
Vrog Skyreaver |

"Ahh, my friends, you wish to know the story of the humble Kaza, slayer of beasts, lover of women, and master gambler? Well, my origins begin rather tragically. My parents, noble souls that they were, knew that I would not survive the purge beginning to take place in Cheliax, so they sent me away to the far corners of the empire, to the small but illustrious city of Magnimar.
It was during my journey that my magnificant abilities first manifested. The caravan of retainers that were escorting me to Magnimar were attacked by a score of dragons, with skin the color of night. It was during the battle that I unleashed my powerful magics, and I felled 3 of the beasts before the rest could flee my might. It was later on that night that I discovered my magical talent for bedding women had also awoken.
Several more attacks by the dragons during our trip decimated the caravan that was escorting me to Magnimar (Even though I made them pay in kind), such that we were forced to divert to the lesser known city of Daggerport. As we were entering the city, my retainers were arrested and my remaining goods seized! while I managed to escape into the city, my retinue was not so lucky: several days later their heads were decorating pikes. While I considered getting revenge, I realized that I would need to have money for essentials like food, lodgings, and comfortable clothing. Walking aimlessly, I found myself in a den of iniquity, where a game of cards was in progress. I wandered in, removed some bauble from my person, and entered the game, where I proceeded to handily defeat my opponents, so easily in fact that I was asked to leave.
In the intervening years, I roamed the city during the day and paid my way during the evenings by playing cards. While I have not always won, I am far too good a player to ever lose for long periods of time.
And this brings us to the current day, where I have left my home in Daggerport and made my way to Riddleport, home of the arch, where I will test my skill against people too foolish to realize that they are playing against me."

Serill Elamaer |

Submitting an Elf Wizard. He is an Archaeologist, Restorer of Relics and seeker of ancient knowledge.
Restorer of Relics was the title Serill liked to parade behind. The reality was much grittier. Relics from older times were hard to find and many a day had been spent in ancient sites and forgotten places buried in the mud and stone and greenery that had long since claimed it. It was rare that he found anything more than everyday object but the institute paid him no matter what useless objects he found. It was the hope of one day finding something big that would pay off in the end. For them as well as him.
Serill was not the typical self-important elf. Most of his contacts were of other races and rarely did he spend a lot of time with his own kind. He didn't mind getting his hands dirty himself if the task called for it. He long ago forsook the luxurious life he could have had for an adventure of discovering the ancient secrets littered around the world instead of sitting back and watching others do all the work. He wanted to do the work and earn the glory of uncovering the mysteries of the past where no one else could steal it from him.
Far from his birthplace he usually resides in the Varisian town of Kaer Maga where the institute is based. Most of his work has been aimed at the knowledge of the runelords of old and their mystical powers. Fortunately for him study of the arcane came naturally to him and he had recently graduated a Kaer Magan Wizard and finally got assignments of his own to carry out.
One if his first had sent him to western Varisia and their small chapter in Magnimar. With the shadow appearing over Riddleport and visible from all around there he consulted with several seers and Harrowers he knew. All signs pointed to someone or something in Riddleport and it wasn't good. He had avoided Riddleport up until now but his report to the institute had landed him a new assignment he had little choice but to accept. Fortunately he met a friend of his there and was invited to the Gold Goblin with the promise of aid in finding a safe place to stay.

Deaths Adorable Apprentice |

I am thinking I would like to go with a cleric of Cayden Cailean. I really like the Travel domain with the exploration sub-domain and the Charm domain with the lust sub-domain. Mechanically I would be mainly focusing on party buffs, a few boom spells, and some after battle healing.
I still want him to be a local, with big dreams of traveling and doing heroic things someday. Would it be ok if my little cleric to not have been formally trained in a temple. Much of his free time would have been spent at one of the temples of the Lucky Drunk, that particular deities greatly appealed to him.
So he would be familiar with much of the teaching but the idea of being a cleric would have been a dream that he did not think he would achieve. I can even have him be surprised at having his abilities at the start if you are ok with the idea.
I ask this because I am wanting him to have been one of the many prostitutes in Riddleport. I would be taking the 'Looking for Work' campaign trait. He would have saved enough gold to try his hand at the games in hopes to win big so that he can get a better job.
I am not wanting him to be victim with his working at a brothel. He willingly became one and mostly enjoys it. His goal would be to find a better source of employment so that he is no longer mixing business with pleasure. Pleasure should be only that.
I wanted to know if this would be an acceptable way to build him before I get to in-depth with the backstory and building him. I will take no offence if this will not work and I can go with something else if so.

oyzar |

@Deaths Adorable Apprentice: Isn't Calistria more fitting than Cayden Cailean for a prostitute? Though of course it can work fine either way, it just seems a bit more fitting. Also, if you are interested in romance with romance with another PC, I would be happy to play that with you. Though I would prefer that I play the male and you play the female. Would it be too much trouble to alter your concept for that?

DM Default |

@ oyzar
We can work something out for your full-drow or half drow character. I will be adding certain traits and removing others for fairness sake. Message me what kind of character you want to build.
As for the sexual assault background...eh, I think its fine if its in the details.
@ Crayfish HOra
I'll read up on it and get back to you.
@ Chillblame & Serill
Need you to finish the character before its added to the list.
@ Yolollama
I've read there a few instances where the skinwalker race can bbe overpowered, so I'd like to see what you come up with and if its more for story reasons or Minmaximus reasons.
Current Submissions
Orendel Kellon [Male Half-Elf Standard Bearer Order of the Dragon Cavelier]
Cherry Razarin [Female Tiefling Unchained Rogue]
Wrexley Hardsole [Male Halfling Pistolero Gunslinger]
Devon Prissault [Male Human Swashbuckler]
Xiulan [Female Human Cardcaster Magus]
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Elaina Tirel [Female Human Snowborn Fighter]
Beorn the Divine [Male Half-Orc Bard]
Krayn La'jal [Male Crossblooded Abyssal/Celestial Bloodrager

Vrog Skyreaver |

Human Kineticist 1
Str 10
Dex 16
Con 16
Int 8
Wis 14
Cha 10
HP 12
AC 16 (+3 dex, +3 armor) T 13 FF 13
BAB 0 CMB +0 CMD 13
Init +3
Fort +5
Ref +5
Will +2
Speed 30'
Kinetic Blast: +3 to hit (+4 with Point Blank); 1d6+4 (5 w/point blank)' x2 crit
Skills: Perception r1 +7, Profession (Gambler) r1 +6, Sense Motive r1 +7, Sleight of Hand r1 +7
Feats | Traits: Point Blank Shot, Precise Shot | Optimistic Gambler, Wary
Class Features: Elemental Focus (Aether); Burn (1/rnd; 6/day); Gather Power (1/2/3)
Kinetic Blasts: Telekinetic
Infusions: Extended Range
Utility Wild Talents: Basic Telekinesis
Gear: Studded Leather Armor, Traveller's Clothes, 5 gp.
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Simple Blasts
A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.
A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can't replace a wild talent that she used to qualify for another of her wild talents.
Element aether; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take the –4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.
Element aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.
"Ahh, my friends, you wish to know the story of the humble Kaza, slayer of beasts, lover of women, and master gambler? Well, my origins begin rather tragically. My parents, noble souls that they were, knew that I would not survive the purge beginning to take place in Cheliax, so they sent me away to the far corners of the empire, to the small but illustrious city of Magnimar.
It was during my journey that my magnificant abilities first manifested. The caravan of retainers that were escorting me to Magnimar were attacked by a score of dragons, with skin the color of night. It was during the battle that I unleashed my powerful magics, and I felled 3 of the beasts before the rest could flee my might. It was later on that night that I discovered my magical talent for bedding women had also awoken.
Several more attacks by the dragons during our trip decimated the caravan that was escorting me to Magnimar (Even though I made them pay in kind), such that we were forced to divert to the lesser known city of Daggerport. As we were entering the city, my retainers were arrested and my remaining goods seized! while I managed to escape into the city, my retinue was not so lucky: several days later their heads were decorating pikes. While I considered getting revenge, I realized that I would need to have money for essentials like food, lodgings, and comfortable clothing. Walking aimlessly, I found myself in a den of iniquity, where a game of cards was in progress. I wandered in, removed some bauble from my person, and entered the game, where I proceeded to handily defeat my opponents, so easily in fact that I was asked to leave.
In the intervening years, I roamed the city during the day and paid my way during the evenings by playing cards. While I have not always won, I am far too good a player to ever lose for long periods of time.
And this brings us to the current day, where I have left my home in Daggerport and made my way to Riddleport, home of the arch, where I will test my skill against people too foolish to realize that they are playing against me."

Sindorah |

Not a full character sheet but the basics to dertime if im able to play.
Name: Sindorah Volrus Sosei
------------------
sex: Female
age: 16 years
Race: Human
------------------
appearance
class: Priest [Bard (Arcane healer/Sound striker)]
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theme description: Priest of Milani, dedicated to keeping her allies alive and safe by preaching the word of her true lord.
------------------
history: Sin lived a simple life in a small fishing village along the coast of Chilex. Here her parents, along with many other members of the village believed they were far enough away from the major cities and small enough as to not attract much attention. The small village disavowed the thrice damned house and their devil god Asmodeus, instead choosing to pledge homage to other deity. Things were good for the people, until they day the hell-knights came. Sin was 9 at this time, as she watched the people she grew up around being whipped in the streets, hung, or even worse for crimes the small girl could never understand. The knights left a contingent in the small village to keep them in check. For the next 4 years the child grew up in constant fear for herself and others as the soldiers did whatever they pleased. Things looked like they would never change, until a small group of rebellious men sailed into town. Bearing the flag of The Everbloom, the Mialnites forced the soldiers out of the town. Seeing this inspired the small girl, though before she could be properly trained as a cleric of the flower the hell-knights returned in force and wipe the small village off the map. Forced to wander, the girl picked up the trade as a bard, learning how to augment the words she read from the bible left behind by the rebels into a weave of power. She now seeks to spread the good word and inspire others to rise up and destroy oppression.
------------------
equipment: Long spear, Spiked gauntlet(right hand), Dagger, Net, Rosewood armor, Holy text(Milani), Blanket, Bed Roll, Common Backpack, Waterproof bag, Belt pouch, Spell component pouch, Water skin x3, Soap 50/50, twine 50ft, Common wine, 10gp, 5sp, 8cp
------------------
stats: 14 / 12 / 10 / 10 / 10 / 19
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skills, 6 ranks: Acrobatics, Bluff, Diplomacy, Intimidate, Perception, Perform(Oratory)
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feats: Weapon focus (Long spear), Dazzling display
------------------
traits: Scouting for Fiends[+1 atk vs evil outsider], Maestro of the Society[+3 rnds bardic performance], Bloody minded[+1 intimidate and initiative]
------------------
drawback: Vain[Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours]

Cnut Bjornsson |

This is Ouachitonian. After reading the Player's Guide, I've decided on a different route than originally intended. Cnut is an Ulfen Coldborn (werebear-kin Skinwalker) Barbarian (Invulnerable Rager). An Ulfen viking from the Ironbound Archipelago. He came to Riddleport on a longship, but chose to stay and make his own way.
He carries a bardiche, and will generally open combat using its reach, but when enemies reach close range he'll fly into a rage, exchange the axe for natural weapons, and rip his foes to pieces. Not sure I'll take Barbarian for 20 levels, I like prestige classes more than most people. Several directions I could go with it I do prestige class, maybe Sentinel of Gorum or Rage Prophet. Plenty of time to decide.

Deaths Adorable Apprentice |

@ DM Default you totally did not give me an answer
@ oyzar I know Calistria is more fitting than Cayden Cailean for a prostitute but I honestly am not fond of that deity. I was very tempted to go with Shylen actually but I felt to many people would object to that one. As to the romance I do not need to have a preset on before the game starts. I have found that I prefer to have them develop in game. And I am rather set on him being a him. Sorry if that does not work for you.

Deaths Adorable Apprentice |

And would you have an issue with a crafter? I know I am going to be taking scribe scroll and maybe brew potion but if there is no issue with it I would like to grab some other crafting feats later in levels. On that note would there be time for crafting in this game? Some games have time for it and some do not.

Angry Wiggles RPG Superstar 2015 Top 32 |

I'd like to propose Aster. She's a female half-orc duettist bard with a Starling (really just a reflavored thrush), as a familiar.
I would like to eventually make her a Battle Herald, if the story permits, but having her see play is the primary goal.
Aster physically resembles an orc much more than a human. She has a dark emerald green tone to her skin and easily stands over six feet in height when standing straight. Her body is fit and muscular, but more befitting someone with a lot of experience climbing or dancing than a bodybuilder or a powerful fighter. Her tusks are prominent and protruding, and her eyes are a deep burgundy tone, with flecks of yellow surrounding the iris. Her nose is ridged, as though it has been broken several times. She has a number of notable scars on her shoulders, arms, and neck from the times Benbow and Larkspur made her fight for money.The shape of an anchor is branded into her back, just between the shoulder blades. While she will occasionally stutter and stammer when nervous, when she is angry, excited, or particularly comfortable with the person she’s talking to, her voice is a low smooth alto with just enough gravel to it to remind the listener of a large jungle cat.
The flag she carries was one she stitched together, but is of Larkspur's design. It shows an eagle breaking a spear in its talons, while dozens of smaller, flamboyantly colored birds fly around the edges of the flag. Many of the smaller birds have been stained with blood already. She keeps the flag curled around her longspear when not in combat or threatening situations to keep it from getting damaged or further stained, but it unfurls easily as soon as she swings it in a performance or an attack. The flag is bright enough that it is still obviously present, even when wrapped up.
Despite her size and obvious heft, Aster flinches away from any obvious threat or direct confrontation like a kicked dog, preferring to keep other combatants between her and her enemies, even if the only other combatant is Larkspur. Aster desperately wants to help, and will occasionally put herself at risk to do this, believing that the only way she will be accepted by other people is to prove her usefulness. However, she is terrified of once again being injured like she was in the battle ring, and is double ashamed of this fear. She will try immensely to protect those she likes from harm, and is easily coerced by Larkspur into doing anything that he decides is important, which is frequently protect him on his road to supposed riches.
Aster is confident only when someone else benefits, and will try to shift direct praise onto someone she thinks is more appropriate whenever possible. Her scars and her time with larkspur has made her self conscious about her appearance, and she has not seen another half-orc as close in bloodline to a rainkin orc as herself, so she finds her own appearance startling and upsetting.
Her knowledge of nature mostly revolves around plants and jungle animals, but she adores growing things. Given the opportunity, she will ask anyone with a garden about every plant in the garden; how much light it gets, how much they water it, how much fertilizer it needs, what do they call it, and if it is used for anything.
Aster was born to a tribe of orcs and half-orcs on the southwest coast of Lake Ocota and given the name Zinza until she grew large enough to earn her own name. Shortly after she had turned five, her tribe was attacked by a large group of Angazhani apes, and though they fought the apes back, she fled from the attack into the jungle to the west, hoping to get as far away from the battle as possible. Being too young to have been taken out into the deep jungle yet, she quickly lost sight of the river, and soon lost her way beneath the canopy. After almost two weeks of wandering through the jungle, eating sand and water to keep the starving sensations at bay and exhausted from walking, she wandered onto the shores of a new river, which smelled distinctly different than her home, and collapsed. Zinza awoke in Nightfall Station, on the Buunta Flow, in the care of a two halfling sisters named Lobelia and Segovia along with their brother Oleander. The three were working as smugglers for the Aspis Consortium, moving furs, rubber wood, and rare nuts and meats up and down the river. The three siblings, unable to let a child, even a half-orc child, starve, nursed her back to health, and taught her “civilized” languages. Zinza took to these new words well, picking up both Common and Halfling in short order, although she struggled immensely with the pidgin of Polyglot, it’s mixed grammar always throwing her off.
As she became more healthy, and the weather turned towards months of rain, the halfling siblings decided to take her with them to Bloodcove to wait out the rains with work on the docks. Zinza spent the next several years travelling back and forth between Nightfall Station and Bloodcove with her trio of adopted parents. As she aged, Zinza would entertain them with singing and dancing, or aid Lobelia in gathering some of the rarer plants around Nightfall Station, and she felt honestly good about herself. It was during one of these trips back to Nightfall Station that she chose her adult name of Aster, following the pattern of her adopted parents, she chose a local plant, but one that she knew was useful medicinally, and she was ever so fond of helping people, the way that they had helped her.
She was never terribly fond of Bloodcove. There was too much violence and the people seemed too cruel. Whenever they were there her adopted parents seemed to be just as cruel to everyone else, even if they were kind to her. Oleander gambled, Lobelia traded in poisons and potions, and Segovia would frequently slip away in the night and come back in the morning to wash blood off of a pair of daggers. But still all three would tell her never to worry, that she was precious to them and never to be harmed.
When Aster was 14, almost an adult and already almost six feet tall, she took a package from Oleander to a Nicholas Benbow at the Benbow Inn. Unbeknownst to her, it contained a title of ownership with her own forged signature within, selling her into slavery for Benbow’s fighting rings in exchange for a cancellation of Oleander’s gambling debts. Benbow branded her as his slave with his mark, an anchor between the shoulderblades, and set her to training for the fights. Aster trained hard, although not with much choice, and found herself utterly useless for singles combats. She was knocked unconscious or put on death’s door many times and more, until Benbow cursed ever purchasing her. Eventually, he sold her to one of his gamblers, a small man named Andrew McCullen. McCullen turned out, however, to be little more than another slave serving as a catspaw for a very aggressive songbird named Larkspur. Larkspur was only quiet on the gambling floor, because he could not gamble on his own any other time. He made up for that in spades at every other opportunity with loud, aggressive, insulting rants. He pushed Aster back into the ring, this time in double and triples combats, only to see her excel. His tiny feathers rolled in coin at her expense until Aster was 19, and he exposed himself for what he truly was during a match when she was knocked down by a particularly vicious blow. No longer able to gamble in these parts, he gave McCullen his freedom, and set out to gamble in the greener pastures of RiddlePort, Aster in tow.
Aster
Half-Orc (rainkin) Bard (duettist) 1
LN Medium humanoid (human, orc)
Init +4; Senses low-light vision; Darkvision 60 ft.; Perception +6;
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, 2 Dexterity)
Hp 9 (1d8+1)
Fort +1, Ref +4, Will +6
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Offense
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**note** I assume she is benefiting from her own Flagbearer feat here. Without her flag, her longspear is +2 (1d8+3) and her CMB is +3. **note**
Speed 30 ft.
Melee longspear +3 (1d8+4/x2)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)— liberating command, saving finale
0th (at will)— light, mending, prestidigitation, summon instrument
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Statistics
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Str 14, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 14
Feats Flagbearer
Alternate Racial Traits Bestial
Traits Adopted (Halfling), Battlefield Disciple (bonus from drawback), Fool for Friends, Helpful (Bonus from Adopted)
Drawback Anxious
Skills Acrobatics +6, Climb +6, Diplomacy +4, Heal+2, Linguistics +5,Knowledge (nature) +5, Perception +6, Perform (dance) +7, Perform (sing) +7
Languages Common, Halfling, Orc
Combat Gear dagger, longspear Other Gear backpack, bedroll, bell, caltrops, 10 candles, canvas, 10 pieces of chalk, clay mug, 2 fishhooks, Flag (decorated with larkspur's gaudy emblem), flint and steel, 2 vials of ink, 2 inkpens, journal, oil (1-pint flask), 10 peasant’s outfits, rope (silk, 50 ft.), 4 sacks, scroll case, 2 sewing needles, signal whistle, small steel mirror, spell component pouch, string (50 ft.), studded leather armor, trail rations, 2 vials (empty), 16s, 47c
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Familiar (Ex): At 1st level, a duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability. This ability replaces bardic knowledge.
Larkspur
Superb Starling (reflavored thrush) Familiar (protector)
N Diminutive animal
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
Hp 4
Fort +0, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft., Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Bodyguard, Combat Reflexes, Skill Focus (Perception)
Skills Acrobatics+6, Climb+6, Fly+12, Linguistics-1, Knowledge (nature) -1, Perception+9, Perform (dance)-1, Perform (sing)-1
Languages Common
SQ Loyal Bodyguard

The Pale King |

GM, how would you feel about a Caligni PC? They are one of my favourite PC races because of concept, but I've never gotten a chance to play one. It would seem to have a connection to this campaign without being as problematic as a drow since they generally leave the Dark Folk behind if they are smart enough to survive.

Beorn the Divine |

I'd like to propose Aster. She's a female half-orc duettist bard with a Starling (really just a reflavored thrush), as a familiar.
I would like to eventually make her a Battle Herald, if the story permits, but having her see play is the primary goal.
** spoiler omitted **
** spoiler omitted **...
THERE CAN BE ONLY ONE! OPERA AT TWENTY PACES!

Sindorah |

Angry Wiggles wrote:THERE CAN BE ONLY ONE! OPERA AT TWENTY PACES!I'd like to propose Aster. She's a female half-orc duettist bard with a Starling (really just a reflavored thrush), as a familiar.
I would like to eventually make her a Battle Herald, if the story permits, but having her see play is the primary goal.
** spoiler omitted **
** spoiler omitted **...
I also proposed a bard lol.

DM Default |

@ Deaths Adorable Apprentice
Was still going over the magic word system. I'm going to have to say no Magic Word System.
As for a crafter, I see no problem with you making one. It'd be helpful, though like normal life things happen at certain times regardless if you're ready or not.
@ The Pale King
From the stats I looked up, it looks kinda underpowered. Base stat boosts and the only other feature is the "see in any kind of darkness" ability. You sure you want to go that way?
Current Submissions
Orendel Kellon [Male Half-Elf Standard Bearer Order of the Dragon Cavelier]
Cherry Razarin [Female Tiefling Unchained Rogue]
Wrexley Hardsole [Male Halfling Pistolero Gunslinger]
Devon Prissault [Male Human Swashbuckler]
Xiulan [Female Human Cardcaster Magus]
-
Elaina Tirel [Female Human Snowborn Fighter]
Beorn the Divine [Male Half-Orc Bard]
Krayn La'jal [Male Human Crossblooded Abyssal/Celestial Bloodrager
Kaza [Male Human Kineticist]
Sindorah Volrus Sosei [Female Human Priest Bard]
-
Cnut Bjornsson [Male werebear-kin skinwalker (coldborn) barbarian (invulnerable rager)]
Aster [Female Rainkin Half-Orc Duettist Bard]

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@DM Default: This is a minor issue, but do we get our ethnic language for free? I'm about 70% done with my character and want to know if I need to use one of my bonus languages on Varisian or not.
Secondly, at the moment, I've got one of the new Second Darkness campaign traits slotted onto my guy (the ones I PMed you). If you decide to veto them, I will happily change it to one of the listed options.

Serill Elamaer |

Here's my submission.
Restorer of Relics was the title Serill liked to parade behind. The reality was much grittier. Relics from older times were hard to find and many a day had been spent in ancient sites and forgotten places buried in the mud and stone and greenery that had long since claimed it. It was rare that he found anything more than everyday object but the institute paid him no matter what useless objects he found. It was the hope of one day finding something big that would pay off in the end. For them as well as him.
Serill was not the typical self-important elf. Most of his contacts were of other races and rarely did he spend a lot of time with his own kind. He didn't mind getting his hands dirty himself if the task called for it. He long ago forsook the luxurious life he could have had for an adventure of discovering the ancient secrets littered around the world instead of sitting back and watching others do all the work. He wanted to do the work and earn the glory of uncovering the mysteries of the past where no one else could steal it from him.
Far from his birthplace he usually resides in the Varisian town of Kaer Maga where the institute is based. Most of his work has been aimed at the knowledge of the runelords of old and their mystical powers. Fortunately for him study of the arcane came naturally to him and he had recently graduated a Kaer Magan Wizard and finally got assignments of his own to carry out.
One if his first had sent him to western Varisia and their small chapter in Magnimar. With the shadow appearing over Riddleport and visible from all around there he consulted with several seers and Harrowers he knew. All signs pointed to someone or something in Riddleport and it wasn't good. He had avoided Riddleport up until now but his report to the institute had landed him a new assignment he had little choice but to accept. Fortunately he met a friend of his there and was invited to the Gold Goblin with the promise of aid in finding a safe place to stay.
Elf Wizard 1
N Medium humanoid (elf)
Init +5; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 13[17], touch 13, flat-footed 10[14] (+3 Dex, [+4 mage armour])
hp 10 (1d6+4)
Fort +1, Ref +3, Will +3
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee elven curve blade +0 1d10-1(18-20x2)
Wizard Spells Prepared (CL 1st; concentration +5)
1st - Magic Missile, Magic Aura
0th - Detect Magic, Prestidigitation, Dancing Lights
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 11, Int 18, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Scribe Scroll, Toughness
Traits Into Enemy Territory(Fortitude), Elven Reflexes, Seeker
Drawback Attached(bonded object)
Skills 1 Appraise +8, 1 Knowledge (arcana) +8, 1 Knowledge (nature) +8, 1 Perception +5, 1 Spellcraft +8, 1 Use Magic Device +2
Languages Common, Elven, Dwarven, Draconic, Gnome, Sylvan
SQ arcane bond (Elven Curve Blade), Summoner's Charm, Shift(5ft. 7/day)
Combat Gear Masterwork Elven Curve Blade
--------------------
CLASS ABILITIES
--------------------
Arcane Bond(Ex) A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.
Arcane School: Teleportation The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Opposed Schools Enchantment, Necromancy
Cantrips Known Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation
1st level spells known Protection from Evil, Mage Armour, Mount, Identify, Magic Missile, Magic Aura, Expeditious Excavation

DM Default |

@ Orannis
Yes, characters can get their ethinc languages for free. Also, the traits you mentioned are fine to use.
Current Submissions
Orendel Kellon [Male Half-Elf Standard Bearer Order of the Dragon Cavelier]
Cherry Razarin [Female Tiefling Unchained Rogue]
Wrexley Hardsole [Male Halfling Pistolero Gunslinger]
Devon Prissault [Male Human Swashbuckler]
Xiulan [Female Human Cardcaster Magus]
-
Elaina Tirel [Female Human Snowborn Fighter]
Beorn the Divine [Male Half-Orc Bard]
Krayn La'jal [Male Human Crossblooded Abyssal/Celestial Bloodrager
Kaza [Male Human Kineticist]
Sindorah Volrus Sosei [Female Human Priest Bard]
-
Cnut Bjornsson [Male werebear-kin skinwalker (coldborn) barbarian (invulnerable rager)]
Aster [Female Rainkin Half-Orc Duettist Bard]
Serill [Male Elf Wizard]

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Alix Blanchet, the Cleric of Greed and Secrets (Norgorber)
Samsaran Cleric (Herald Caller) 1, Trickery Domain, Greed Subdomain.
NE Medium humanoid
Init +0; Senses Perception +8, Low Light Vision
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 14
hp 11 (1d8+2 +1 from Favored Class)
Fort +4, Ref +0, Will +5
--------------------
OFFENSE
--------------------
Speed 30 ft.
Cleric Spells Prepared (CL 1st; concentration +5, +6 for summoning)
1st -Infernal Healing, Bless [Disguise Self, Domain Spell]
0th - Purify Food and Drink, Create Water, Scriverner's Chant
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 14, Int 10, Wis 16, Cha 16
Base Atk +0; CMB 0; CMD 11
Feats Sacred Summons
Traits Looking for Work (Perception), Genie-Caller, Diabolical Dabbler
Drawback: Avarice
Skills: Perception + 8, Sense Motive +7, Appraise + 4, Diplomacy +7
Languages: Common
SQ: Channel Envy 6/day, Samsaran Magic: Comprehend Languages, Stabilize, Deathwatch 1/day.
--------------------
CLASS ABILITIES
--------------------
Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
--------------------
RACIAL ABILITIES
--------------------
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Mystic Past LIfe spells: Druid
Level 1, Call Animal
Level 3, Anthromorphic Animal
Level 5, Awaken Animal, Die for Your Master

Dougal Fairbairn |

Deaths Adorable Apprentice here with my loving cleric. I will get a more detailed background work up, I promise, but I need sleep. The crunchy bits are on the profile and I think my math is right but I have been wrong in the past, also I am rather tired so it might be off.
"You want to know about me? That's fine, love. I am an open book in your hands." Tapping his chin and then grinning, "My story will cost you. But I promise you will enjoy the price I am asking." The young man makes sure to wiggle his eyebrows at the word 'promise'.
Leaning back and making himself comfortable, "My full name is Dougal Fairbairn. My loving and very stressed parents are Carolina and Reginald Fairbairn. I say they were loving and stressed because I was a mischievous child. My loving mother, who I gave most of her grey hairs, runs an apothecary shop in the Grand Arch of Magnimar. Which meant as a young boy there were brightly colored bottle full of magic all over the place. I had to have been around four years old the first time I really got into things. I heard this story all the time. I found a bright green bottle and I drank it. So I went from a small toddler to the size of my mother. I may have broken a few things since I was not used to being that size. Hehe, fun times."
Shrugging before continuing, "Not the last thing I got into either. Did you know that while wolfsbane has great medicinal uses it is rather poisonous? I found that out as a child. Lucky me my father is a rather skilled healer. Though he follows the Lady of the Graves."
Moving his hands to lace his fingers behind his head, " Most of the mischief you can guess a child would have grown up getting into I managed. My father always preached that we are judged by the life that we live and that we should live how we want. We should be proud of the life that we live. Well I actually took that to heart as a youth. I got into fights because I did not like what people were saying or how they were acting."
Grinning widely, "I don't like to fight but I have done it plenty. I have also borrowed many of my parents things over the years of my childhood. Potions, wands, alchemical items. Bit of an explosion with that last one. Definitely lucky I had a healer for a father."
Turning his head to the side and waving a hand in the air for a moment, "I bet you are wondering how I ended up here though. That is usually what most people want to know. Why in the abyss did I leave the grand city of Magnimar for this din of thieves to become a whore. Well I did it because I could. I left because I wanted something different. I thought I could find a ship to work on and travel the world. But I had a conversation with someone shortly after getting here and realized I could maybe be able to make enough gold to do whatever I wanted. That is how I lovely young man that I spent a very vigorous night with convinced me that I should do what I know I am good at for a living."
Offering a Cheshire like grin, "There might have been a little spite at my father that factored into that decision. He was not pleased I my choice of profession. He is not found of most of the decisions I have made in the last few years. Oh but the look on their faces was priceless when they found out."
Chuckling at the memory. After a few moments he pulls himself out of the fond memory and offers a more predatory smirk,, "So if you have no other questions can we get to the payment for my story?"

Aster Orodata |

Beorn the Divine wrote:I also proposed a bard lol.Angry Wiggles wrote:THERE CAN BE ONLY ONE! OPERA AT TWENTY PACES!I'd like to propose Aster. She's a female half-orc duettist bard with a Starling (really just a reflavored thrush), as a familiar.
I would like to eventually make her a Battle Herald, if the story permits, but having her see play is the primary goal.
** spoiler omitted **
** spoiler omitted **...
I.. Um.. I Don't think-k I c-can sing opera...
"I lick bards. I MEAN LIKE. LIKE. I like bards."
Oh? Oh! Oh No...

DM Default |

Current Submissions
Orendel Kellon [Male Half-Elf Standard Bearer Order of the Dragon Cavelier]
Cherry Razarin [Female Tiefling Unchained Rogue]
Wrexley Hardsole [Male Halfling Pistolero Gunslinger]
Devon Prissault [Male Human Swashbuckler]
Xiulan [Female Human Cardcaster Magus]
-
Elaina Tirel [Female Human Snowborn Fighter]
Beorn the Divine [Male Half-Orc Bard]
Krayn La'jal [Male Human Crossblooded Abyssal/Celestial Bloodrager
Kaza [Male Human Kineticist]
Sindorah Volrus Sosei [Female Human Priest Bard]
-
Cnut Bjornsson [Male werebear-kin skinwalker (coldborn) barbarian (invulnerable rager)]
Aster [Female Rainkin Half-Orc Duettist Bard]
Serill [Male Elf Wizard]
Alix Blanchet [Male Human Samsaran Cleric]
Dougal Fairbairn [Male Human Cleric of Cayden Cailean]
-
Taton [Male Human Slayer]

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Alix's backstory
All she really cared about was gold. Gold bought her friends, improved the lives of those around her, and properly armed her for her adventures...to acquire more gold.
Her last two incarnations sought to amass large amounts of gold all at once. One went underground into the Dwarven mines, which were strictly off-limits, to mine like no tomorrow. She died when the mine collapsed from hap-hazard mining. The other went after a dragon's hoard with fellow adventures. They died while she was filling her pockets, and the dragon said something about their blood being similar.
Or something like that. Alix's past lives are all very hazy, but she feels as if this one is going to be the one. She recently arrived in the perfect place, Riddleport, where crime is rampant and free and where gold is power. Now she's looking for a job to earn gold, trying a safer approach to gathering wealth for now, trying to sort out her past lives' failures and successes. All for the love of gold!

Cherry Razarin |

Deaths Adorable Apprentice here with my loving cleric. I will get a more detailed background work up, I promise, but I need sleep. The crunchy bits are on the profile and I think my math is right but I have been wrong in the past, also I am rather tired so it might be off.
** spoiler omitted **...
"Listen, Douglas Fairbanks, this is a bar. If we paid everyone who told a story for coming in here we'd have to close up in about two hours and go home broke. So you'll have to tap-dance or something."

Profession Smith 6 ranks |

"I lick bards. I MEAN LIKE. LIKE. I like bards."
Well, if I wasn't interested already.... :D
Name Meghan Goldknickers
_____________________________________________
Race Human
Gender Female
Age 18
Class Bard (Street Performer) Level 1
Init +2; Senses Perception +5
AL Neutral
_____________________________________________
DEFENSE
_____________________________________________
AC 15, touch 12, flat-footed 13
(+3 armor, +2 Dex, +0 shield)
hp 10
Fort +1, Ref +4, Will +3; +1 trait bonus vs. charm and compulsion effects
____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee rapier +1 (1d6+1 piercing/18-20) or dagger +1 (1d4+1 piercing, slashing/19-20)
Ranged blowgun +2 (1d2+1 piercing)
Special Attacks bardic performance 7/day (disappearing act, distract, fascinate)
Bard Spells Known (CL 1st; concentration +4):
1st—cure light wounds, coin shot
0—detect magic, mending, message, prestidigitation
_____________________________________________
STATISTICS
_____________________________________________
Str 12, Dex 15, Con 12, Int 12, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Ability Focus (disappearing act), Lingering Performance
Traits Gold Goblin Regular (regional), Fools for Friends (campaign)
____________________________________________
SKILLS (Class Skills In Bold)
____________________________________________
Acrobatics +
*Appraise +
*Artistry +
Bluff +8 (+1 rank, +3 class, +1 SW, +3 Cha)
Climb +
*Craft (alchemy) +5 (+1 rank, +3 class, +1 Int)
Diplomacy +7 (+1 rank, +3 class, +3 Cha) (+1 to gather information [+3 in Riddleport], +1 to influence crowds)
Disable Device +
Disguise + (+1 SW, +3 Cha)
Escape Artist +
Fly +
*Handle Animal +
Heal +
Intimidate + (+1 to influence crowds)
Knowledge (arcana) +
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +6 (+1 rank, +3 class, +1 Int, +1 SW)
Knowledge (nature) +
*Knowledge (nobility) +
Knowledge (planes) +
Knowledge (religion) +
*Linguistics +
*Lore +
Perception +5 (+1 rank, +3 class, +1 Wis)
*Perform (act) +7 (+1 rank, +3 class, +3 Cha)
*Profession (gambler) +6 (+1 rank, +3 class, +1 trait, +1 Wis)
Ride +
Sense Motive +5 (+1 rank, +3 class, +1 Wis)
*Sleight of Hand +7 (+1 rank, +3 class, +2 Dex, +1 SW)
Spellcraft +
Stealth +6 (+1 rank, +3 class, +2 Dex)
Survival +
Swim +
Use Magic Device +
* Background Skill
Languages Common, 1 more
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ gladhandling, streetwise
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear rapier (20/2), dagger (2/1), blowgun (2/1), 10 blowgun darts (.5/1), studded leather (25/20),masterwork backpack (50/4), waterskin (1/4)
Gold 4.5 gp (105 gp starting)
____________________________________________
APPEARANCE
____________________________________________
Height 5’4”
Weight 118 lbs.
Eye Color Hazel
Hair Color Light Brown
Region of Origin Riddleport
Parents Regions of Origin Riddleport
Deity Cayden Cailean
Appearance
Meghan Goldknickers gets her name from the color of the breeches, leggings, and skirts she wears, all colored a glittering gold through the use of prestidigitation spells. Her hair is normally a sandy brown (though she colors that, too with prestidigitation on occasion). Her bright eyes are hazel in color and mischievous by nature. Her pert lips are usually curled into a puckish smile. The street performer tends to wear bright colors while performing but muted browns and grays when gambling or otherwise moving through the streets of Riddleport.
Personality
Meg’s a sweet-talking con artist with a heart of…electrum. If she didn’t dwell in a pit of dishonesty, despair, and debauchery like Riddleport, she might’ve turned out better. But in a city of thieves and criminals, she feels it’s better to do unto others before they can do unto her. She uses her acting ability to put on comedic or satirical one-woman performances in the streets of Wharf, Leeward, and/or Free-Coin Districts during the day before risking her day’s earnings in games of chance by night.
A regular at the Gold Goblin gambling hall, Meg’s well-acquainted with its new owner, Saul Vancaskerkin, and he with her; they have a profound respect yet distrust of one another, yet they get along well like the semi-kindred souls they are. Saul has hired Meg to be one of his hostesses at the grand re-opening, hiring her to keep an eye out for cheaters amongst the participants (although the devious owner hasn’t informed her yet of the costume all the hostesses will be wearing yet).
She’s friendly with all sorts of roguish, larcenous types, using her disappearing act bardic performance to help such ne’er-do-wells close on their marks…for a small percentage of the profits, of course. A consummate actress, Meg’s favorite con is to shoot someone with a dart from her blowgun and then bluff that the sticky stuff on the tip is deadly poison (when it’s actually a honey-based concoction with no damaging properties).
Street Performer
Whether acrobat, troubadour, or thespian, the street performer mixes with the masses, singing for his supper.
Bardic Performance
A street performer gains the following types of bardic performance:
Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.
This performance replaces inspire courage.
Harmless Performer (Su): At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.
This performance replaces inspire competence.
Madcap Prank (Su): At 9th level, a street performer can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round:
1—blinded,
2—dazzled,
3—deafened,
4—entangled,
5—fall prone,
6—nauseated.
Each effect lasts 1 round.
This performance replaces inspire greatness.
Slip through the Crowd (Su): At 15th level, a street performer’s disappearing act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked.
This performance replaces inspire heroics.
Gladhanding
A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally.
This ability replaces countersong.
Streetwise
A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).
This replaces bardic knowledge.
Quick Change (Ex): At 5th level, a street performer can don a disguise as a standard action by taking a –5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th.
This ability replaces lore master.
I can see her having a connection with Cherry or any other larcenous character.
An item of note to the GM: I gave her Ability Focus (disappearing act) as a feat, although that feat is generally used by monsters. I really feel that giving up Inspire Courage for Disappearing Act isn't a great trade-off at low levels, especially since the latter grants a saving throw, so I wanted to pump up that save's DC some to make the ability more palatable.

Dougal Fairbairn |

"Listen, Douglas Fairbanks, this is a bar. If we paid everyone who told a story for coming in here we'd have to close up in about two hours and go home broke. So you'll have to tap-dance or something."
"Did I ever, even once, say I wanted gold for my story? Hmmm? No, no I did not. Payment can happen lots of ways, love. My personal favorite ways would either happen after you got off of work unless you are feeling very adventurous or for the more tame but equally personal option you tell me a story?"
Grinning widely, "But if you want me to dance for you I am sure that could be arranged."

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My character is finished mechanically, but it took a good bit longer than I thought. I don't think I've rolled up a Sorcerer since 3.0, so there was a lot of re-acquainting to be done with the mechanics. I'm pretty burnt out on staring at my computer screen, so I'll get his fluff/backstory done in the next day or two and then post him.
He's at bit of a ne'er-do-well, with a nasty habit of pilfering that he just can't seem to shake, so I feel like there's a lot of submissions here that would make natural associates for him. :D
Oh and his familiar is a raccoon, of course!