Bane, Judgement (2/2), Orisons, Discern Lies (6/6)
At-Will: Detect Chaos/Evil/Good/Law
0-level: Daze, Guidance, Detect Poison, Create Water, Resistance, Virtue
1-level: Cure Light Wounds, Divine Favor, Lend Judgement, Longshot, Wrath
2-level: Cure Moderate Wounds, See Invisibility, Weapon of Awe, Acute Senses
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Statistics
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Str 10 Dex 16 Con 10 Int 14 Wis 18 Cha 10
Base Atk +6 ; CMB +6 ; CMD +19
Feats: Rapid Reload (Muskets); Gunsmithing; Quick-Draw; Blind-Fight, Point-Blank-Shot; Precise Shot; Judgement Surge;
Teamwork Feats: Lookout, Coordinated Shot
Skills: (6+2*6) Acrobatics (Dex) +12 Bluff(Wis) +13, Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Handle Animal (Cha), Heal(Wis), Intimidate(Wis) +16, Knowledge(arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge(engineering) (Int), Knowledge(local) (Int), Knowledge(nature) (Int), Knowledge(planes) (Int), Knowledge(religion) (Int) +9, Perception(Wis) +13, Profession(Wis), Ride(Dex), Sense Motive (Wis) +13, Sleight of Hand (Dex), Spellcraft(Int), Stealth(Dex) +3, Survival (Wis) +13, and Swim(Str). [+4 to KN:skill checks vs Identify Monsters:
Languages: Common, Elven, Dwarven, Celestial
SQ Deeds, Grit, Judgement, Stern Gaze, Monster Lore, Bane, Heresy Inquisition (Sacred bonuses), Discern Lies, Solo Tactics, Track, Detect Alignment, Cunning Initiative, Orisons, Teamwork Feat
Combat Gear Musket+2 ; Other Gear mwk Chain Shirt, Far-Reaching Sight, Headband of Inspired Wisdom +2, Alchemical Cartridge, Paper x 15, Black Powder (dose) x15, Pellets (Handfuls) (30)
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Special Abilities
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Weapon Proficiency: Gain Exotic Weapon Proficiency (Two-handed Firearms)
Grit: Gain Grit points according to your Wisdom modifier (minimum 1)
Deeds: Use Grit points or have Grit points to have access various actions
**Deadeye (Ex)
**Quick Clear (Ex)
**Steady Aim (Ex)
**Fast Musket (Ex)
Nimble: Gain bonus to your AC (dodge bonus) as long as you wear light armor or no armor at all
Pistol Whip: Gunslinger can make surprise melee attack with the firearm (If succeed, can make CMB Knockout (cost 1 grit point))
Musket Training: Starting 5th level, add Dexterity modifier as a bonus on damage rolls; Missfire value increases by 2 instead by 4
Inquisition: Inquisitor gains specific abilities/spells regarding his Inquisition (Heresy)
Spells: Inquisitor gains access to spells and orisons
Judgement: Starting at lvl 1, Inquisitor can pronounce Judgement as a swift-action. He will receive bonuses or special ability based on the judgement
Monster Lore: May add Wisdom Modifier to the all Knowledge checks (relevant one) to attempt to identify weaknesses of monsters
Stern Gaze: Add half Inquisitor levels to Intimidate
Track: Add Half Inquisitor levels to Survival
Bane: Inquisitor can imbue his weapon as a swift-action to specific type enchantment (grants +2 to damage and attack +2d6 vs specific group)
Teamwork & Solo Tactics: Inquisitor gains access to Teamwork feats and may use them, without other members in the party requiring to have them. Inquisitor still have to qualify for all the Teamwork feats in order to take them
Cunning Initiative: Add Wisdom modifier to Initiative
Discern Lies: Inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level.

GM Choon |

Hey Choon are you okay with using bloodforge races, I know you said dreamscarred press but none of them have rp totals.
I wanted to use the Dreige race if at all possible.
Also I am not really good at making characters on this site, would it be okay to show you a link with a character sheet?
I haven't heard of Bloodforged races.
I ca accept a off site sheet as long as vital stats are placed in the class/gender name for my reference. Offsite sheets are hard to open on my phone and a bear to reference quickly.
Grovo |

damn, had connection problem with paizo.
Here is the list once again, completed plus in spoilers.
Areth Stormwind
Gunslinger (Musket Master) 6 / Inquisitor 6
CG Medium Humanoid (Human)
Init+9 ;Senses ; Perception +13
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+3 Dex +2 Dodge +4 Armor)
hp 40 (6d10);
Fort +5, Ref +8, Will +9
Defensive Abilities:
Weaknesses
--------------------
Offense
--------------------
Speed 30 feet
Melee
*Unarmed Strike +6/+1 1d4
*Musket +8/+3 1d10+2 (20/2x)
Ranged +12/+7 1d12+5+2d6(4x) (40 feet) (Missfire 1-2 ; 5 feet) (+2 attack & damage when Bane) (+1 attack & damage when 30 feet)
Special Attacks; Deeds, Bane, Heresy Inquisition
Spell-Like Abilities; Grit (4/4), Bane, Judgement (2/2), Orisons, Discern Lies (6/6), Blessed Infiltration (4/4)
At-Will: Detect Chaos/Evil/Good/Law
0-level: Daze, Guidance, Detect Poison, Create Water, Resistance, Virtue
1-level: Cure Light Wounds, Divine Favor, Lend Judgement, Longshot, Wrath
2-level: Cure Moderate Wounds, See Invisibility, Weapon of Awe, Acute Senses
--------------------
Statistics
--------------------
Str 10 Dex 16 Con 10 Int 14 Wis 18 Cha 10
Base Atk +6 ; CMB +6 ; CMD +19
Feats: Rapid Reload (Muskets); Gunsmithing; Quick-Draw; Blind-Fight, Point-Blank-Shot; Precise Shot; Judgement Surge;
Teamwork Feats: Lookout, Coordinated Shot
Skills: (6 +2 Int +1 FCB *6) Acrobatics (Dex) +12 Bluff(Wis) +13, Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Handle Animal (Cha), Heal(Wis), Intimidate(Wis) +16, Knowledge(arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge(engineering) (Int), Knowledge(local) (Int), Knowledge(nature) (Int), Knowledge(planes) (Int), Knowledge(religion) (Int) +9, Perception(Wis) +13, Profession(Wis), Ride(Dex), Sense Motive (Wis) +13, Sleight of Hand (Dex), Spellcraft(Int), Stealth(Dex) +12, Survival (Wis) +13, and Swim(Str). [+4 to KN:skill checks vs Identify Monsters]
Languages: Common, Elven, Dwarven, Celestial
SQ Deeds, Grit, Judgement, Stern Gaze, Monster Lore, Bane, Heresy Inquisition (Sacred bonuses), Discern Lies, Solo Tactics, Track, Detect Alignment, Cunning Initiative, Orisons, Teamwork Feat
Combat Gear Musket+2 ; Other Gear mwk Chain Shirt, Far-Reaching Sight, Headband of Inspired Wisdom +2, Alchemical Cartridge, Paper x 15, Black Powder (dose) x15, Pellets (Handfuls) (30)
--------------------
Special Abilities
--------------------
Weapon Proficiency: Gain Exotic Weapon Proficiency (Two-handed Firearms)
Grit: Gain Grit points according to your Wisdom modifier (minimum 1)
Deeds: Use Grit points or have Grit points to have access various actions
**Deadeye (Ex)
**Quick Clear (Ex)
**Steady Aim (Ex)
**Fast Musket (Ex)
Nimble: Gain bonus to your AC (dodge bonus) as long as you wear light armor or no armor at all
Pistol Whip: Gunslinger can make surprise melee attack with the firearm (If succeed, can make CMB Knockout (cost 1 grit point))
Musket Training: Starting 5th level, add Dexterity modifier as a bonus on damage rolls; Missfire value increases by 2 instead by 4
Inquisition: Inquisitor gains specific abilities/spells regarding his Inquisition (Heresy)
Spells: Inquisitor gains access to spells and orisons
Judgement: Starting at lvl 1, Inquisitor can pronounce Judgement as a swift-action. He will receive bonuses or special ability based on the judgement
Monster Lore: May add Wisdom Modifier to the all Knowledge checks (relevant one) to attempt to identify weaknesses of monsters
Stern Gaze: Add half Inquisitor levels to Intimidate
Track: Add Half Inquisitor levels to Survival
Bane: Inquisitor can imbue his weapon as a swift-action to specific type enchantment (grants +2 to damage and attack +2d6 vs specific group)
Teamwork & Solo Tactics: Inquisitor gains access to Teamwork feats and may use them, without other members in the party requiring to have them. Inquisitor still have to qualify for all the Teamwork feats in order to take them
Cunning Initiative: Add Wisdom modifier to Initiative
Discern Lies: Inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level.
-----------------------------
Domain/Inquisition Specials
-----------------------------
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.
Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Cam James |

3 quick questions :)
1: Which of the two cities, Calfon or Galbar are we fighting for?
2: Does that particular city do human experimentation, and if so does it have a lab or a name?
If not I will just make one up, but if it does I would like to use that.
3: Can a Wilder use its Wild Surge ability on a different class spell list? I am pretty sure it can, I just want confirmation :)
@Cercyon If you and I both get accepted, I could probably write up a paizo character sheet and give it to you to copy/paste :)

GM Choon |

3 quick questions :)
1: Which of the two cities, Calfon or Galbar are we fighting for?
2: Does that particular city do human experimentation, and if so does it have a lab or a name?
If not I will just make one up, but if it does I would like to use that.3: Can a Wilder use its Wild Surge ability on a different class spell list? I am pretty sure it can, I just want confirmation :)
@Cercyon If you and I both get accepted, I could probably write up a paizo character sheet and give it to you to copy/paste :)
1) Calfon
2)It doesn't have an established human experimentation lab, no. Feel free to make that up.
3) Yes, sorry, I forgot to reply to that. It can as long as it's a psionic power. Not that you'd want to surge a spell. The wording doesn't seem to imply you can't. Just be aware of your consequence that may eventually come up if you're surging all the time.

Cercyon |

3 quick questions :)
1: Which of the two cities, Calfon or Galbar are we fighting for?
2: Does that particular city do human experimentation, and if so does it have a lab or a name?
If not I will just make one up, but if it does I would like to use that.3: Can a Wilder use its Wild Surge ability on a different class spell list? I am pretty sure it can, I just want confirmation :)
@Cercyon If you and I both get accepted, I could probably write up a paizo character sheet and give it to you to copy/paste :)
Cool, just still not used to doing all that since mythweavers takes all the pain out of making a character.

Cercyon |

Hrm, so you said you had something special in mind for traits right?
Kinda curious about that since we are supposed to have a high mortality rate. Don't really want to waste a feat on extra traits myself but the way my poor muscle head is built requires me to take wisdom in the flesh for acrobatics, unless someone knows of another way to use a different attribute for that skill?