
GM Rednal |
So, I need one more player for a different game as well! The original recruitment rules can be found here, though the game has advanced to 4th level and is now in Book 2. As usual, I'm most interested in creative and interesting backstories, while characters themselves should avoid min-maxing and try to balance out their abilities instead of supercharging them.

Reksew_Trebla |
Can I have Plane of Faerie Creature AND Young, which would result in a +0 CR total? I want to play a Fey, but I don't want to mess with losing a level in a class (since I'm already gonna be multiclassing a tad bit to make a build I want work).
If not, then I guess I can be Fey Creature and Young, and just add one more level of the class I'm multiclassing into to keep everything even.

GM Rednal |
Even if your total CR adjustment is +0 from templates, you still need to pay a class level to acquire it. It's not a free bonus, especially because there are some builds where being Young is a distinct advantage.
Additionally, when picking templates, you should consider how you plan to fit them into the game. Runelords is basically "classic" fantasy adventuring at its finest, and characters should be created and explained with that in mind.

Dαedαlus |

Even if your total CR adjustment is +0 from templates, you still need to pay a class level to acquire it. It's not a free bonus, especially because there are some builds where being Young is a distinct advantage.
Oh yeah, totally this. If I wasn't going for a tanky build, Young Creature + anything spellcasting is incredibly potent. Or young creature +dex-based melee undead. And I'm pretty sure everyone can agree that Advanced Creature + Young is not a +0 CR for a lot of builds (lose a size category, +4 to Int, Wis, Cha, and +8 to Dex).

Reksew_Trebla |
Okay, so I'm doing Fey Creature and Young then. My idea was that somewhere in the forests nearby on the path to Thistletop, I was living, and saw the exploits of the heroes and became attached to one of them. After a bit of contemplating whether or not to join them, I finally decide to join them, and that's where I come in.
I'll start making my character, assuming this is okay.
Oh one more thing, do you mind that I've played this before? It was several years ago though, so I don't remember much, but I thought I should still ask.

GM Rednal |
I would just flat-out deny an Advanced Young submission. XD It's meant to be a relatively big drawback - that -2 HP/level adds up, especially early on, to say nothing of weight problems if your strength goes too low to carry the gear you're wearing - so any attempts to sneakily get around that are right out. Speaking of...
@Reksew: Fey's fine, as long as you take out the positive ability score adjustments (keep the negative ones). *Has no intention of letting templates stack for +8 to Dex*

Dαedαlus |

Okay, so I'm going to go Psychic Sorcerer (for casting in armor)//Oathbound Sacred Servant Paladin. Question regarding Oathbound Paladin, though. There's some debate as to what this means.
A paladin's oath influences what magic she can perform. An oathbound paladin adds one spell to the paladin spell list at each paladin spell level she can cast (including spell levels for which she would only gain spells per day if her Charisma were high enough to grant bonus spells of that level). Her oath determines what spell is added to the spell list. If the paladin has multiple oaths, the spells from each oath are added to her spell list.
If an oathbound paladin has more than one oath, she may prepare any one of her oath's spells in that slot (similar to a cleric choosing one of her two domain spells to prepare in a domain spell slot).
The problem, of course, is that a Paladin doesn't have a domain slot. Does taking an oath give me an extra spell for each level? Does it just mean I add that spell to the paladin spell list (even though some spells already are, making it redundant), which can then be prepared normally at a later time? Is it just a dead ability?

Philo Pharynx |

"But the Runelords already won. I remember it. Those heroes died. The bodies were posted across the city. They've ruled for for decades, and they've gained enough power to rule openly. I know, I remember. I was young enough to think about doing something about it. At least I think I do... The memories are fading, confused. The curse of growing too old is that the mind goes. But my hands... they are unlined. smooth skin, but they're so small. That puddle there, let me look. I'm a child again! The portal worked - what portal? I'm not sure anymore. They haven't won. I can help them. I will save them."
-----
How long is recruitment open? I have an idea that may take a little time to polish.

GM Rednal |
@Reksew: Take out *all* positive ability score adjustments from the Fey template.
@Daedalus: The Oathbound Paladin does not actually give you a bonus spell slot. It's worded fairly poorly, but I believe the intent was that you would only be able to select one spell of each level from your oaths (if you have more than one) to add to your list prepared for that day. You can't, for example, have two first-level spells prepared from your oaths. The main reason for this is that access to spells outside your normal list of options is a fairly powerful effect in that it lets you do things your class normally couldn't - and it's optional each day, no less.
@Philo: Several days, at least.

EmissaryOfTheNorth |

Dotting with true interest! The concept of Soul Points caught my curiosity, gestalt and a classic Adventure Path made it attention.
I have a concept for a Paladin/Ranger devout of Erastil. A man that goes to town with two weapons, a strong will and an almost zealous desire to protect his community: Sandpoint.
Only info I'd need aside from the already mentioned in the original recruitment is: do we use Wealth level rules to equip our characters? If not, how many gold do we start with? I'm looking with hungry eyes at an Effortless lace so my Scimitar and Kukri/Handaxe can turn into a Scimitar and Scimitar/Battle-axe combo.

GM Rednal |
You should start with your Wealth by Level, and generally, you should try to follow the guidelines for how much of that gold should be spent on a given category. The existing players haven't had much opportunity to get exactly what they want with their money, and it's not quite fair for new players to come in with no limits on how to distribute that money, y'know?
(This is doubly true for valuable magic items, many of which are hard to obtain in the current area. I generally try to avoid giving new characters special opportunities to power themselves up that existing players can't take advantage of. Incidentally, Sandpoint has a Base Value of 1,300 GP for goods. Figure anything above that isn't available.)

Kevin O'Rourke 440 |

Full disclosure though it may count against me I did run Rise of the Runelords many moons ago, I remember the broad strokes but had heavily modified it into a mythic adventure path (with many side adventures including halfing pirates raiding Hell Knight holds and Immortal Demi Gods). Still if it doesn't count me out I have a work in progress, just a few tweaks. I took the tank bit onboard, he'll be picking up full plate if it the party ever goes to Magnimar
Sol Barran is a Varisian Priest of Desna, he spent the early part of his life travelling with his family all over his ancestral homeland. Often he would sneak away at night with his grandfather who would tell him wonderful stories about Nightspear, Sorrowbrand, The Night Monarch and of course their Patron Desna. He’d point at the stars and conjure up fanciful tales that filled young Sol’s mind. As he grew older he realised half of what his grandfather said were things the old man had made up himself but that wasn’t as important as the feelings it stirred in him.
Unfortunately his early life did not stay so happy, his family was attacked by Lamashtu cultists, young Sol managed to slip off with some of the younger children during the confusion and avoided much of the conflict and although the cultists were fended off Sol’s father was among the casualties. This had another impact on the young man and when he was old enough he began learning as much as he could about combat. He spent two years trainning as a priest before joining the Pathfinder Society. Through it he’d be able to hone his skills, spread the wonder of Desna to people as he travelled and make it well known if a job came up against followers of Lamashtu he’d definitely be interested.
Sol is quick to smile but there’s an underlying steel to him when the time comes to it. Any indication of Lamashtu worshippers and he becomes very tenacious. In combat he generally tries to interpose himself between the enemy and his allies.
Human (Varisian) Level 4 Fighter/Cleric of Desna NG
Str 18 (15+2+1), Dex 14, Con 14, Int 14, Wis 14, Cha 13
Hit Points: 52 (4d10+8/Con+4/Favoured Class)
AC: 23=10+2/Dex+2/Shield+7/Armour+1/Dodge+1/Trait FF: 20 Touch: 14
Fort 7=4+2+1, Ref 4=1+2+1, Will 7=4+2+1
Melee: +10, 1d6+6, 18-20/x2
Ranged: +6, 1d8+4, 20/x3
Traits: Defender of the Society, Outlander Missionary (3xSpells)
Feats: Fast Learner, Weapon Focus (x), Craft Wondrous Item, Dodge, Iron Will, Weapon Specialisation
Languages: Common, Varisian, Shoanti, Giant, Celestial, Abyssal, Sylvan
Domain: Luck, Travel
Class Features: Bravery +1. Armour Training +1, Channel Energy 2d6 (4/Day)
Skills: 24=4x(6=2+2/Int+1/Human+1/Favoured Class) ACP: -4
Appraise 1+2+3, Climb 4=1+4+3-4, Diplomacy 6=2+1+3, Handle Animal 5=1+1+3, Heal 6=1+2+3, Intimidate 5=1+1+3, Knowledge (Arcana) 6=1+2+3, Knowledge (Dungeoneering) 6=1+2+3, Knowledge (Engineering) 6=1+2+3, Knowledge (History) 6=1+2+3, Knowledge (Local) 6=1+2+3, Knowledge (Nobility) 6=1+2+3, Knowledge (Planes) 6=1+2+3, Knowledge (Religion) 9=4+2+3, Linguistics 9=4+2+3, Ride 2=1+2+3-4, Sense Motive 6=1+2+3, Spellcraft 6=1+2+3, Survival 6=1+2+3, Swim 4=1+4+3-4
Spells:
Cantrips: x4
Level 1: x4+1 Domain
Level 2: x3+1 Domain
Mwk Breastplate, Mwk Armored Kilt, Mwk Heavy Steel Shield, Mwk Cold Iron Scimitar, Mwk Composite Longbow (+4 Str), Cleric Kit, Fighters Kit, Arrow (40), Arrow, Blunt (20), Heavy Combat Trained Horse, Mwk Studded Leather Barding, Military Saddle, Medium Tent, Ioun Torch, Cloak of Resistance +1, Wand of Cure Light Wounds Money: 1741gp

Whiskey and a Bonesaw |

Missed the original recruitment, but the build rules look very interesting and I've yet to play Rise (despite playing half of the other APs out there). I do have a question though: Towards the end of the original recruitment thread you encourage Spheres of Power but it's not mentioned in the original build rules. Are you allowing it?

GM Rednal |
Campaign Traits from the Anniversary Edition means exactly that. (As mentioned above, I try to avoid changing build rules later on, since that's not really fair to current players or anyone who applied before.)
That said, Shoanti Tattoos (as the trait) are from Varisia, Birthplace of Legends, right...? I see no problem with that.

Whiskey and a Bonesaw |

Yes, I am allowing Spheres of Power. (It has linear growth, rather than the sharp levelups of Vancian magic, and many people find it more fun to play. XD It's certainly not going to wreck the game's balance any, so I have no problems with it.)
Excellent - I'm one of the ones that find it more fun to play. One last question: Do any changes need to be made to the Haunted One template to make it playable in this campaign?

Whiskey and a Bonesaw |

What kind of plot were you looking for, here? Haunted One definitely isn't a positive template, and could more-or-less permanently set you back if it got vacated...
Unfortunately for him, he was helping re-purpose some Thassilonian ruins about five years ago (around when Karzoug woke up) and was possessed by an ancient Thassilonian spirit. Which spirit, exactly, I'd want to work with you on; I was thinking it'd be greed-focused and a member of Karzoug's old court. I'm also not sure how sentient it should be, or how much it should remember.
It poisoned his friendships, wrecked his marriage (he still sends money back to his wife and kids), and drove him to drink (because it's the only way he can make the damn thing shut up). He was actually in Sandpoint during the Swallowtail festival, having helped build the new cathedral, but spent the entire fracas passed out up in the Hagfish's rafters.
What's the hook for him to join the party? The rider possessing him is Thassilonian and recognizes what's been going on, even if it hasn't exactly been forthcoming with it's information. It's been pushing him to explore anything related to ancient Thassilon and follow any leads he finds. I'm not sure what it's endgame should be yet, or even if that should be my decision. Regardless, it wants him to be adventuring with the party - for now. The mason is also just a genuinely good person; if he can help people and avoid being smote by his unwelcome passenger at the same time he will.
Out-of-character, I see the rider as an easy way for you to dump exposition on us. The mason can speak Ancient Thassilonian (replacing Aklo in the template), he gets some pretty massive knowledge bonuses when appropriate, and the vision spell is all kinds of awesome for describing ruins we're visiting. It's also an easy source of character drama, especially as we get later in the campaign.
I'd have no problem with the rider vacating the mason; I think it'd be an interesting bit of character development. I'd just encourage it being after we learn what's at stake; if it happens too soon he'd just go back to work and try to re-connect with his wife.
Thoughts?
Bonus Appearance

Philo Pharynx |

Okay, here's my character who time-traveled to save the world. My little gender-twisted chronomancer arcane alt-tank. Because of all that I decided to go conventional on the race and play a human.
Come with me if you want to live." said the child with absolute certainty. At first he looked like a beggar had wandered in, but underneath the stained rags you see a fine cloak, and a mail shirt made with links so fine they must have been made by the fey. "Some of the people you're hunting have found you and you will die tonight if we don't leave. So will everyone here. If they aren't stopped, they will grow in power and take over most of the world within a century. You are my time's only hope." The voice was crisp and defined, and very out of place.
Jaqueline Dethari grew up in a world consumed by war. Her guardians were a group of scholars working with the resistance to the Runelords. They had taken refuge in hidden ruins beneath Numeria. After four decades of work, she figured out a ritual to unlock the past. It required power, but Technomancer Brown assured her that he could channel the required 1.21 gigawatts into the ritual. She didn't understand that, but she was perhaps the foremost chronomancer in the world.
The ritual would send a fragment of her consciousness back before she was born. Into the body of one of her ancestors. Only somebody who could channel magical power could receive this, but her experiments had proved that one existed. The diviners had located a critical juncture where some unique individuals had been ambushed. It was an elven establishment, the Toparkil Inn. They just needed to verify it.
They had recreated the refreshing chamber of the inn. She had consumed the potion brewed in the frozen north. They had waited for the total eclipse and she began to perform the ritual. As it hit the final chorus, she turned around, with eyes glowing and her physical form fell into pieces. She would not be returning. Her energy came out of her middle and flowed outward back in time.
Her spirit emerged into the real inn, deep in the past. It floated out and she saw the room littered with corpses. Strange things were truly afoot. At one table they lay slaughtered. She knew this was the moment. As she looked over, she saw a dead child with them. Seeing this corpse triggered her and her spirit fell back, fourteen hours before this moment and into the same young boy, now alive. But safety was not guaranteed.
Travel into the past was hard on the mind. The nature of time worked against sending knowledge into the past and many of her memories were lost. With that, her magical powers were greatly reduced. She felt the other mind in there, trapped within, and she felt bad. A condition of mental divergence. But this had to be done. She had no intention of being a tourist.
She looked around. It seemed to be a den of thieves. Everybody was asleep. Many of the group were halflings who disguised themselves as human. She vaguely knew them from what was in her head. If she was going to help the adventurers, she would need gear. She took Tannen's cloak, shield and magic bag. She was going to take the weapons, but the body held her back. He didn't need weapons. She left them and a note about the horse races later in the year. By betting on the winner, Tanner could recover from this theft and become rich.
All she had to do was save the world. And survive puberty.
Jaqueline Dethari
Female/Male alacritous young human sphere oracle 4/mageknight (doomblade) 3/gestalt 3
CG Small humanoid (human)
Init +9 (roll twice); Senses Perception +6
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Defense
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AC 24, touch 17, flat-footed 18 (+5 armor, +5 Dex, +1 dodge, +2 shield, +1 size)
hp 49 (3d10+11)
Fort +6, Ref +7, Will +4
Defensive Abilities duck aside, improved evasion, improved uncanny dodge, stalwart
Weaknesses somatic casting, verbal casting
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Offense
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Speed 60 ft.
Melee touch destructive blast +9 (3d6)
Special Attacks destructive blade, pounce, split second
Spell-Like Abilities (CL 4th; concentration +7)
. . Constant-freedom of movement
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Statistics
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Str 9, Dex 20, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +1; CMD 17
Feats Cantrips, Combat Casting, Dodge(B), Improved Initiative(B), Mobility(B), Run(B), Spring Attack, Weapon Finesse
Traits desperate focus, fast-talker, scholar of the ancients
Skills Acrobatics +9 (+13 to jump with a running start, +21 to jump), Bluff +8, Climb +3, Diplomacy +7, Knowledge (arcana) +6, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +1, Perception +6, Sense Motive +4, Spellcraft +5, Stealth +10, Swim +3
Languages Common, Thassilonian, Varisian
SQ after image, casting, destructive blast, greater blast, haste, hero points, mystic combat ability (quickened reflexes +1 [3 rounds]), oracle's curse (possessed), oracle's strength, retry, revelations (temporal celerity[UM], time flicker[UM]), sculpt blast, slow, static blast, steal time
Other Gear +1 mithral shirt, +1 buckler, cloak of resistance +1, Ioun torch, bag of holding, minor, traveler's any-tool (sonic), bedroll, trail rations, waterskin
415 gp
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Special Abilities
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Cantrips You can create a variety of small magical effects
Casting (CL 4, MSB +7, MSD 18, Concentration +10, DC 15) You can cast sphere effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage
Destruction: Greater Blast +1 damage die to your destructive blast
Destruction: Sculpt Blast (DC 15) Deal destructive blast damage in a cone or line
Destruction: Static Blast (Disarm +7) Destructive Blast deals electric damage and can disarm the target
Destructive Blade (3 rounds) (Sp) As a swift action, summon a "blade" of destructive energy
Duck Aside (Ex) 20% chance to step away from any attack.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Uncanny Dodge (Ex) Can't be flanked or sneak attacked unless rogue is 4+ levels higher.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Oracle's Strength Add 1/2 magus level to SP
Possessed -2 concentration, maintaining spell provokes AoO. Roll twice to resist domination.
Pounce (Ex) You can make a full attack as part of a charge.
Quickened Reflexes +1 (3 rounds) (Su) Spend 1 SP as a swift action to gain a dodge bonus of 1/2 your level
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Split Second (Su) Take actions in two locations at once.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Temporal Celerity (Su) On initiative rolls, roll twice taking best result.
Time Flicker (4 minutes/day) (Su) Flicker gaining concealment.
Time: Ranged time Time talents have arrange of Close
Time: Haste Target can make an extra attack during a full attack
Time: Retry (DC 15) Force a target to redo their turn
Time: Slow (DC 15) Target becomes staggered
Time: Steal Time (DC 15) Gain an extra standard action by dazing the target
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
Okay, even for a CR+2 template, alacritous is pretty powerful. So I'll propose a couple of tweaks to round it down a bit. I haven't applied them above.
Defensive abilities Instead of getting Improved Evasion and Improved Uncanny Dodge right off the bat, they get the base versions. They get Improved Uncanny Dodge at 5th level and Improved Evasion at 10th level. This is when the barbarian and rogue get them (the classes referenced in the template).
Speed Movement rates increase by 50% instead of doubling.
Special attacks Instead of being able to use Split Second every other round, it's only once per day per level.
Despite having oracle as one class, Jaqui is an arcane caster. Oracle just felt right for the weird time displacement part.
When you are figuring out which characters to choose, please note that today is my birthday and this would be a great present.
And despite the cute references in the history, she will play pretty normal.

GM_Solspiral RPG Superstar Season 9 Top 32 |

I'm working through a Halfling Rogue Cavalier that is turning out to be a surprisingly good tank and damage dealer, little bugger packs a wallop. Pack Flanking on wolf-back and Bladed Brush are very helpful.
Rogue meets Cavalier as he was a Chellaxian slave-squire to a Hellknight and learned enough to kill his Master and escape. I'll do a full background on that. He worships Sarenae and fights to defends his adoptive community.

FangDragon |

I was playing in one ROTL game that seems to have folded (GM became too busy - life happens to us all! Anyway touch wood I've been able to keep posting regularly for the past few years and don't forsee any reason for that to change). We didn't get that far really, but the RP was fun. I wouldn't mind returning to Sandpoint so I'll throw my hat into the ring with a Brawler / Investigator. I think he could be quite a lot of fun to play, able to contribute well both in social occasions and combat.
He shares a wry grin with you, ”I know I know, you've heard the propaganda spread by uncultured fools about Absolm. Having lived in both I can categorically state they are wrong. Absolom may have the numbers but Oppara has the Acadame! Still there are advantages to a varied upbringing... Access to the very best tutors of all sorts: the Lore masters in the Acadame; a semester or two at the tempering hall in absolom; a crash course in applied alchemy at the Arcanamirium; etiquette and history at the Kintargo Opera House; street fighting in Kintago; and of course rhetoric and linguistics back in Oppara!
Knowing a little about the world makes traveling all the more exciting, especially in these parts. Oh the stories I could tell you of Varisia, cradle of legends! It’s an old land, with written history stretching back ten thousand years to the time of the Thassilonian Empire. So much has happened in that time Earthfall, and the Age of Darkness that followed. The Chelish expansion and so much more! To be here is a privilege.”
He looks you in the eye as he adds conspiratorially, ”Of course there are legends of another sort in these parts too: scarnazi swindlers, gambling dens, pesh dealers and addicts, highwaymen and common thieves. One needs to keep their wits about them and it helps if you're, how should we put it? It helps if you're handy in a fight… It has been said that I am, mostly by my fists, the benefit of my time in Irori’s temple. Whenever possible I try to apply the scientific method to combat. I’ve read the papers describing the very latest advances in mutagenic research. I am something of a dabbler with these myself. It’s true they cause crushing headaches, but the short term surge of power is worth it if used in the right occasion. Likewise careful observation and assessment of an opponent often reveals gaps in their talent and training which the astute can take advantage of. The old adage, knowledge is power, is most definitely true!”
Your favorite virtue? The scientific method if, is it’s own virtue, because to do it properly one must have integrity. I apply it to everything I do, I believe Irori would approve.
Your favorite qualities in a man? Straight talking, honesty, integrity
Your favorite qualities in a woman? Straight talking, honesty, integrity and of course feminine charm!
Your chief characteristic? I apply rigorous logic to everything I do, be it exercise, or pursuing obscure tomes, even daily mundana
What you appreciate the most in your friends? Quick wit, good cooking and integrity. Round these parts it helps if they know what they’re doing in a fight too.
Your main fault? I must make more allowances for others, not everyone had the benefit of a proper education.
Your favorite occupation? Chess boxing, no really - it is quite exhilarating!
Your idea of happiness? Making one perfect step in Iori’s kata number 3
Your idea of misery? Trying but failing to make one perfect step in Iori’s kata number 3
If not yourself, who would you be? Hmmm difficult, I think it would be most interesting to be one of the Decemvirate. Of course that is pure fantasy.
Where would you like to live? In Oppara of course, after travelling extensively.
Your favourite colour and flower? Blue. I always found corn flowers especially lovely
Your favorite prose authors? Irori of course although I’m partial to the writings of Lem too.
Your favorite poets? Lem and Merriweather Stokes.
Your favorite hero? Sir Laribold Croome, a gentleman and a scholar. Moreover a compatriot too!
Your favorite heroine? Koriah Azmeren for sure, she braved the Darklands and fought the Drow!
I haven't given Marcus a campaign trait, if one is needed I'd pick up Scholar of the Ancients and take a drawback likely Oppressive Expectations or maybe Meticulous.
Marcus Cavanagh
Human (Taldan) brawler 4/investigator (empiricist) 4/gestalt 4 (Pathfinder RPG Advanced Class Guide 23, 30, 100)
LN Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 48 (4d10+8)
Fort +7, Ref +7, Will +5 (+2 save vs. illusion and disbelievable effects); +2 trait bonus vs. charm, compulsion, and emotion effects
Defensive Abilities trap sense +1; Resist unfailing logic
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +11 (1d8+5 plus 2 precision damage) or
. . unarmed strike flurry of blows +9/+9 (1d8+5 plus 2 precision damage)
Special Attacks brawler's flurry, knockout 1/day (DC 16), maneuver training (dirty trick +1), martial flexibility 5/day, studied combat (+2, 3 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +7)
. . 2nd—alchemical allocation[APG], invisibility
. . 1st—anticipate peril[UM] (DC 14), cure light wounds, enlarge person (DC 14), long arm[ACG]
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Statistics
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Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Base Atk +4; CMB +10 (+11 dirty trick); CMD 20 (21 vs. dirty trick)
Feats Dirty Fighting, Extra Investigator Talent[ACG], Improved Unarmed Strike, Power Attack, Pummeling Style[ACG]
Traits principled, student of philosophy
Skills Acrobatics +6 (+2 to jump), Bluff -3 (+1 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +6 (+10 to gather information (You can use your Intelligence Modifier instead of Charisma), +10 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +11, Intimidate +6, Knowledge (arcana) +7, Knowledge (history) +10, Knowledge (local) +10, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics +7, Perception +10, Sense Motive +10, Spellcraft +10
Languages Common, Dwarven, Elven, Varisian
SQ alchemy (alchemy crafting +4), brawler's cunning, ceaseless observation, inspiration (5/day), investigator talents (expanded inspiration[ACG], mutagen[UM]), keen recollection, martial training, mutagen (+4/-2, +2 natural armor, 40 minutes), trapfinding +2
Combat Gear tanglefoot bag (2); Other Gear mwk chain shirt, mwk heavy steel shield, amulet of mighty fists +1, cloak of resistance +1, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, investigator starting formula book, masterwork thieves' tools, portable alchemist's lab[APG], waterskin, winter blanket, 677 gp
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Knockout (1/day, DC 16) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Studied Combat (+2, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

FangDragon |

OK then adjustments made!
Male human (Taldan) brawler 4/investigator (empiricist) 4/gestalt 4 (Pathfinder RPG Advanced Class Guide 23, 30, 100)
LN Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 48 (4d10+8)
Fort +7, Ref +7, Will +5 (+2 save vs. illusion and disbelievable effects); +2 trait bonus vs. charm, compulsion, and emotion effects
Defensive Abilities trap sense +1; Resist unfailing logic
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +11 (1d8+5 plus 2 precision damage) or
. . unarmed strike flurry of blows +9/+9 (1d8+5 plus 2 precision damage)
Special Attacks brawler's flurry, knockout 1/day (DC 16), maneuver training (dirty trick +1), martial flexibility 5/day, studied combat (+2, 3 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +7)
. . 2nd—alchemical allocation[APG], invisibility
. . 1st—anticipate peril[UM] (DC 14), cure light wounds, enlarge person (DC 14), long arm[ACG]
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Statistics
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Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Base Atk +4; CMB +10 (+11 dirty trick); CMD 20 (21 vs. dirty trick)
Feats Dirty Fighting, Extra Investigator Talent[ACG], Improved Unarmed Strike, Power Attack, Pummeling Style[ACG]
Traits principled, scholar of the ancients, student of philosophy
Skills Acrobatics +6 (+2 to jump), Appraise +1, Bluff -5 (-1 to lie (as a result of using Int instead of Cha)), Climb -1, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +6 (+10 to gather information (You can use your Intelligence Modifier instead of Charisma), +10 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +11, Disguise -3, Escape Artist -3, Fly -3, Heal -2, Intimidate +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +11, Knowledge (local) +10, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics +7, Perception +10, Ride -3, Sense Motive +10, Spellcraft +10, Stealth -3, Survival -2, Swim -1
Languages Azlanti, Common, Dwarven, Elven, Thassilonian, Varisian
SQ alchemy (alchemy crafting +4), brawler's cunning, ceaseless observation, inspiration (5/day), investigator talents (expanded inspiration[ACG], mutagen[UM]), keen recollection, martial training, meticulous, mutagen (+4/-2, +2 natural armor, 40 minutes), trapfinding +2
Combat Gear tanglefoot bag (2); Other Gear mwk chain shirt, mwk heavy steel shield, amulet of mighty fists +1, cloak of resistance +1, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, investigator starting formula book, masterwork thieves' tools, portable alchemist's lab[APG], waterskin, winter blanket, 677 gp
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Knockout (1/day, DC 16) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Meticulous -2 on all untrained skill checks
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Studied Combat (+2, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Gavin Quick |

Made some changes and I'm still working on the Formatting for the forum profile but here's the nicely formatted google doc Gavin Quick
Background is there, I ended up swapping out Bladed Brush.
Combat build wise he's always astride his wolf mount and preferably after drilling the entire party on the benefits of outflank (making flanking +4.) Since he and his wolf have pack flanking they always get the +4 to hit as long as they both threaten a target and more importantly flank which lets Gavin get hit sneak attacks off at all times. He uses Prianha strike, the rogue dex to damage, combat expertise, and challenge to hit much harder and thanks to rogue levels can debuff further. The wolf can trip adding another layer of shutdown.
Background is that of an ex-slaver/spy for the Bellflower Network groomed to be a sparring partner for his Hellknight Master's sons to beat up hate and ultimately kill. Gavin was trained to be an adversary and one of the Hellknight's son's first kill but it didn't work out that way. Don't mess with halflings man, that stealth bonus will kill you :D

Angry Wiggles RPG Superstar 2015 Top 32 |

Would you be willing to waive the evil requirement on an undead template?
I haven't worked out the full details of the character yet, but if allowed, I'd like to play an undead monk/paladin//sorcerer (undead bloodline). They would probably have been animated by their unwillingness to die while the world was remained tortured and corrupt, and so they gave up their place in the afterlife to continue working. I like the concept of a Juju zombie for this purpose. I envision someone that has just repeatedly stitched themselves back together so that they can continue the good fight. Just as passionate in death as they were in life, despite their inability to use their own positive energy abilities to heal themselves.