
Captain collateral damage |

Hi everyone! I'm looking to get a replacement player after the last one disappeared. The player who disappeared was a divine caster, so submiteed alpplicatns should be divine casters.
Gameplay
Discussion
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?
Starting level 1, you will go to 7 by the end of the module.
20 point buy or 4d6 drop lowest. If you do not like your rolls use 15 point buy.
Any Paizo Class, but you must use the unchained version if there is one, except for monks, who may use either.
Preferably Core races although you may play something in the featured races of the ARG (This will likely decrease your chances of getting in, as I will take 1 or 0)
Average gold for your class or roll.
Third party options are on a case by case basis.
Background skills
Two traits
Non-Evil Alignments only
Hired as caravan guards by a man named Silas Gribb, you traveled to the small town of Belhaim. Upon arrival Gribb was arrested for smuggling, and was unable to pay you. You obviously had no knowledge of Gribb's illegal activities, but were left stranded in Belhaim. Talia Orem, proprietor of the Wise Piper inn, takes pity on you and offers free room and board for a few nights. It is evening as you sit in the common room of the Wise Piper Inn.

Demon Lurking |

I've got a concept for a Dhampir Life Oracle that I have enjoyed playing. Here is her background. I'll get the crunch up ASAP.
Kinvara Doone is a tall thin woman. She could be described as youthful and beautiful if it weren’t for the pustulant sores scattered about her skin. Each patch of sores connected to others by enlarged veins, the raised dark lines standing out in stark contrast to her pale skin. In some sections her skin has nearly completely rotted away, showing the discolored bone and muscle below. This is especially true of her hands where most healing energies are focused. She tends to keep her cloak hood up and leans on her spear.
She speaks about how Pharasma has granted her the ability to heal others, but not herself, as punishment for her parent’s failings. Whenever she channels positive energy, to heal another or harm some undead, her hands burn and her muscles cramp. Healing is a painful endeavor, but she still feels that it is what Pharasma demands of her ... why Pharasma forces this “gift” upon her. One day she hopes to be able to heal herself of Pharasma's curse.
Twenty five years ago a mysterious woman appeared at a Pharasmite temple in Shenmen requesting sanctuary. She claimed to have escaped captivity in Yin-Sichasi. When it was revealed that she was pregnant and that the father may have been a vampire Lord, the clergy smuggled her to the temple in New Oppara in Amanandar. The Pharasmite temple there would be more able to provide the necessary rituals and incantations to limit the undead taint upon the child. After a hard labor, the child was born. The mysterious woman died soon after childbirth her last act was giving a name to her daughter. This was the way Kinvara Doone was brought into the world.
Kinvara was always a very sickly child. Weak and frail she never had much use for physical activities. She was always able to convince some other person to perform any physical labor that was requested of her. Her body continued to weaken and eventually sores started to appear on her skin. At about this time, she also started showing a certain affinity for healing. Some clergy thought that she might have been destined to be a prophetess, but Pharasma’s control of prophecy had become flawed. Some healers think that attempting to force healing energies through her half-undead body may be the source of her disfigurements.
As her skills grew, Kinvara’s training became focused, though she was always in pain when she performed healing. Eventually she decided to travel to Avistan in an attempt to find someone who could provide answers or a way to heal without pain. Her travels have brought her to Oppara where, running short on cash, she signed on to assist the caravan guards.

Burnscar |
Harren Fletcher
NG Cleric of Erastil 1
Init +2(+4 when able to act in surprise round), Perception +4
AC 16, FF 13, T 13, CMD 15, FFCMD 12
Hp 10 (1d8+2)
Fort +3, Ref +3, Will +5
Speed 30ft.
Melee
...Dagger +2, 1d4+2
...Wooden Fist +2, 1d3+3
Ranged
...Longbow +3, 1d8
Spells(Cl 1)
...0 - Light, Spark, Create Water
...1 - Bless, Divine Favor, EntangleD
Str 14, dex 16, con 13, int 12, wis 17, cha 13
BAB +0
Feats: Point Blank Shot, Precise Shot
Traits: Fate's Favored, Deadeye Bowman
Skills: Diplomacy +5, Handle Animal +2, Knowledge(Nature) +5, Perception +4, Sense Motive +7, Survival +4
Special: Aura of Good, Animal(Feather) Doman, Channel Positive Energy 1d6, Plant Domain
Gear: Longbow, 20 arrows, dagger, spell component pouch, wooden holy symbol of Erastil, traveler's outfit, 1 scroll of cure light wounds
Currency: 5 gp
Harren is a rugged man in his late twenties. His face is a little too wide for him to be really handsome, but he's not ugly either.
He was liked well enough in his village back home, and has found that he interacts pretty easily with others, out here in the wide world.
He used to be a hunter and priest, back before he surprised everyone - even himself, a little - by deciding that he'd go on the journey of a lifetime. He wants to see the wonders of civilization, to ply the seas and meet the folk of the deep woods, and that journey eventually led to him taking up hire on mr. Gribb's caravan.
He was quite surprised when Silas turned out to be crooked - Harren figured he was a pretty good judge of character, and he'd thought the man to be on the up and up.
Oh well. Worst come to worst, he'd have to slink into the wild to fend for himself. He'd done that before, and it was, well, it was okay. A little lonely, and he'd much prefer to have the money to go down to the inn for a talk in the evening. Hopefully, an opportunity for work would come along eventually.

KoolKobold |

Here's Goyarg, the dwarf inquisitor of Shelyn. I have to go to a meeting later, but I'll be able to finish up the statistics later today.
Also, is there a restriction on alternate racial traits? I don't wanna get too crazy with them, but if you just want me to select one that'll be fine.

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I would like to submit Kinvara Doone, Dhampir Oracle of Life, for your consideration.
Thank you for your time.

Drogeney |

Working on my character now. Think I'm going to try for the rolls.
stat: 4d6 ⇒ (2, 5, 3, 5) = 15
stat: 4d6 ⇒ (3, 3, 2, 6) = 14
stat: 4d6 ⇒ (2, 3, 3, 6) = 14
stat: 4d6 ⇒ (1, 6, 5, 4) = 16
stat: 4d6 ⇒ (2, 2, 5, 3) = 12
stat: 4d6 ⇒ (1, 5, 6, 1) = 13
Oh nice, I think I'll go with those.

Drogeney |

My finished submission. If it's alright I'll wait on making an alias if I'm chosen.
Darcia
Darcia
female human oracle 1
CG medium human
Init +2; Senses darkvision 60 ft; Perception +5
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee longspear +2 (1d8+3) and
. . dagger +2 (1d4+2 19-20/x2)
Ranged sling +2 (1d4+2)
Special Attacks breath weapon (1d6 fire; Reflex DC 12 for half) (1/day)
Spells (CL 1; concentration +5):
1st (4/day)—divine favor, obscuring mist, cure light wounds
0 (at will)—detect magic, read magic, create water, mending
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Statistics
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Str 15, Dex 14, Con 14, Int 13, Wis 12, Cha 18
Base Atk +0; CMB +2;CMD 14
Feats WP: simple; AP: light and medium; SP: all except tower; extra revelation (1st), combat reflexes (hbf)
Traits talented, sacred courtesan
Skills
Appraise +2=+1+1+0
Diplomacy +8=+4+1+3
Heal +5=+1+1+3
Intimidate +8=+4+1+3
Knowledge (arcana) +5=+1+1+3
Perform (dance) +9=+4+1+3+1
Perception +5=+1+1+3
Spellcraft +5=+1+1+3
Languages common, draconic
SQ orisons, oracle’s curse: covetous, oracle mystery: dragon
Combat Gear longspear, dagger, sling, sling bullets 10, studded leather; Other Gear gear 1
Misc Gear backpack, a bedroll, a belt pouch, flint and steel, mess kit, rope, soap, trail rations (5 days), and a waterskin, spell component pouch, traveler’s outfit, various bangles worth 50 gp, 2 gp
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Special Abilities
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Child of the Streets: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
[/b]Oracle’s Curse: Covetous:[/b] You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp _ your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against stealAPG combat maneuvers and to the DC of Sleight of Hand checks to take items from you.
Oracle Mystery: Draconic:
Class Skills: An oracle with the dragon mystery adds Fly, Intimidate, Perception, and Knowledge (arcana) to her list of class skills. She can take ranks in Fly even if she does not have a method of flying under her own power.
Bonus Spells: Cause fear (2nd), resist energy (4th), fly (6th), fear (8th), spell resistance (10th), antimagic field (12th), true seeing (14th), form of the dragon III (16th), overwhelming presenceUM (18th).
Revelations: Upon selecting this mystery, the oracle must select an energy type (acid, cold, electricity, or fire) to be her associated element, which impacts several revelations. An oracle with the dragon mystery can choose from any of the following revelations.
Breath Weapon (Su): The primal power of dragonkind seethes within you. You gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per 2 oracle levels you have (minimum 1d6; Reflex half ). The shape of the breath weapon is either a 30-foot cone or a 60- foot line, selected when choosing this revelation. You can use this ability once per day at 1st level, plus one additional time at 5th level and one additional time per day for every 5 levels beyond 5th.
Dragon Senses (Ex) Your senses take on a keen draconic edge. You gain either darkvision with a range of 60 feet or low-light vision. At 5th level, you can select darkvision with a range of 60 feet or low-light vision if you do not yet have both, or you can add 60 feet to the range of your darkvision. At 11th level, you gain blindsense with a range of 30 feet. If you already have blindsense, you instead increase its range by 30 feet. At 15th level, you gain either the scent ability or a +4 bonus on Perception checks.
Sacred Courtesan: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (null) is always a class skill for you.
Talented You gain a +1 trait bonus on checks with a single Perform skill (dance), and all Perform skills are always class skills for you.
In point of fact no one understood how Grandma Ruth had outlived her husband and daughter reaching an age of over one hundred years. It was a simple answer really, but no one would ask so Ruth kept it to herself. If they had listened to her and asked the right questions Darcia’s life would have been very different. As she reached her early teens Grandma Ruth became her favorite person, even over her parents she felt a strong connection to the old woman and spent a lot of time listening to the stories Ruth told. The stories were about the elderly woman’s younger years when she traveled the land and sought fame and fortune. There were also stories about her ancestors including one who had lived over three hundred years ago and was, according to Grandma Ruth, an actual Brass Dragon who went by the name Sandislerous.
It was said that Sandi fell in love with a human man and hatched an egg by him. When the hatchling was old enough to survive alone, and after her love’s death from old age, the child was given to her aunt and uncle who raised her. For the next few generations the children were, effectively, half-dragons but when it came to Great Grandma Ruth the bloodline had begun skipping generations. It hadn’t appeared since Grandma Ruth until Darcia came of age. As the curse came upon her Ruth aided the young and scared Darcia in learning to control and harness her newfound powers as an oracle and the girl proved an apt student with a great deal of potential quickly manifesting two different revelations in very short order.
Darcia, having been spoiled, became victim to what was sometimes called the curse of the dragon. This curse resulted in extreme covetousness of all things shiny and sparkly, and if a member of the family was spoiled from a young enough age they would fall under it’s sway as an adult. As she reached her fourteenth birthday Darcia had become very sociable and was always the life of any party she went to. It wasn’t until she began to steal, or try anyway, that her parents finally listened to Granny’s warnings. Darcia got caught stealing from one of the wealthiest, and most dangerous, families in northern Qadira and was nearly killed before she found out how true Granny’s stories really were. As she was about to be killed a brass dragon swooped in and freed her, driving back the guards who were going to kill her long enough for Darcia to flee. The last thing Darcia saw was her beloved Grandmother being cut down as her powers faded and the draconic form she had taken failed her.
Darcia fled into the night and eventually made her way to a road where she came across a caravan. She never returned home as she couldn’t face her family after what she had caused to happen by her greed. Eventually Darcia made her way out of Qadira and eventually north into Taldor. With little left to her name Darcia made her way, at first, to Oppara where she eventually found refuge in the temple of Shelyn. While she stayed there for a few months she found it was ultimately too…nice for her tastes and eventually moved on. After a few years of getting by on odd jobs she became old enough to begin practicing other methods of making money. She eventually found her way to the local Calistrian temple and found her way into service as a sacred courtesan and a dancer for their more…adult shows. She found that her looks let her make very good money and that she got to have plenty of pretty things all her own.
When she turned nineteen she ran into trouble yet again. Darcia had begun taking on some private commissions with various wealthy individuals and ended up getting in over her head. The temple hid her for a short time but weren’t able to deal with the threat to her quickly or easily and so they told her to flee town. Having time bought for her Darcia quickly made her way out of Oppara and out on the road once more. She had only been in the town of Belhaim a short time when the problems began, ones not of her own making this time, and Darcia found herself quickly drawn into the trouble.