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Hello everyone, I'm running a game which some of my players have unfortunately disappeared from
Because of this I'm looking to replace them.
Now the current party consists of 2 players: 2 Humans- one a Fiend Keeper the other a druid.
here is the original recruitment
None of the players have encountered enemies yet(although you will soon) and each of them has received a Holy symbol.
I'm looking for 2-3 replacement characters. All the rules and questions I awnsered are in the link above.
You will use the same rules as the last recruitment only you get a free holy symbol (a silver or wooden one)

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Yeah, I am gonna state traps won't be real relevant in the game (not saying there WON'T be traps, just not that many .. early... Or late game...maybe mid)
Your enemies will definitely majority undead and casters controlling said living corpses. So martial characters would help. However skills are nessisary too, a Rogue/Alchemist would be preffered, Although a Bard or Palidan would be appreciated.
Also I'm not sure if I mentioned it: I have a Home rule where Palidan don't have to be Lawful good- they just have to be good. This is within reason of course. I feel like when you play a Palidan the range of lawful/good gods are kinda limitied. If a class trait requires you to be Lawful then yeah, You have to be Lawful, But of it can be reflavored for Chaotic then just change the context.

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Would you consider Spiritualist (Scourge) who has a small spirit named Lilly who curses a lot and grows to a gory medium sized spirit in combat?
I wouldn't mind this,
You build what you want, that's the point if the game :P just try to stay themeaticI must mention that your Characters will be assumed to have been in the town for at least a day longer than the current party, and i will give you a reason to have gone after them once you are selected

Amelia Blackheart |

Amelia was born in Tower's End, a major metropolis of the kingdom of Vilerdan during the height of a reign of terror by a serial killer. She was an orphan, left on the doorstep of the orphanage. Her mother was a noble woman, and her father a lesser celestial who had a minor fall from grace while working to defeat a demon who was behind the serial killings.
From a young age, she scared most of the Orphanage staff, speaking to ghosts, especially one named Lilly. This was especially terrifying to the staff, as Lilly was one of the orphans killed by the serial killer. For Amelia, good and evil were concrete options, for she grew up knowing evil was real, as related by Lilly. As she grew up, the staff became more and more fearful of her, for she seemed to age so slowly, less than a year for each year she lived. Finally, after she had been in the orphanage for 25 years, they threw her out, telling her she was 'old enough' to make her own way.
She has, her training has been... varied, to say the least, but Amelia and Lilly have made names for themselves, be it as someone to get rid of malevolent spirits, or someone to guard you, or just someone you can trust to deliver messages unopened and unread, the duo have earned a reputation for thinking outside the box, and surviving situations that many older appearing folks lost their lives to.
Amelia and Lilly have moved from place to place across Vilerdan, constantly seeking Lilly's bones. The serial killer used them to make cursed magical items, and Lilly cannot rest until all her bones are either destroyed or cleansed and laid to rest. Their search has brought them to Vilerdan in the recent past.
Amelia is a worshipper of Alganon, a minor deity who is a deity of Wrath and Combat. Despite his focus on war and anger, it is a righteous anger, not unbridled anger (although Lilly doesn't much care one way or the other). His adherents all tend to be the type one does not wish to run into in dark alleys if one is a cutpurse or thief.
Ignore the stats in Amelia's profile, just use the link above for her sheet. I'll get Lilly's 1st level profile done up in a bit.

He'sDeadJim |

Hmmmm...
This sounds really cool!
Would you be interested in a Half-Orc Fire Keneticist?
He would be a true Pyro at heart. Not evil...just off his kilter a little.
=)
What do you think? Should I stat him up?
On the off chance that does not work for you, I wouldn't mind trying my hand at a Gunslinger finally...

Lilly the Phantom |

"One question, before I agree to be reduced to level 1." Lilly says sullenly. "How rules lawyery are you on Phantoms? Because, RAW, if I go incorporeal prior to 9th level, I fall to the center of the earth every time, because I pass through solid objects, but have no flight. Nor can I enter water, or any solid objects since I don't have flight, only normal movement, when incorporeal? Since I don't want to be corporeal until 9th level, it's not much fun." Lilly glares at the Paizo rules people for not clarifying how phantoms can operate incorporeally without flight, despite multiple people asking for clarification like, ever since the class was created. She says a few dozen choice curse words and describes several impossible physical acts.

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Dot, I'm thinking a paladin, a cleric, or an inquisitor.
Oooo I'm actually liking the idea of a gunslinging dhamphir inquisitor. Maybe even take the racial archetype, speaking of, will there be any vampire type enemies? Of course, he will have a large wide brimmed hat, its obligatory.
Still considering that aasimar(or tiefling) paladin or cleric Too.
Do you have your own deity list for domains etc?
If I play a paladin they will be LG, as a paladin can worship a lot of different gods(even abadar!) Im fine with it haha.
Also, I would love to hear your thoughts on the above concept(s)

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Well.
Things have settled down recently, so I've been browsing games that pique my interest.
I believe the last game we had together was for the game twilight of the heroic age? Or something to that affect, bloody shame I had to step out at the time (along with other ones sadly) It seemed rather interesting.
How are you?

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Okay, Here to awnser some questions before the Holidays and I'm tugged away from the computer:
Incorporeal Spirits- I'd say that's fine: My idea is that despite being incorporeal they can still choose which objects they can pass thorough. So if you don't want to fall through the ground you won't fall through the ground.
On Vampires: Yes, alot, Quite enough to party wipe the current group. Spawn, Full fledged Vampires, Lord's, even one the party will encounter soon. Infact if one of you was a Dedicated Vampire Hunter it would make this sooooo much better.

Lucia Moonshadow |

Interested. Lucia is a Halfling born tiefling(basically just a small sized tiefling) unchained rogue that I had built for a different campaign. The background, while heavily detailed, is a bit campaign speicifc but I can do a bit of editing to make it work. She was originally designed to become an arcane trickster eventually but I'm willing to part from that if necessary.

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Okay, With the Holiday Over I'm gonna set Friday as the closing day for re-recruitment, I see plenty of good interest and definitely have enough to fill the party back up, especially with a few of them officially calling out :P
I'd like to see spoilers with crunch of you could makes it much easier to look at stats, as well as find completed Submissions.

Kissich Zer |

Here's my submission
Name: Tamnec Whitefur
Race: Ratfolk
Class: Unchained Rogue (Knife Master) 1
Sex: Male
Alignment: Neutral Good
Initiative +6
Perception +8
Far to the south of Vilerdan lies the vast Chandian Desert, home to nomadic tribes of Ratfolk among others. This is where Kubiven, the Ratfolk’s Goddess of Knowledge, Exploration, Defense and Good has her hidden high temple. Deep in the Chandian Desert Ratfolk are raised from birth as kubin. Holy warriors, defenders against the shadows and seekers of knowledge, kubin see themselves as the last line of defense against forces of evil from beyond this world. Seldom focusing on brute strength, kubi training focuses on skilled combat, cunning tactics, versatility on the battlefield, opportunistic spellcraft and stealth. It’s a long process and only the best survive it.
Tamnec is one such kubi. Trained with the kukris his grandmother Kitmer used until her death on a mission, he can slide in and out of shadows to stab evil where it’s least expected. Now Tamnec has set out on his personal pilgrimage, a journey in which he is expected to find Kubiven’s divine purpose for him. The kubin know that Kubiven seldom speaks directly and must interpret her will the best they can. Tamnec’s call has been to the north, to Vilerdan and now to the Black Reach. Tamnec has heard of the evil that lurks there as well as the Ratfolk that will allow him to blend in to fight it. He knows that he might be sailing to his death, but to a kubi that’s just the way things go.
AC 10 + 4 Dex +3 Armor + 1 Size = 18
TAC 15
FF 14
HP 8 + 1 Con = 9
Fort +1 Ref +6 Will +2
Special Defenses:
Melee
Cold Iron Kukri + 2 (1d3/18-20 x2)
Silvered Dagger (offhand) +2 (1d3-1/19-20 x2)
Space 5 ft.; Reach 5 ft.
Ranged
Shortbow +4 (1d4/x3, Range 60 ft.)
--------------------
STR 12 -2 R = 10 (+0)
DEX 17 + 2 R = 19 (+4)
CON 12 (+1)
INT 8 + 2 R = 10 (+0)
WIS 14 (+2)
CHA 14 (+2)
BAB +0 CMB -1 CMD 13
Move 20 feet
Sneak Attack +1d8 (+1d4)
Weapon Finesse (Kukri) Finesse Training
Two-Weapon Fighting Level One
Paranoid (Drawback): You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Heirloom Weapon (Kukris) (Equipment): You carry non-masterwork simple or martial weapons that have been passed down from generation to generation in your family.
Benefit: Proficiency with those specific weapons.
Monster Hunter (Campaign): You’ve ventured to Dark Reach to hunt down monsters.
Benefit: Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
*Acrobatics +7 (1)
*Appraise +0
*Bluff +2
*Climb -1
*Craft +0
*Diplomacy +6 (1)
*Disable Device +7 (1)
*Disguise +2
*Escape Artist +3
Fly +4
Handle Animal NA
Heal
*Intimidate +2
Knowledge (Arcana) NA
*Knowledge (Dungeoneering) +4 (1)
Knowledge (Engineering) NA
Knowledge (Geography) NA
Knowledge (History) NA
*Knowledge (Local) NA
Knowledge (Nature) NA
Knowledge Nobility) NA
Knowledge (Planes) NA
Knowledge (Religion) NA
*Linguistics +4 (1)
*Perception +8 (1)
*Perform +2
*Profession NA
Ride +2
*Sense Motive + 6 (1)
*Sleight of Hand +7 (1)
Spellcraft NA
*Stealth +7 (1)
Survival +2
*Swim -1
Use Magic Device +8 (1)
Common, Undercommon
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empath: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
This ability replaces trapfinding.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This ability is identical in all other ways to sneak attack, and supplements that ability.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Armor: Studded Leather (+3 AC, Max Dex +5, ACP -1, 10 lbs. 25 gp)
Weapons: Cold Iron Kukri (16 gp, 1 lbs.), Silvered Dagger (22 gp, 0.5 lbs.), Shortbow (30 gp, 1 lbs.) w/ 20 arrows (1 gp, 1.5 lbs.)
Other Gear: Paladin’s Kit, (11 gp, 15 lbs.) This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a Silver holy symbol*.
Treasure: 35 gp
*Upgrade from the wood in the Paladin’s Kit due to character creation rules.
Tamnec will be going Unchained Rogue until level 3, and then switch to Paladin (Holy Tactician) for another 3 levels. After that he’ll switch again to Slayer (Vanguard) for the foreseeable future. The plan is to eventually work up to a good teamwork feat sharing character who will help the other melee characters in the party for their own attacks while also help setting up sneak attacks for Tamnec himself. Although he doesn’t initially start as a paladin, Tamnec will act as though he is with a Neutral Good Alignment, dedicated to wiping out evil in the most efficient way possible (which sometimes means getting strategic withdrawal at the time and getting back to it when it’s possible to confront it without it being a suicide mission.)

Lucia Moonshadow |

Here are Lucia's stats. The Halfling-Born Tiefling was a story trait that fit the campaign she was originally intended for, I'm willing to swap that for base Tiefling if you'd prefer that. Edit: just noticed my stats are crazy, other campaign must have been a high point buy or rolled stats, I'll edit tomorrow but the general character idea is present at least.
Lucia Moonshadow
F Halfling-Born Tiefling Unchained Rogue(Chameleon) 1
CN Small Outsider(Native)
Darkvision 60; Perception +4; Init +11
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DEFENSE
--------------------
AC 20, touch 16, flat-footed 15
HP 10
Fort +2, Ref +7, Will +2
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OFFENSE
--------------------
Speed 30 ft.;
Melee Rapier +6 (1d4-1/18-20x2)
Melee Dagger +6 (1d3-1/19-20x2)
Melee Melee Touch +6
Ranged Shortbow +6 (1d4-1/x3)
Ranged Ranged Touch +6
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
--------------------
Sneak Attack +1d6
Finesse Training
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Misdirection
At 1st level, a chameleon begins her career knowing that the secret to disappearing lies in deceiving the senses of her observers. Every day she gains a pool of stealth points equal to her ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll. If she gains a bonus on Bluff checks because of a feat (such as Skill Focus [Bluff ]), she adds a number of points to her stealth pool equal to the bonus the feat grants.
--------------------
STATISTICS
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 10, Cha 12
Base Atk +1; CMB +0; CMD 13
Traits:
Magical Knack: +2 CL can't exceed HD
Reactionary: +2 Initiative
Gnoll Killer
Feats:
Iron Will
Skills:
Acrobatics +8
Appraise +8
Bluff +5
Disable Device +10
Disguise +5
Escape Artist +8
Knowledge(Arcana) +5
Knowledge(Dungeoneering) +8
Knowledge(Local) +8
Perception +4
Sleight of Hand +10
Spellcraft +5
Stealth +12
Use Magic Device +5
Racial Modifiers:
+2 Dex, +2 Int, -2 Wis
+2 Disable Device and Sleight of Hand
Scaled Skin(Fire)
The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages: Common, Abyssal
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GEAR/POSSESSIONS
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==Carried==
Rapier
==Worn/Equipped==
Pickpocket's outfit
Studded Leather
Spring-Loaded Wrist Sheath(Dagger)
Spring-Loaded Wrist Sheath(Dagger)
==Backpack==
Thieve's Tools
Carrying Capacity Light: 33 lbs. Medium: 66 lbs. Heavy: 100 lbs.
Money: ? gp
Total carried: 14
Background
Lucia was born in a small halfling village, north-west of Katapesh. She was different from the others, however. Her eyes glowed deep red, her skin scaley and rough, and small horns curled up on the top of her head. She was born of daemon magic, corrupted by some sick plan gone awry as per the usual tendancies of the daemons of Golarion. But life in Katapesh left no time for discrimination, constant gnoll raids left the the local villages in constant fear. One unfortunate night when Lucia was young, her village was attacked by a large group of Gnoll Slavers. Their numbers far to great for the local defenses, they quickly took the village and began herding the population onto caged wagons. Lucia managed to sneak away from the crowd, but ended up cornered by a lone Gnoll just outside of her village. The brute stood over her, cracking his whip menacingly, promising pain if she did not obey him. With a surge of adrenaline, Lucia sprung up, grabbed a dagger sheathed at the gnolls hip and stabbed it into his thigh. With her would be captor wounded, she sprinted away into the unforgiving landscape of Katapesh. For days she walked on, with no food or water, barely clinging to life. Finally too weak to walk, she dropped to the sand. Two days later she awoke in a lavish room, in a large silken bed, her apparent savior standing over her. His name was Farouq Tawfiq, Prince of the Souk, and his caravan was making it's way to Katapesh when he saw the lone halfling unconcious in the sand. He had saved her life, but soon she would find that it would come with a price. She would work for him for the rest of her days, acquiring and selling rare and sometimes questionable magical items amid the Nightstalls. This was her life now, but she was glad to be under the tutelage of such an amazing and powerful man. Years have gone by since she was saved in the desert, and despite her masters dissappearence, Lucia had become one of the most nutorious magical item fences in Katapesh. That didn't stop her from worrying however, where had Farouq gone? Not even she knew, but whatever had happened to him, it changed him more than seemingly possible

Cole Burrns |

Ok, here it is. I skipped my skill point expenditures because some of it depends on GM approval of of my traits.
Elemental Focus: Fire
Basic Manipulation: A pyrokineticist gains basic pyrokinesis.
*Basic Pyrokinesis
Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
Simple Blast: A pyrokineticist gains fire blast as a simple blast wild talent.
*Fire Blast
Element(s) fire; Type simple blast (Sp); Level —; Burn 0
Blast Type: energy; Damage fire
You unleash a gout of flickering fire to burn a single foe.
Defense: A pyrokineticist’s defensive wild talent is searing flesh.
*Searing Flesh (@2nd Level)
Element(s) fire; Type defense (Su); Level —; Burn 0
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.
Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.
Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.
Wild Talents
*Burning Infusion
Element(s) fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates
Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.
Cold Adaptation (@2nd Level)
Element(s) fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by endure elements against cold temperatures only.
You gain cold resistance equal to twice your current amount of burn.
_________________________________________
Race Half-Orc
Gender Male
Alignment CN
Age 21
Class Kineticist
Init +3;
Senses Darkvision 30ft.
Perception +?, Survival +?
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________
_____________________________________________
DEFENSE
_____________________________________________
AC 17, touch +14, flat-footed +13
(+3 Armor, +0 Natural Armor, +3 Dex +1 Dodge)
Temp AC Bonuses:
Hp 11
Temp hp { }
Fort +5, Ref +5, Will +1
_____________________________________________
OFFENSE
_____________________________________________
Speed 30
Melee +1
Ranged +3
Special Attacks
*Kinetic Blast(SP): 1d6+ 1/2 Con (Fire) (+1d6 at 3, 5 ,7 etc..)
_____________________________________________
STATISTICS
_____________________________________________
Str 12
Dex 16
Con 17
Int 12
Wis 13
Cha 11
Base Atk +0; CMB +1; CMD +15
Feats
1st Level: Dodge
Drawback
*Infamous (Notorious Arsonist) You and your apparent allies take a –4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).
Traits
*Possible Campaign Trait: Undead Crusader (Mummy's Mask) +1 damage vs. Undead and +1 trait bonus to religion and it’s a class skill.
*Ghost Sight (Magic): Small chance to see invisible creatures taht are incorporeal.
*Armor Expert (Combat) -1ACP
____________________________________________
SKILLS
____________________________________________
Skills pts +0 for favored Class ( spent)
*Acrobatics (Dex)
*Craft (Int)
*Heal (Wis)
*Intimidate (Cha),
*Perception (Wis),
*Stealth (Dex),
*Use Magic Device (Cha).
*Escape Artist and
*Knowledge (Nature)
Knowledge (Religion)
Background Skills 2pts/lvl
Linguistics:
Knowledge (Engineering):
Lore(Spirits):
Languages Known Common, Orc, and Goblin
____________________________________________
SPECIAL QUALITIES
*Elemental Focus (Su)
At 1st level, a kineticist chooses one primary element (FIRE) 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 gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.
*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.
*Burn (Ex)
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.
*Kinetic Blast (Sp)
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. Simple blasts are listed with their corresponding elements.
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; see Infusion), 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. 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. Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements. Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
*Gather Power (Su)
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.
*Infusion (Su)
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.
*Elemental Defense (Su)
At 2nd level, a kineticist gains her element’s defensive wild talent.
She must select the expanded defense utility wild talent to gain the defensive wild talent of any element she gains via the expanded element class feature.
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SQ
Half-Orc Traits
*Darkvision: Half-orcs can see in the dark up to 60 feet.
*Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
*Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-orcs can take this trait in place of weapon familiarity.
*Inured: Half-orcs raised by orcs often become desensitized to the violence around them. Half-orcs with this trait gain a +4 bonus on Will saving throws to avoid sanity damage caused by encountering monsters, extreme violence, or death. This racial trait replaces orc ferocity.
*Unflinching Valor: half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This replaces intimidating.
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EQUIPMENT AND GOLD
00gp remaining(35 gp @Start)
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Gear
Silver Holy Symbol(Free)
Dagger (x2) -4gp
Club -0gp
Hide Shirt (+3AC) -20gp
Kit, Monk’s -8gp
*This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
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APPEARANCE
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Height 6'4"
Weight 250lbs
Eye Color Dark Grey
Hair Color Black
Skin Color Greenish
Region of Origin Shadowkillers Orc-Tribe
Deity Lady of Graves
History: Cole was born Vig Brach-Nog, among the Pyre-Skulls Clan. The Pyre-Skulls were a long forgotten tribe of Orcs and Half-Orcs that lived (somehow) in the dark forest of Green Tombs. Green Tombs is infested with fey spirits and strange types of incorporeal undead that hail from a strange fallen empire only historians know of now. The tribe survived mainly because they learned to tap into the orcish natural affinity for fire allowing them to bring it forth by will alone. The tribe also survives by eating anything living they hunted down or could find that was edible, and then searched through the ruins for artifacts and other lost treasures when they could. Even though successful enough, the tribe began to dwindle with attrition over time. A few years ago, the shaman-chief of the tribe (the true chieftain's entire family had perished years before and the shaman took over in their absence) had a vision and ordered the rest of the tribe out of the forest. They were to take on new lives as far away from the Green Tombs as they could, and learn from the outside world. Then in a generation or two, there would be a sign. The tribe was to return then, learned and reborn with renewed blood (and expanded families), to forever take back the Green-Tombs from the haunted spirits that dwell there! Vig decided to head for this distant Island of Vilerdan. He'd heard of some obscure gods of Life and Death there and felt he might bring back some of these god's knowledge of the spirit world if he could. However, life on the road to his destination was fraught with bitter experiences and hard luck. Once he was hired to help a farmer burn his fallow field and the fire accidentally bled over to a neighbor's field. How was he to know the difference between a field of rotten corn stalks and some empty apple trees? He was just a fire-orc from Green Tombs! Then finally he was in the Capital City of Gantressor, looking for a ship to Vilerdan, when he was approached by a merchant who offered him money and a fast ship ride for a small favor. He burned down the rival merchant' warehouse without a second thought. The fact it lighted up an entire dock's worth of ships was NOT his fault. People who live on the water should know how to put our fires! The only downside was he had to give himself a new name. After a long sea voyage he decided to take a native sounding name: Cole Burrns. He thought it quite clever himself. Now finally having arrived in the land he had searched for, he has become quite disgusted with the simplicity of it all here. The worst sorts are only bandits, real monsters seem rare, and the gods here that he came to seek out are not much more than cults in reality. Now, with no money and no prospects available, he has had to try and get by working as a Pyre specialist and mortician's assistant. For some reason the people of this land prefer to cremate their dead completely, and the one thing Cole is always up for is a little burning...

Figwen Ornrick |

Just noticed this thread earlier today. I've been working on this submission... figured I should put up what I have before running out of time.
Gnome Alchemist (gun chemist) 1
Small Humanoid CG
Init+3, Perception+6; low-light vision
Str 11 .. AC 15 tch 14 ff 12 (+1size, +1armor, +3dex)
Dex 16 . HP 10
Con 14 . BAB +0
Int 16 ... Fort +4
Wis 10 . Ref +5
Cha 12 . Will +0
CMB -1, CMD 12; Move 20'
Melee Dagger +1(1d3/19-20) 10'
Ranged Flintlock +5(1d6+1/x4) 20' B+P
Alchemical Ordinance: add 1d6+3 4/day
Etymologist (Gnome): You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
Mechanical Expertise: Select one of the following skills: Craft (any), Disable Device, or Knowledge (engineering). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Gunsmithing (bonus feat)
Point-blank Shot
Gun chemists are proficient with all simple weapons, firearms, and light armor.
Alchemy
Alchemical Ordnance (Su)
A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.
Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).
The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4.
If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.
Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.
This replaces bombs.
Gunsmith
A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.
Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Formulae List - Comprehend Languages, Cure Light Wounds, Disguise Self, Monkeyfish, Shield
+10 Craft(alchemy) 1(+3,+3)+1,+2
+7 Disable Device 1(+3,+3)
+4 Heal 1(+0,+3)
+7 Know(arcana) 1(+3,+3)
+9 Know(engineering) 1(+3,+3)+2 (background skill)
+7 Know(nature) 1(+3,+3)
+6 Perception 1(+0,+3)+2
+7 Sleight of Hand 1(+3,+3) (background skill)
+7 Spellcraft 1(+3,+3)
+7 Stealth (+3)+4
+7 Linguistics 1(+3,+3)
Languages: Common, Gnome, Sylvan, Draconic, Dwarven, Elven, Goblin, Orc
>Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
>Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
>Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
>Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
>Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
>Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
>Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.
>Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
>Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
>Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Backpack Gunsmith Kit, Alchemist Kit, Mess Kit, Grooming Kit, Tinderbox, Bedroll, 6 Rations, 20 Bullets, 20 Black Powder.
Encumbrance 33.5 lbs (light); Wealth 12gp 2sp
Gear cost/weight
outfit -/4
padded armor 5/5
pistol -/2
dagger 2/0.5
canteen 2/1
Bandolier 0.5/-
30 bullets 3/0.5
powder horn 3/1
30 black powder 30/-
backpack 2/1
gunsmith kit 15/2
alchemy crafting kit 25/5
mess kit 0.2/1
grooming kit 1/2
flint and steel 1/-
bedroll 0.1/2.5
6 rations 3/6
total 92gp 8sp/33.5
"He taught me what he could, but did nothing for my greater curiosity... so I moved on."
"I spent much of my hoarded wage on an alchemy tutor. She had a better handle on how it all worked, and the science behind it. But she... she never left her studies or her lab."
Fig is fairly dapper, and looks only slightly more smug than he is. He wears a top hat, and padded suit with lightweight boots. He has a thing for curvy human women, enjoys ribbing ratkin, and loves to irritate and fluster those who take themselves too seriously. He has the free and easy spirit of one who has never faced any great danger or hardships.

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Background for Drakken.
Drakken was the spawn of a vampire, at least, in a sense. He was half dead. He had been cursed before his birth by a vampire, one that had guised itself as a human and sired him, whos name as of now is still unknown to him. Yet, the curse did not take hold, at least not fully, instead of being born a spawn of undeath, he was born clinging to life. The curse had failed, however it left its mark. It took his mother during his birth, and forever marred his life. At first, holy energy seared his skin, same as other undead, yet through sheer will and exposure this changed, now, it would heal him instead of harm, however, its effects would always be blunted when compared to others. He would never be accepted in normal society, and even as a child would be bullied and feared by children and adults alike. This lead to a seething hatred of the man that had sired him and all his ilk, a hatred that was only furthered by the church.
Drakken was almost sentenced to death as a child, yet something caused the cleric overseeing him to stay his death. Instead he brought him up within the church, while not particularly loving, he cared for the child. He also had Drakken taught matters of combat, stealth, and secrecy. How best to combat the undead and vampires.
Drakken doesn't like sitting around or waiting, in fact, he prefers not to simply because it gives him time to think, think about things he doesn't want to think about. such as-
If undead or part undead can ever be truly good
If what he has been doing up to now has been purely for his selfish motives
If he should risk his life for the very people that shun him
If he meets another undead like him, who hunts their own kind, could he let them live?
If he has the right to hunt his own kind, or the fathers of his kind.
If most people are worth saving.
If he should even be allowed to live?
These, and many others are why he is always moving, always on the next hunt, no rest and no respite, for him, or those he hunts. When forced to remain in one place, he is ever experimenting with his newfound tools of "justice", black powder, but lately, even this dangerous task has started to fail to keep those thoughts at bay..
personality:
Drakken is a cold, tact man, more out of necessity than nature. he trusts few, and always seems on edge. He is strategic, and logical usually, though there are times where his anger can get the better of him. He is ruthless in his hunt, before, he would try and show his humanity by keeping to less scrupulous tactics, however, after some time, this proved to be a pointless endeavor and now no tactic is too foul for him to consider.
crunch is underway, inquisitor (kin-slayer) is the class.

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Hmm... I actually am quite interested in that background, It leaves alot open for some of the things I have planned, Esspecialy since I fully intend to put some of the big baddies within arms reach pretty soon ;P
It might be a good idea to expand on that background through the game...
I actually feel like all of you deserve to join, But I am only planning on picking 2 T-T I think I might ask my current players for feedback on who they think should join ;P

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GM, since you are using commonplace guns, would you be willing to give the Black powder inquisition a feature similar to gun training? say like, at 4th or 6th level you can gain dex to damage with your firearm of choice for an amount of minutes per day equal to your inquisitor level?
and have the reduced chance of a misfire either be passive, or not applied?
also, are revolvers a thing, or only "flint lock era" types? personally I like the aesthetic of flint lock type weaponry but figured I'd ask.
also, good luck all

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This is actually the era of Percussion caps- riffling has just been invented and the revolver probably on the inventors table in some distant land.
As for the gun training- I see no reason the black power Inquisition shouldn't get it at like 4th level.
I'll have an official list of who I picked in approximately 4-6 hours, good luck all ^-^
It's an unfortunate problem that even nowadays guns jam or misfire, I have a special rule for this- but unless it comes into play you shouldn't have to worry.

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Okay, I do think I have who I want ^-^
Drakken, I do love your backstory, even that first draft really interested me, as it fit into my story very well, so many things I could tie your Character into! From your father being known, to the moral delema of undead not inheritly being evil... Oooh, yes. All perfect for my game ;P
As for the second Character, I do believe Cole fits well, His powers will ad some much needed utility to the party- the ability to bring enemies will come in great help for the future. Your backstory is good enough for me to work with
You two can report to my discussion thread
Here
Introduce yourself to the other player's, and i will set up a short background on to how your gonna come to the group, and why your probably gonna decide to stay ;P