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Would you consider letting Chang Jie switch out Tower Shield Proficiency and/or Heavy Armor Proficiency for Exotic Weapon Proficiency (Lasso)?
I feel like there are enough ways to get that without bending the rules.
On the other hand, I don't object to your request to switch your fey magic over to just functioning on birds.

Aldizog |
My approach is more nuanced than either the original FAQ or its reversal was. An SLA is not the ability to cast a spell, so nothing that has spell casting as any kind of requirement applies. However, things that just look for caster level should work, because SLAs clearly give you a caster level.
So Benedict, with a racial SLA, could take item creation feats (which require caster level) and use Spellcraft for the missing requirements, but could not take Arcane Strike (which requires the ability to cast arcane spells)?

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Shisumo wrote:So Benedict, with a racial SLA, could take item creation feats (which require caster level) and use Spellcraft for the missing requirements, but could not take Arcane Strike (which requires the ability to cast arcane spells)?
My approach is more nuanced than either the original FAQ or its reversal was. An SLA is not the ability to cast a spell, so nothing that has spell casting as any kind of requirement applies. However, things that just look for caster level should work, because SLAs clearly give you a caster level.
Bingo.

Chang Jie |

Chang Jie wrote:Would you consider letting Chang Jie switch out Tower Shield Proficiency and/or Heavy Armor Proficiency for Exotic Weapon Proficiency (Lasso)?I feel like there are enough ways to get that without bending the rules.
On the other hand, I don't object to your request to switch your fey magic over to just functioning on birds.
Sounds good. Thank you.

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Comments on submissions from Page One…

Chang Jie |

Chang Jie:Does the rest of your family live in Phaendar?

Ouachitonian |

Comments on submissions from Page One…
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Ok...going to find myself a way to get a spell like ability! Would you accept the trait lightbringer? If so I'll take extra traits at lvl 5 to pick it up, as that is when arcane strike improves.
Certainly think it will be fun to be a fighter who at lvl 5 is hitting for 3d4+13 damage (mixture of physical, fire and magic damage)
Also for campaign trait I'll go with Ironfang Survivor. This comes from the majority of his combat experience, such as it is, coming from fighting roving bands and raiders of the Ironfang Legion.
Also, please note, this is the alias I created. Usual forum name is grumbaki.

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Mr. Whistler
Male Halfing fighter (Martial Master, Mutation Warrior)
CN Small humanoid (halfling)
Init +3; Senses Low Light Vision; Perception +0
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Defense
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AC 22, touch 14, flat-footed 18 (+5 armor, +3 Dex, +1 size, +1 trait +2 shield) +2 dodge bonus against goblinoids
hp 12 (1d10+2)
Fort +5, Ref +4, Will +1 (+2 vs. Dominate and Possession)
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Offense
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Speed 15 ft, 40ft when mounted.
Melee: Lance +0 (1d6-1,20 x3)
or Halfling Rope-Shot +0 (1d4-1, 20 x2)
Ranged:Sling +3 (1d3-1, 20 x2), 50 ft.
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Statistics
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Str 8, Dex 16, Con 14, Int 13, Wis 10, Cha 17
Base Atk +1; CMB -1; CMD 12 (+1 vs. grapple and trip)
Feats Antagonize, Mounted Combat
Traits: Ironfang Survivor, Defender of the Society
Skills: Intimidate +7, Ride +7, Linguistics +2
Languages: Common, Halfing, Goblin, Undercommon
Other Gear: 100 sling bullets, Lance, Heavy Metal Shield, scale mail, combat trained pony, Cavalier's Kit, Cooking Kit, Gear Maintenance Kit, Grooming Kit, Mapmaker Kit, Mess Kit, Pyrography Kit, and three gold pieces.
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Special Abilities
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Low Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Creepy Doll: Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth skill without cover or concealment. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids. The racial trait replaces keen senses and sure-footed
Irrepressible: Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Mr. Whistler is the tiniest tank and best fits the support/tank role. He can force others to attack him through the use of intimidate and antagonize, and he is a very rude halfling that has a knack for picking up languages so that others can understand his taunts. He has high defense, medium crowd control in pulling others towards him and with his reach weapon. His mount offers mobility so he is able to move in the way or to run around and soak up aoo's if need be. His damage is low, with low strength, but on charges can achieve higher damage. He has moderate flexibility in use of Martial Master's higher level ability, gaining the power to pick up a feat like a brawler does. This can give him more adaptability to handle different threats and to better support his team. If need be, he can drink his mutagen and gain a positive strength score, with even more defense in the form of natural armor! And the ability to fly, if he needs to, to harass flying opponents starting from 7th level. Outside of combat, Mr. Whistler can translate languages and be an intimidating, yet small face.
Mr. Whistler's feats are more geared towards defensive abilities. More with AC Shield Focus, perhaps Mounted Shield and Saving Shield. Intercept Charge is a highly likely candidate, to move Mr. Whistler in front of charge attacks. Missile Shield looks neat, and Combat Expertise taken will allow access to most maneuvers through the Martial Master ability, as well as adding more AC. Nature's Soul and Animal Ally will be taken in later levels to make his mount an animal companion, more hitpoints and survival skills. Other feats can be spontaneously picked up through Martial Master's ability, once Mr. Whistler has access to it.
Mr. Whistler lost his family, his entire family to bandits. They burned his hovel to the ground and rode off, laughing. And he had hid behind a tree, like a coward, who was very unarmed and only with a bucket of laundry in his hands. So when his laundry was dry, he clothed himself and left. He mourned once he was safe in the woods, as any would, but had to move on.
With this act, he became callous, rude, and deemed that his lost meant nothing to everyone he passed. Bandits kill people all the time, why should his family be any different. Without comfort from the outside world, he had to make himself laugh somehow. A man cannot live in misery forever and he had always been a cheerful lad. So he took up the practice of being a dick. By golly, he'd flip off just about anyone and say through the hole in his teeth, "Sorry, it was itching." Or, "Is that what that means? I thought it was the native way of saying hello, or goodbye!"
He traveled for some time, keeping up this antic. He eventually met up with some soldiers who were travelling to reinforce a small town or another. Mr. Whistler didn't particular catch all of the information. The soldiers got along surprisingly well with Mr. Whistler, growing fond of his rude antics (because he's just so small). They even dressed him up as a knight, with a long spoon and bucket helmet, on a pony. Everyone was laughing, as he smiled and flipped them off, and that's when the Ironfang attacked the campsite.
The last thing Mr. Whistler recalled was seeing this goblin-thing about to kill off his favorite soldier guy, when he whistled out, "Oy! Boyo! Your brood mother like them dwarfy boys? Because you are the ugliest, weakest lot I've ever seen!" And that goblin thing went over and beat the crap out of our unlikely hero. He woke up in Phaendar, his pony apparently having ran away from the fight after its rider was stricken. That is where he resided for several years, having armed himself enough to assist others. It was to the point where everyone knew his story, his name, and his middle fingers. He even made friends with a few others, but still likes flipping them off, as a gesture of goodwill of course.
I am one of at least two person group. Haven't heard much of the third, but he is our striker. If he doesn't show up, I suggest putting my character with at least one striker.

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Yes. Iteb makes her own throwaway weapons (although i didn't factor that into my purchases, yet, since i didn't know your take on us being able to craft our initial items at the time of me posting her bio).
I imagine Iteb's lover would also reside in Phaendar though i hadn't fleshed him out (nor the child) because i wanted to leave vacancies available for others that might want to merge backstories. I saw a lot of half-orcs so i was holding my breath.
Without takers, I would say that Iteb's man holds some position in town the requires martial proficiency and can flesh him out if necessary. Without a taker for the child, i imagine him/her to be on the younger side, less than 10 but older than 5. Again, i can flesh this out too if you want for her considering her further. They both will be fully fleshed out in her complete Bio (after meeting the others and their backstories) should she be considered, regardless.

Vrog Skyreaver |

I had thought you had posted 15 point by, but I might have mixed it up with another game I apped to. I'll get him updated shortly.
As far as my damage goes, I don't mind suffering for the first couple of levels, as I'll either get fencing grace or an agile weapon soon enough (although it will probably be the former more than the latter.

Ira kroll |

Comments on submissions from Page One…
** spoilers omitted **
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I'm sorry, I didn't see a requirement for a background. But, here goes...
Brogan Rainmacher spent his youth out in the forest. After his father didn't come back from the wars, Brogan became the food provider for his family. He would hide in the forest, and kill the animals and vermin.

Ierox |
NG Female Dwarven [Weaponmaster] Fighter 1
Initiative +0; Perception +1, Darkvision 60ft.
AC 15, T 10, FF 15, CMD 14, FFCMD 14
Hp 15 (1d10)
Fort +6, Ref +0, Will +1 [+3 vs spells & SLA, +2 vs poison]
Speed 20ft.
Melee
...Falchion +4, 2d4+4 (18-20)
...Dagger +4, 1d4+3 (19-20)
Ranged
...Light Crossbow +1, 1d8 (19-20)
Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 8
Feats Power Attack, Cleave
Traits Glory of Old, Ironfang Survivor
Skills Use Magic Device +0, Survival +5
Special Chosen Weapon(Falchion), Craftsman, Defensive Training, Hardy, Hatred, Stability, Stonecunning, Weapon Familiarity
Gear Scale Mail, Falchion, Dagger, Light Crossbow, 10 bolts, 12gp
Background: Jeb is a native of Phaendar. She's been away for a long time, fighting under the banner of Nirmarthas, but was recently discharged after four years of service. She didn't see much battle, but did participate in a recent skirmish against the Ironfang goblins. Despite enjoying training with her broadblade, she knows well enough that she's more of a farmer than a soldier, and that's what she returned home to do - settle down on her family's farm, herding cows and working the earth.
Although neither particularly clever nor very rich, she enjoys tinkering with magical trinkets and intricate devices. There's just something about them that sets her mind running.
Role in the party: Damage. For the first few levels, she's going to be a cleave-machine which can take a lot of punishment. Once she hits 4th level, she'll start being able to use a few SLAs each day, spontaneously from this list.

Chang Jie |

Chang Jie:Interested in a little linking of backgrounds, as both characters are Tian? It could just be some passing familiarity with each other or it could be something else.

Vrog Skyreaver |

New and improved Here's my character submission, Estaban Morales
Character Info:
Chaotic Good Human Fighter (Warlord) 1
str 10
dex 18
con 14
int 8
wis 12
cha 14
hp 12
ac 16 (10 base +4 dex +2 dodge) Touch 15 FF 10 (+2 vs. Goblinoids)
bab 1 CMB +1/5; CMD: 16
init +4
fort +4
ref +4
will +2
speed 30'
Rapier: +5 to hit; 1d6 damage; 18-20/x2 crit
Skills: Acrobatics r1 +8, Perception r1 +2, Sense Motive r1 +2
Feats: Dodge, Weapon Finesse
Traits: Ironfang Survivor, Indomitable Faith (Cayden Cailen)
Class Features: Evasive Dueling +1
Equipment: Rapier, Potion of Mage Armor x2, Club x3, Traveller's Clothes.
Estaban's family comes from Brevoy, where the masters of the Aldori Dueling Blade claim superiority over the dueling circuit. Estaban's father, a duelist named Inigo, Was a master of the rapier and professional duelist. He tried to open a school of rapier fighting several times during Estaban's childhood, but each such school was forced to close it's doors due to lack of money.
After the 3rd such attempt, Inigo decided to pour all of his training in the rapier into his son; and so the training began. Days turned into weeks, and weeks, years. Finally, Inigo decided that he was ready to fight in a duel.
The duel was a disaster. His opponent was the spoiled son if a Brevoy noble (specifically a Duke). It wasn't the fact that he beat him in under a minute, it was the fact that his strike was too good. Estaban's blade slid down the Dueling blade as they locked swords, and right into the chest of the noble's son. He was dead before he hit the ground. Estaban did not even have time to react before his father grabbed him and hustled him out into the street. They hailed down a carriage and were gone before the uproar started.
"You'll need to leave the country son." said his father. "They'll kill you for this. The damned idiot didn't even know how to wash water off a log. What the hell was he doing dueling you?"
"Go, take your skill and head to Nirmathas. I hear they are looking for mercenaries there, and you should be out of the grasp of the Duke. Take this money and board a ship." His father handed him a bag of coins and as the carriage pulled to a stop, he shoved him roughly out of the cab.
Following his father's instructions, he found the first ship leaving port. He paid for passage and climbed aboard. As the ship was leaving the harbor, he saw something that continues to haunt his dreams: his father, fighting several men in a bid to buy him time to escape. and at the edge of his vision, he watches his father fall, stabbed in the back.
Lacking other options and still grieving his father's death, he continued to follow his father's instructions. His first day after arriving in Nirmathas almost proved to be his last. He was walking along the road when a group of Hobgoblins wearing tabards with the same sigil on them stopped him and demanded a "Toll" to use the road. Estaban's answer was to draw his blade.
He had never faced non-humans before, but as he fought them he noticed several flaws in their fighting styles, which appeared to be due to the natural tendancies of their race.
After a prolonged battle, the 4 goblinoids that had accosted him were dead. The problem was that they were a scouting force for a much larger unit. He took the money they had and fled, running down the road and not stopping until he reached the nearest settlement, the town of Phaendar.
And here our story truly begins...

Ierox |
You could've easily stayed at the Gardaxe family farm. They are (or were, at least) pretty major patriots, and not generally speaking all that fond of orcs, but Jeb would've talked her parents around to sheltering a deserter if she was made aware that you fought the ironfang legion too.
That said, she's only been home for a few weeks herself, so the time you could have spent with the family would be limited.
Low cielings in a dwarven farm are a thing, so that could give rise to some physical comedy.
Depends on who gets picked, though. Let's not finalize anything.

Pennate |
Submitting Therrip Greenwood, Bloodmarked Fighter.
On one breezy night, under a bright, cloudless sky, Therrip was trekking through the Fangwood in his usual manner. Moving through the trees with swiftness and alacrity, Greenwood pushed his way into the depths of the forest to find a portion that he had never before known; after casting an eager glance around himself, the young man saw a break in the trees within ten meters of his position and quickly advanced toward the area. Absorbed in excitement and intrigue, the young man failed to perceive the deathly quiet of the surrounding wood until he entered the clearing and found a twisted, macabre array of blackened, gnarled trees strung with dirty ropes, stained with an unknown fluid and swaying gently in the cold wind.
Although his first reaction was to scramble away in terror, Therrip was eventually able to suppress his emotions and cautiously stride into the center of the glade. He hesitantly examined the foul-smelling bark of the nearest tree and found that it was oddly greasy and seemed to be locked in a state of decay. As the youth tried to process this information, he was suddenly overwhelmed as the ambient noise of the forest returned in a deafening cacophony. Clutching his ears in pain and fear, Therrip staggered through the clearing, tripped over a knotted root, and tumbled into one of the frightening trees, snagging his flesh on the twisted bark as he fell and leaving deep cuts across his face and arm.
Dazed and injured, Greenwood struggled to examine his wounded limb, which oozed with a dark liquid; however, as he brought the injured arm into his view, he was terrified to see a sooty substance spreading from the gash at a rapid pace. Greenwood's limb dropped to his side as the young man began to twist and contort himself, writhing in agony as his form rearranged itself and his skin erupted into thick fur, and tormented by a susurrus of aberrant sounds that began in his mind's ear. Thankfully, the physical aspect of the horrifying process ended in a matter of seconds, and as soon as he could rise, Greenwood dashed away, chased by the maddening noise until he was far away from the glade. Realizing that he could not return to Kassen in such a monstrous state, Greenwood wandered through the Fangwood for hours before collapsing from exhaustion.
When he awoke the next morning, Therrip was greeted by the warm rays of the sun, strewn across his face in a friendly manner, and by the usual sounds of nature, no longer deafening as they were the night before. Finding himself to be in his human form, Therrip began to question whether his encounter during the previous night was merely a horrible dream, but he was dismayed to find undeniable evidence of its authenticity—a long, black scar across his forearm that glistened in the morning sun. Knowing that he had changed into a freakish monster, Therrip was unwilling to venture home, as he was paralyzed at the thought of the consequences of transforming within reach of his friends or family. Seeing no alternative, Therrip spent several months in the forest before finally devising a new plan.
Greenwood arrived at the fringes of *capital* two weeks later and lived off of the land until he was able to join the Nirmathan military. His long affinity for camaraderie and grouping made the organization a perfect fit for Greenwood, and he served for several years, during which time he strengthened his faith in the hopes of reinforcing his willpower to prevent another incident like that in the Fangwood. However, Greenwood was eventually transformed once more while separated from his unit during a routine training operation; although he was able to resume his human form before he was spotted, Greenwood no longer trusted himself around his fellow soldiers, leading to his resignation the following day. Embarking for a final time, Greenwood traveled to Phaendar, where he has lived as a trapper ever since.
-Bestial form: Therrip sprouts shaggy, brown fur from his limbs and from all skin including and above that covering his pectoral muscles, and the transformation forces him into a hunching posture; if he lowers his arms, Therrip's frighteningly elongated fingers brush the dirt at his feet. Therrip also gains a fearsome visage, with large, leaf-shaped ears; vicious, glossy eyes with deep, midnight blue irises; and an upturned nose that sits above a maw that houses a pair wickedly sharp fangs. The hair on the left side of Greenwood's head turns ebon, and the corresponding side of his face and his bestial muzzle is covered in greasy, black fur; although usually obscured by his armor or clothing, Therrip's right arm undergoes the same shift in appearance as does his face, but the color disappears two inches above the elbow.
Therrip Greenwood
Male Skinwalker (Bloodmarked) Fighter 1
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LG Medium Humanoid (Shapechanger, Skinwalker) Fighter 1
Initiative: +1 (+2 in Bestial Form); Senses: Low-Light Vision; Perception: +4
--Defenses--
AC: 17 (10 + 5 Armor + 1 Shield + 1 Dex), Touch: 11, Flat-Footed: 16
HP: 12
Fort: +4, Ref: +1, Will: +0 (+6/+3/+2 vs Poison, Aberrations, Oozes, Blighted Fey, and Fungal Creatures)
--Defenses: Bestial Form--
AC: 18 (10 + 5 Armor + 2 Dex + 1 Shield), Touch: 12
Ref: +2 (+4 vs Poison, Aberrations, Oozes, Blighted Fey, and Fungal Creatures)
--Offenses--
Speed: 20 ft.
Melee: Longsword +4 (1d8 + 2)
Ranged: Javelin +3 (1d6 + 2)
CMB: +3, CMD: 13 (14 in Bestial Form)
Space: 5 ft., Reach: 5 ft.
--Statistics--
Str: 14 / Dex: 13 / Con: 14 / Int: 12 / Wis: 8 / Cha: 15
--Statistics: Bestial Form--
Dex: 15
Base Attack: +1
Feats: Iron Will, Flagbearer
Skills: Knowledge (Religion) +2, Perception +4 (+6 at night), Profession (Soldier) +2, Survival +3
Traits: Blight-Burned, Observant, Indomitable Faith
Drawback: Secret Shame
Languages: Common, Sylvan
Special Abilities: Change Shape 3/day
GP: 13
Equipment: Longsword, Scalemail, Flag (bears the insignia of the Nirmathan military), Light Shield, Javelin x5, Traveler's outfit, Backpack, Bedroll, Belt Pouch, Fling and Steel, Iron pot, Mess kit, Rope, Torch x10, Trail Rations (5 days), Waterskin
Therrip is an offense / support hybrid who will pick up Iomedae's Inspiring Sword to hand out buffs to the party and will eventually progress as a Heritor Knight who uses Bloodmarked Flight, Flyby Attack, and Vital Strike as his main method of dealing damage.

Brentol Snow |
Here I have presented Tentak a catfolk savage warrior. I am coming in as a group with crayfish hora and working together from there.
Init +3
DEFENSE
AC: 17 touch 13 flat-footed 14 (+4 armor, +3 dex,)
HP: 11
Saves: Fort +3 ref +3 Will -1
Defensive abilities:
OFFENSE
Speed: 30 ft
Melee: Claw +4 (1d66+3 x2), dagger +4 (1d4+3 19-20/ x2)
Ranged: Dagger +4 (1d4+3 19-20/x2)
Special attacks: power attack,
STATISTICS
STR: 16 DEX: 16 CON: 12 INT: 12 WIS: 9 CHA: 12
BAB +1 CMB +4 CMD 17
FEATS: catfolk exemplar (claws), power attack,
SKILLS: Intimidation, acrobatics, survival
Languages: Common, Catfolk, goblin,
SQ: scent, sprinter, cat’s claws, cat’s luck,
Gear: 56 gp
Chain shirt,
5 daggers
2 bandoleers
Fighters kit - backpack and pot, 7 gp
Pyrography kit
Signal whistle
• Quick to anger, quick to trust
• Loyal to the end
• Fierce hatred of goblinoids
• Ignorant of social norms
• Brash and uncaring to those outside of his loyalty circle
• Reckless of his own safety in combat

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I'd like to submit Urphanuel, an aasimar fighter vmc oracle, for this.
Ironfang Fighter
Male archon-blooded aasimar (lawbringers) fighter (mutation warrior, savage warrior) 1/oracle* (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 93, Pathfinder RPG Advanced Player's Guide 107, Pathfinder RPG Bestiary 7)
N Medium outsider (native)
Init +3; Senses Perception +5
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Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1; +2 circumstance vs. blinded or dazzled, -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron heavy flail +4 (1d10+4/19-20) or
. . bite +2 (1d6+1), 2 talons +4 (1d4+3)
Ranged amentum +2 (1d6+3) or
. . javelin +2 (1d6+3)
Spell-Like Abilities (CL 1st; concentration +3)
. . At will—halo
. . 1/day—continual flame
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Statistics
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Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Multiattack, Power Attack
Traits adopted, treerazer's bane, unbreakable survivor, warrior of old
Skills Acrobatics -4 (-8 to jump), Intimidate +8 (+10 circumstance vs. evil creatures), Perception +5, Sense Motive +3; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common
SQ fey-taken, halo[ARG], mystery (battle), oracle's curse (hunger)
Combat Gear caltrops, cold iron; Other Gear four-mirror[UC], amentum[UC] (5), cold iron heavy flail, javelin (5), backpack, bedroll, belt pouch, crowbar, earplugs[APG], flint and steel, grappling hook, hammock[UE], hemp rope (50 ft.), mug/tankard, pot, skillet[UE], soap (2), waterskin, winter blanket, 1 gp, 6 sp, 3 cp
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Special Abilities
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Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Hunger Gain bite attack, but sickened until successfully hit with bite. Cannot benefit from sustenance effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
2+: Fighter, +1 hp all levels
4: +1 Dex
8: +1 Str
12: +1 Str
16: +1 Str
20: +1 Str
Feats:
2: Improved Unarmed Strike
3: VMC Oracle (Revelation: War Sight)
4: Improved Grapple
5: Improved Natural Attack (Talons)
6: Eldritch Claws
7: VMC Oracle (Orison: Guidance)
8: Weapon Focus (Talons)
9: Angelic Blood
10: Feral Combat Training (Talons)
11: VMC Oracle (Curse Focus)
12: Greater Grapple
13: Angelic Flesh (Steel)
14: Weapon Specialization (Talons)
15: VMC Oracle (Revelation: Battlefield Clarity)
16: Dazzling Display (Talons)
17: Angelic Wings
18: Disheartening Display (Talons)
19: VMC Oracle (Revelation: Iron Skin)
Urphanuel is an aasimar born to human parents in Nirmathas. He was kidnapped by mischievous fey in his early teens; he travelled with them across Golarion as a plaything, subject to malicious practical jokes at all times, and used often as bait and other roles in practical jokes on others.
This went on for years before they attempted to make prank and prey on a small community of elves in Kyonin. The elves bested Urphanuel’s fey masters, and freed him of his servitude. Fearing for the warped morality he was displaying as a result of his First World torment, however, the elves essentially took him captive themselves. A much different captivity, they raised him for further decades, taking a long and slow approach towards repairing the psychological damage that had been done.
He has finally been granted the elves’ blessing to revisit his homeland and seek for ties to his past. He returns to Nirmathas a damaged soul, however. The elves were unable to fully heal his ills. He is a brutal and savage natural-weapon fighter whose celestial background would be hard to recognize were it not for the obvious archon heritage in his blood. He now distrusts any extreme of morality, be it toward good or evil, chaos or law. His major desire is that things remain calm and do not change too much or too fast. If the homeland he has just returned to finds itself under attack, he’ll feel obligated to help defend less out of compassion or sentiment than simply to defend or preserve its current state; to help thing remain the way they were.

Jet18 |

My farthest back memory has to be from my childhood. The memory is of me waking up in cabin covered head to toe in bandages. Apparently an elderly couple found me stranded in the woods unconscious with a large gash on my back that looked infected. The couple said I could stay, I would just have to make my keep. So till I was sixteen I stayed with them. Every so often I would try to remember what happened to me. But every time I tried my scar on my back begins to ache and I'm confronted with a vision of monsters attacking people as everything thing around me is engulfed in flames, but the event in the vision that hunts me still today is that of a women covered in blood standing in front of me. I have no idea who the women but every I try to approach her she would scream a blood curdling then everything would go black. So ever since then I've had nightmares of it. I don't think much anymore till now.
Now to much recently, after my sixteenth birthday or the day the couple found me,(we all assumed my age to be about ten at the time, but we had no idea) I decided to go on my own way in world. The first step of it was to join the military. Training was hard and a pain the ass but did help me realized my love large weaponry. I took part in my first battle since joining the military after my first of completing training. Sadly though it was my last. Me and group rushed at group of enemy soldiers but before we could an explosion erupted from the middle of the group. I was lucky enough to be farther away enough in the back from the center that it only sent me flying backwards. But as I recovered I stated I horror of the scene in front of me. The visions then begun to to replay themselves in my head. But before the women could scream she is interrupted by a sharp pain in my chest. My vision clears to see what looks to be an arrow in my chest. As I look at it for some reason in awestruck surprise, i then collapse backwards as the world goes dark.
I woke up my chest covered in bandages siting in side what looks to be à hospital tent. Apparently I was lucky to survive, if i hadn't had fall backwards I could have easily have died from blood lost. So I ended up leaving the military knowing that that I couldn't continue if the visions would appear.
I apologise for any spelling or grammar error.

Jet18 |

Rerefix crunch
Axious Fiduciam
Male human Two-Handed Fighter.1 (VMC Barbarian)
LG Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d10+5)
Fort +3, Ref +1, Will +1
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Offense
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Speed 30 ft. (30 ft. in armor)
Melee MW Great sword +7/+6(2d6+6/9,19-20/X2)
Space 5 ft.; Reach 5 ft.
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Statistics
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Str 18, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 16
Feats Toughness, Weapon focus, power attack
Traits Signature Moves, Blight-Burned(Disease)
Skills Climb +6, intimidate +4, Survival +4, Swim +6
Languages Common, Orc
Other Gear MW Great Sword, Chainshirt, Fighter's kit, 46gp
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Special Abilities
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Gadreman |

Hey DM, this is evandariel's character, Gadreman. All the details and background are in the profile. He is a mercenary, escaped from slavery several times and is now on the lookout for work, possibly on the Molthuni front. I took two drawbacks, but only added one trait for them, they just both fit with his background (and one is not very severe).
Let me know if you see any errors or issues. Excited!

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Zin Z'arin wrote:Where are you getting the talons from?I'd like to submit Urphanuel, an aasimar fighter vmc oracle, for this.
** spoiler omitted **...
The talon attack comes from here. (6 in the table)

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Curnch looks good, and I like the past failure melodrama. How will he react when he has to decide when and how to fight again?
Good question. Enough time has passed to dull the guilt and pain of his past failure that he doesn't think about it as much anymore. Once the time to fight comes, he would fall right back into his role as a fighter again without much thought. If the fight goes well for him, he would consider earning some redemption for past mistakes by continuing to fight.

Pennate |
So, Monkey Island turned you into a creepy bat-vampire thing, eh? :) Background looks good, but I do have a crunch question – is your Flagbearer feat factored into your attack and damage calculations? I can’t seem to get the math to work out.
I guess you could say that. :p
I think that I forgot to add Flagbearer to the damage, but that has been corrected. I also noticed a few errors with the saves and the Blight-Burned trait, but those are fixed as well.
Therrip Greenwood
Male Skinwalker (Bloodmarked) Fighter 1
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LG Medium Humanoid (Shapechanger, Skinwalker) Fighter 1
Initiative: +1 (+2 in Bestial Form); Senses: Low-Light Vision; Perception: +4
--Defenses--
AC: 17 (10 + 5 Armor + 1 Shield + 1 Dex), Touch: 11, Flat-Footed: 16
HP: 12
Fort: +4, Ref: +1, Will: +2 (+3 vs Charm) (+6/+3/+4 vs Poison)
--Defenses: Bestial Form--
AC: 18 (10 + 5 Armor + 2 Dex + 1 Shield), Touch: 12
Ref: +2 (+4 vs Poison, Aberrations, Oozes, Blighted Fey, and Fungal Creatures)
--Offenses--
Speed: 20 ft.
Melee: Longsword +4 (1d8 + 3)
Ranged: Javelin +3 (1d6 + 3)
CMB: +3, CMD: 13
Space: 5 ft., Reach: 5 ft.
--Offenses: Bestial Form--
Ranged: Javelin +4 (1d6 + 3)
CMD: 14
--Statistics--
Str: 14 / Dex: 13 / Con: 14 / Int: 12 / Wis: 8 / Cha: 15
--Statistics: Bestial Form--
Dex: 15
Base Attack: +1
Feats: Iron Will, Flagbearer
Skills: Knowledge (Religion) +2, Perception +4 (+6 at night), Profession (Soldier) +2, Survival +3
Traits: Blight-Burned (Poison), Observant, Indomitable Faith
Drawback: Secret Shame
Languages: Common, Sylvan
Special Abilities: Change Shape 3/day
GP: 13
Equipment: Longsword, Scalemail, Flag (bears the insignia of the Nirmathan military), Light Shield, Javelin x5, Traveler's outfit, Backpack, Bedroll, Belt Pouch, Flint and Steel, Iron pot, Mess kit, Rope, Torch x10, Trail Rations (5 days), Waterskin
I can probably create an alias for this character in a bit.

Cuàn |

I will not be taking the VMC.
It was all about the Teamwork feats but it then leaves very little room for those feats if I don't also want to disrupt the chain of feats I need to get my character up and running in the first place. I'd rather keep the feats open so I have some wiggle room and can make tiny adjustments to the character to better fit the party, if needed.

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I don’t normally allow items to be taken off of that chart, especially not non-randomly and especially not without being consulted first. That said, it looks like that would basically nuke your character idea if I denied it, so I will let it pass at this point. Everything else looks good.
Thanks for understanding. I wasn't trying to pull one over; as you recognize, the character doesn't work without that alternate ability. Though I see on review that it should replace the continual flame ability that's still on the sheet, so that has to drop off in order to have the talons. I will make sure that's updated in the alias if I'm selected.
My vision here is that the talons and the bite attack from the Hunger curse are both things that were brought out by the fey. I think he was born as a "normal" archon-aasimar with continual flame, but they used fey magic to twist him into the plaything that they wanted--and they wanted talons--thus bringing those out (or refining them to be adequate weapons) and causing him to lose the continual flame ability.
Thanks for running the game. Best of luck with the selections; you have some hard choices. :)

Benedict the Clever |

Thanks for the consideration and the feedback. I probably would have picked Kelinahat if she had Trickery as a domain (how can the Empyreal Lord of Spies not support tricking the forces of evil?). I will go with Chaldira, it can be that a group of halfling friends often got Benedict into trouble when he was in Absalom.

drbuzzard |

Just to answer the questions:
I picked fey foundling for pure mechanical necessity since we're going to be healing poor. I didn't really come up with a backstory justification, nor do I particularly want to have to do the mental gymnastics to make it believable.
Yes, I did forgot to put in a trait- Ironfang Survivor. I mentioned the Ramsgate massacre in the text, but since Hero Lab didn't have the AP traits in yet, I didn't select it and forgot to add it as a custom trait.