
BeefLaRoux |

From the ashes of Thassilon, an ancient power shall rise again!
The ancient empire of the runelords may be long dead, yet the legacy of Thassilon continues to haunt the frontier realm of Varisia. With the rise of one runelord only narrowly thwarted, Korvosa reeling after the curse of the Crimson Throne nearly brought the city to its knees, and Riddleport rebuilding after a close call with a falling star, the people of Varisia fear that the greatest threat to their land has yet to play its hand. When agents of the newest Pathfinder Society lodge in Magnimar learn of a fragmented artifact scattered throughout the lands of old Thassilon, it falls to a new band of heroes to step in and gather up the seven fragments of this Shattered Star. For if the greatest prize of Thassilon's first ruler cannot save Varisia... what can?
So I bought the Humble Bundle just for this adventure path, and I am looking for 4-5 players to bring through it. To apply, post with a character name, concept, and backstory at the very least, but timely stats would be appreciated.
Character creation guidelines:
Starting Level 1
Max starting wealth for class
25 point buy
All classes allowed, but I am not very familiar with the Occult classes, with the exception of Kineticist
All Core and Featured races allowed
Two traits, one of which must be campaign trait

BloodPaw |

Introducing Firhe
Outcast Noble, wanting to outshine those who scorned her. Now on the path of an adventurer, but she plans to burn so brightly that her old family will have no choice but to acknowledge her
Firhe
Ifrit sorcerer (crossblooded) 1 (Pathfinder RPG Bestiary 2 160, Pathfinder RPG Ultimate Magic 69)
CG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 7 (1d6+1)
Fort +1, Ref +4, Will +0
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Offense
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Speed 30 ft.
Melee armor spikes -5 (1d6-1) or
. . dagger -1 (1d4-1/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—burning hands (DC 16)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—burning hands (DC 17)
. . 0 (at will)—detect magic, prestidigitation, ray of frost
. . Bloodline Draconic, Elemental (fire)
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Statistics
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Str 8, Dex 18, Con 13, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 13
Feats Eschew Materials, Spell Focus (evocation)
Traits alabaster outcast, fiery glare
Skills Intimidate +8, Knowledge (arcana) +5, Perception +4, Spellcraft +5
Languages Common, Elven, Ignan
SQ bloodline arcana (change energy damage spells to match bloodline energy), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fire affinity, wildfire heart[ARG]
Combat Gear alchemist's fire, liquid ice[APG]; Other Gear mwk armor spikes rosewood armor, dagger, backpack, belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], mug/tankard, noble's outfit, sewing needle, signal whistle, signet ring, string or twine[APG], thread (50 ft.), whetstone, wrist sheath, spring loaded, 6 sp
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Special Abilities
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Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster le
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Wildfire Heart +4 racial bonus on initiative

Jereru |

My character will be Eric d'Arnaud, Swashbuckler/Investigator from Druma who comes to Magnimar under the command of his Pathfinder Lodge to gather information.
”Never tremble, for those who tremble might let Fortune go away, who on that very moment was maybe smiling on them.”
These words were his father’s farewell and last advice when he left, and he hoards them in his memory like a treasure.
Eric was the son of a rural wealth man, Remy d’Arnaud, a minor noble with a wine business near Lake Encarthan. Having most of his needs taken care of, the young Eric spent his youth among books, in the big library his father had managed to gather through the years. He read many things, but his favourite stories were those about ancient civilizations, antique discoveries and old ruins explorations. When he found out there was an organization dedicated to unearth and preserve this knowledge, he immediately knew he’d dedicate his life to it.
Remy ensured that his son had the best education he could afford, and brought teachers from the nearby cities to have his son master scholarship, manners and fighting. Well-rounded capacities were key for understanding the world, and understanding the world was key for success, in the old man’s opinion. He foresaw Eric’s future away from the family estate, and wanted him to be prepared for whatever he would find in the cruel world that awaited outside. His eldest son, Luis, would then be alone at the head of the family business, and was also given a proper education.
When Eric finally turned away from his old life, his first steps directed him towards Absalom and the Pathfinder lodges. He quickly gained a position as a field agent, and not long after that he was sent to Magnimar to respond after the lodge there and gather as much information as possible about Varisia. Eric has decided to show his superiors how valuable he can be, but he also has his own agenda regarding the vast amount of Thassilonian ruins he’ll have access to once in his new post.
Eric is a young lad, usually cheerful and kind. He has his thing with the ladies, and shows a nice mix of sophistication and friendliness. Rapier in hand, he resembles an old times musketeer, who turns into a kind of Indiana Jones when performing his field job. When Eric is in the presence of any archaeological remain, he suffers from a fascination that clouds his mind and doesn’t let him think tactically. However, he knows he has to do a good job if he wants to impress the Venture Captains, so he’ll try his best at it for his own sake.
He starts being a Swashbuckler, but he'll switch to Investigator when reaching 2nd level and stick there mostly forever. I'll post detailed stats under an alias during or after the weekend.
One question: do the characters start with a Wayfinder?

Jereru |

Alright, sorry. I'm going to cluster all my questions in one post, here.
1- As the AP assumes we're all members of the PFS, do we start with a Wayfinder?
2- Are we using Background Skills? They're such a common thing already that at first I assumed we did, but then I realised it isn't stated anywhere.
3- I'm thinking about making Eric a Tiefling, without him knowing at all. That will be reflected in the story, but... it would be cool if I could change the spell-like ability for anything. Whatever, even dropping it completely. All the options I've found for swapping grant another spell-like, and I don't want the character to have a power that could make him suspect (enough having darkvision). Is that possible? (I wouldn't mind dropping Darkvision as well, or swapping it for Low-Light). Basically, being a Tiefling gives nice stats and an opportunity to unearth a dark secret later in the game.

Ouachitonian |

Alright, sorry. I'm going to cluster all my questions in one post, here.
1- As the AP assumes we're all members of the PFS, do we start with a Wayfinder?
2- Are we using Background Skills? They're such a common thing already that at first I assumed we did, but then I realised it isn't stated anywhere.
3- I'm thinking about making Eric a Tiefling, without him knowing at all. That will be reflected in the story, but... it would be cool if I could change the spell-like ability for anything. Whatever, even dropping it completely. All the options I've found for swapping grant another spell-like, and I don't want the character to have a power that could make him suspect (enough having darkvision). Is that possible? (I wouldn't mind dropping Darkvision as well, or swapping it for Low-Light). Basically, being a Tiefling gives nice stats and an opportunity to unearth a dark secret later in the game.
All of the options for rolling on the variant ability table replace the SLA. You could cross your fingers and try that. Some options are other SLA or obviously inhuman features, but some aren’t.

Ironperenti |

I offer Orin've an elf fighter for consideration. I'll make an alias if selected.
-----------------------
Male Elf Fighter 1
Age 80; Descriptive Trait (Hazel Eyes, Red Hair, 5'4", 120 lbs)
NG Medium Humanoid (Elf)
Init +3; Senses Lowlight vision, detect magic; Perception +6
Defense
AC 17 (+4 chain shirt, +4 Dex), touch 13, flat-footed 14
HP 11; DR -; SR -
Fort +3, Ref +4, Will +0
Offense
Speed 30
Melee: Rapier +5 (1d6+4/18-20 x2);
Rapier +3 (1d6+4/18-20 x2)/Dueling Dagger +3 (1d4+1/19-20 x2)
Ranged: Longbow +5 (1d8/x3)
Statistics
Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 16 (+3), Wis 10 (+0), Cha 10 (+0)
Base Atk +1; CMB +3; CMD 16
Starting Stats
Str 14 Dex 16 Con 14 Int 14 Wis 10 Cha 10
Elf +2 Dex, +2 Int, -2 Con
Str 14 Dex 18 Con 12 Int 16 Wis 10 Cha 10
Traits
Highlander: gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Adopted: Human, feat.
Racial Features
• Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Keen Senses: Elves receive a +2 racial bonus on Perception checks.
• Fey Thoughts: Select two of the following skills: Acrobatics, Perception. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
• Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic. Source PZO9480
Feats
1-Two weapon fighting
1-Weapon Finesse
1-Fencing Grace
Skills (6 ranks = (2 (Class) + 3 (Int) + 1 (FCB))
*Acrobatics 6 (1 rank, 3 class, 4 Dex, -2 armor)
*Climb 4 (1 rank, 3 class, 2 Str, -2 armor)
*Craft (Bowyer) 7 (1 rank, 3 class, 3 int)
*Knowledge (Dungeoneering) 0 (0 rank, 0 class, 3 Int)
*Perception 6 (1 rank, 3 class, 2 race, 0 Wis)
*Ride 2 (0 rank, 0 class, 4 dex, -2 armor)
Sense Motive 0 (Wis 0)
*Stealth 7 (1 rank, 3 class, 4 Dex, 1 trait, -2 armor)
*Survival 4 (1 rank, 3 class, 0 Wis
*Swim 0 (0 rank, 2 Str, 0 class, -2 armor)
Background skills (6 points)
Handle Animal 4 (1 rank, 0 Wis, 3 Class)
Knowledge (Engineering) 7 (1 rank, 3 Int, 3 class)
Favored Class Bonuses
+1 Skill Point
Languages
Common, Elf, Celestial, Sylvan, Draconic
Inventory
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel)
Backpack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, torch, string 50', sewing kit)
Chain shirt
Rapier
Dueling Dagger
Long bow
Arrows x40
Mule (normally keep backpack on here)
Pack saddle
Current Load 55.85 lbs (light up to 58 lbs)
Total cost: 246.59 gp starting gold 300
Wealth
7 pp 8 gp 4 sp 1 cp
Background
Tosun've was a former soldier who finally decided to retire to a farm. He took his earnings and plunder and searched out a place conducive to his designs. In the end, Tosun've moved to an area south of Sandpoint bordering on the Soggy River.
It took him a few years to get his farm up and running. As such he came to know many in the town of Sandpoint as he came in for supplies and or repairs on those items he could not do himself. One winter, an elven girl stumbled into town. She was with child but would not say where she came from or what had happened to her husband. She sought refuge in the temple but Father Zantus was unable to care for her as the pregnancy had forced her into bed. Knowing Tosun've was alone out on his farm, Zantus asked him to take the girl in the next time the farmer came to town. Surprisingly, Tosun've readily said yes. His time in the military had conditioned him to have people around nearly all the time. The quiet solitude he once sought out at the farm turned out to be rather lonely.
The woman gave birth that winter and named him Orin. As time went by Tosun've, Alena, and Orin grew closer together. Tosun've treated Alena as his daughter and Orin the favored grandson. When Orin turned 16, an age of importance among humans if not elves, he suggested adding the honorific 've to Orin's name. Alena thought it was a great idea and so they had a small naming ceremony. Orin've continued to grow and train with his adopted grandfather Tosun've.
Tosun've died at a healthy age of 83 many years later. This left Orin've to work the farm with his mother and to go hunting out on Whispering Wood Moor. When Orin've turned 80, he left home to experience the world. His travels took him to Magnimar and his wanderlust landed him with the Pathfinder Society.

NarcoticSqurl |

Dotting for interest. Not entirely sure what I'm going to do yet, but I know I'm going to build a Shoanti Bloodrager. Just trying to decide if I want to multiclass it at a point further down the road or not. Will start working on building him up and post him either tomorrow night (most likely), or tuesday.

Ironperenti |

I noticed I was a dumb bunny and did not include a campaign trait. I have fixed that which modified my skills and my offense a little.
-----------------------
Male Elf Fighter 1
Age 80; Descriptive Trait (Hazel Eyes, Red Hair, 5'4", 120 lbs)
NG Medium Humanoid (Elf)
Init +3; Senses Lowlight vision, detect magic; Perception +6
Defense
AC 17 (+4 chain shirt, +4 Dex), touch 13, flat-footed 14
HP 11; DR -; SR -
Fort +3, Ref +4, Will +0
Offense
Speed 30
Melee: Rapier +5 (1d6+4/18-20 x2);
Rapier +4 (1d6+4/18-20 x2)/Dueling Dagger +3 (1d4+1/19-20 x2)
Ranged: Longbow +5 (1d8/x3)
Statistics
Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 16 (+3), Wis 10 (+0), Cha 10 (+0)
Base Atk +1; CMB +3; CMD 16
Starting Stats
Str 14 Dex 16 Con 14 Int 14 Wis 10 Cha 10
Elf +2 Dex, +2 Int, -2 Con
Str 14 Dex 18 Con 12 Int 16 Wis 10 Cha 10
Traits
Serpent Runner: Choose a specific type of armor (chain shirt). When wearing armor of that type, you treat its armor check penalty as if it were –1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents.
Adopted: Human, feat.
Racial Features
• Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Keen Senses: Elves receive a +2 racial bonus on Perception checks.
• Fey Thoughts: Select two of the following skills: Acrobatics, Perception. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
• Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic. Source PZO9480
Feats
1-Two weapon fighting
1-Weapon Finesse
1-Fencing Grace
Skills (6 ranks = (2 (Class) + 3 (Int) + 1 (FCB))
*Acrobatics 6 (1 rank, 3 class, 4 Dex, -1 armor)
*Climb 4 (1 rank, 3 class, 2 Str, -1 armor)
*Craft (Bowyer) 7 (1 rank, 3 class, 3 int)
*Knowledge (Dungeoneering) 0 (0 rank, 0 class, 3 Int)
*Perception 6 (1 rank, 3 class, 2 race, 0 Wis)
*Ride 2 (0 rank, 0 class, 4 dex, -1 armor)
Sense Motive 0 (Wis 0)
Stealth 4 (1 rank, 4 Dex, -1 armor)
*Survival 4 (1 rank, 3 class, 0 Wis
*Swim 0 (0 rank, 2 Str, 0 class, -1 armor)
Background skills (6 points)
Handle Animal 4 (1 rank, 0 Wis, 3 Class)
Knowledge (Engineering) 7 (1 rank, 3 Int, 3 class)
Favored Class Bonuses
+1 Skill Point
Languages
Common, Elf, Celestial, Sylvan, Draconic
Inventory
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel)
Backpack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, torch, string 50', sewing kit)
Chain shirt
Rapier
Dueling Dagger
Long bow
Arrows x40
Mule (normally keep backpack on here)
Pack saddle
Current Load 55.85 lbs (light up to 58 lbs)
Total cost: 246.59 gp starting gold 300
Wealth
7 pp 8 gp 4 sp 1 cp
Background
Tosun've was a former soldier who finally decided to retire to a farm. He took his earnings and plunder and searched out a place conducive to his designs. In the end, Tosun've moved to an area south of Sandpoint bordering on the Soggy River.
It took him a few years to get his farm up and running. As such he came to know many in the town of Sandpoint as he came in for supplies and or repairs on those items he could not do himself. One winter, an elven girl stumbled into town. She was with child but would not say where she came from or what had happened to her husband. She sought refuge in the temple but Father Zantus was unable to care for her as the pregnancy had forced her into bed. Knowing Tosun've was alone out on his farm, Zantus asked him to take the girl in the next time the farmer came to town. Surprisingly, Tosun've readily said yes. His time in the military had conditioned him to have people around nearly all the time. The quiet solitude he once sought out at the farm turned out to be rather lonely.
The woman gave birth that winter and named him Orin. As time went by Tosun've, Alena, and Orin grew closer together. Tosun've treated Alena as his daughter and Orin the favored grandson. When Orin turned 16, an age of importance among humans if not elves, he suggested adding the honorific 've to Orin's name. Alena thought it was a great idea and so they had a small naming ceremony. Orin've continued to grow and train with his adopted grandfather Tosun've.
Tosun've died at a healthy age of 83 many years later. This left Orin've to work the farm with his mother and to go hunting out on Whispering Wood Moor. When Orin've turned 80, he left home to experience the world. His travels took him to Magnimar. In that ancient city his desire for adventure drew him to the Serpent's Run. This was fun for a time but eventually the safe action grew dull and he stepped out to seek adventure in the real world without safeties in place. This desire to pursue the dangerous and the unknown drew him to the Pathfinder Society.

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Working on an Ioun Kineticist - an avid student of Thassilonian and Azlanti history, seeking to further empower his stones.

Albion, The Eye |

Dotting this one - plan is putting forth an orcish Exchange Agent (Nirmathas seems like a gritty enough place for him to hail from, even if it is not very far).
I see him as a 'melee martial character with skills and options' - thinking probably STR based Bloodrager 1or2 (Urban Rager, or ID Rager, or maybe even both, not sure yet)/Investigator (Empiricist) X.
Should have time to put forth some initial crunch and fluff ideas tonight or tomorrow.

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Here is my character, pending further rules clarification.
Marrock Stonecaller
Male NG Human (Varisian) Kineticist (Ioun Kineticist), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 5, Ref 6, Will 1, CMB +1, Base Attack Bonus 0
Spiked Gauntlet +1 (1d4+1, )
Sling (20) +4 (1d4+1, )
Telekinetic Blast +4 (1d6+5, )
Lamellar Leather Armor (+4 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 16, Int 12, Wis 12, Cha 8
Condition None
Favored Class Kineticist, +1 skill

Blaydsong |

Well, the more I got to thinking about it, the more I was liking the concept.
Human (Shoanti) ranger (flamewarden, wild stalker) 1
CG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +7
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2; +1 trait bonus vs. fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee earth breaker +4 (2d6+3/×3) or
. . klar +4 (1d6+2)
Ranged shoanti bola +3 (1d4+2)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 14, Int 12, Wis 14, Cha 13
Base Atk +1; CMB +3; CMD 15
Feats Weapon Focus (earth breaker), Weapon Focus (klar)
Traits nontraditional native: shoanti, shoanti tattoo
Skills Acrobatics -2 (-6 to jump), Climb +2, Heal +6, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Perception +7, Ride +2, Survival +6, Swim +2
Languages Common, Ignan, Shoanti
SQ track +1, wild empathy +2
Other Gear lamellar (horn) armor[UC], earth breaker[UE], klar[UE], shoanti bola[ISWG] (3), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 94 gp
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Special Abilities
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Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Elbra'ak Hellclaw |

Alright, I'm throwing my hat in the ring here (NarcoticSqurl checking in). Have a neat concept for a Bloodrager that I'd like to try. Not sure how far in levels this AP will take us, but the RP aspect would be super fun.
Short fluff: A Shoanti Bloodrager suffering internal conflict from dealing with his bloodline powers manifesting. The honorific "Hellclaw" being bestowed on him by his tribe as both a mark of his transformation, and a stain on his name. Previously he was seen as a fierce warrior in training. A battle hungry young warrior with a knack, and almost twisted love for conflict. His tribes elders sensed something unnatural about his personality, and one fateful battle after his coming of age, he manifested claws. Shocking his brothers in arms, word quickly spread around his village, so he left to discover more about his heritage and his powers. (Full fluff will be added later)
Human Shoanti Bloodrager 1 (Draconic(Blue)/Abyssal Bloodline) Str: 18 (BR 22)
HP: 15 (BR 17)
CMB: +5
AC: 16
Favored Class Bonus: Bloodrager (+1 round rage/level)
Armor: Scale Mail (-4 armor check penalty)
Traits: Shoanti Tattoo (+1 save vs fears, proficient with earthbreakers, klars, and bolas) Nontraditional Native (+1 Survival in Varisia, +1 bonus on crit confirmations with earth breaker) Feats (2): Toughness (+3HP), Iron Will (+2 Will) Class Abilities: Bloodrage (7/day) gives +4 Strength, and +4 Con, bonus 2HP per HD (HP used last). Ends as free action, fatigued for rounds raged*2. Can't bloodrage while fatigued. Draconic Bloodline: Claws (1d6+4) Abyssal Bloodline: None yet. Fast Movement: +10 Speed
Dex: 13
Con: 14 (BR 18)
Int: 10
Wis: 14
Cha: 14
Init: +1
BAB: +1
Fort: +4
Ref: +1
Will: +1 (No bonus during rage from crossblooded)
CMD: 16
Touch: 11
FF: 15
Speed: 30ft (with fast movement)
(Skilled Human Bonus +1/lvl)
Skills: 5
Acrobatics (Dex): -3
Climb (Str): 8
Craft (Int):
Handle Animal (Cha): 2
Intimidate (Cha): 6
Knowledge (arcana) (Int): 4
Perception (Wis): 2
Ride (Dex): 1
Spellcraft (Int): 4
Survival (Wis): 6
Swim (Str): 4
Weapon: Earth Breaker (2H 2d6+6) Attack +5
Claws (1d6+4) Attack +5
Languages: Common

Lucius Baradayne |

Here is my Paladin submission (The KGB), assuming things are still a go.
Physical Traits
Height: 6'1
Weight: 173 lbs
Hair: Dirty Blond
Eyes: Dark Blue
Lucius is also known to be quite overconfident, and sometimes brash in the face of adversity. While he tends to have a great deal of personal magnetism that draws people to him, he also can come off as overbearing and cocky to some. Those who find his arrogance a trifle annoying feel as though he could stand to learn some humility.
Being the third son, Lucius decided to take the Baradayne cause to distant off shores when he was but a teenager. His philosophy is that the strong and able should defend weak and innocent, wherever their liberty might be threatened. To that end, Lucius was introduced to the Pathfinder Society by his older brother Marcus, but more specifically to members of the Silver Crusade who shared many values of the Baradayne family.
Seeing some promise in him in addition to a great deal of inexperience, senior members of the Silver Crusade felt it best to send Lucius to Magnimar to aid the Pathfinder Society setup its newest outpost. Though unsure of his exact purpose for arriving in Magnimar, Lucius has come prepared to aid and defend the Pathfinder Society in whatever way he can.

Elbra'ak Hellclaw |

Ok so for some reason last time I posted, the information was unavailable. Not sure why, but the spoiler is not expanding, so I'm trying again with posting the crunch.
(Haven't spent all the starting gold yet, just have weapon and armor picked out, updating items tonight with full backstory)
Human Shoanti Bloodrager 1 (Draconic(Blue)/Abyssal Bloodline)
Str: 18 (BR 22)
Dex: 13
Con: 14 (BR 18)
Int: 10
Wis: 14
Cha: 14
HP: 15 (BR 17)
BAB: +1
Fort: +4
Ref: +1
Will: +1 (No bonus during rage from crossblooded)
CMB: +5
CMD: 16
AC: 16
Touch: 11
FF: 15
Speed: 30ft (with fast movement)
Favored Class Bonus: Bloodrager (+1 round rage/level)
(Skilled Human Bonus +1/lvl)
Skills: 5
Acrobatics (Dex): -3
Climb (Str): 8
Craft (Int):
Handle Animal (Cha): 2
Intimidate (Cha): 6
Knowledge (arcana) (Int): 4
Perception (Wis): 2
Ride (Dex): 1
Spellcraft (Int): 4
Survival (Wis): 6
Swim (Str): 4
Armor: Scale Mail (-4 armor check penalty)
Weapon: Earth Breaker (2H 2d6+6) Attack +5
Claws (1d6+4) Attack +5
Traits: Shoanti Tattoo (+1 save vs fears, proficient with earthbreakers, klars, and bolas)
Nontraditional Native (+1 Survival in Varisia, +1 bonus on crit confirmations with earth breaker)
Feats (2): Toughness (+3HP), Iron Will (+2 Will)
Class Abilities: Bloodrage (7/day) gives +4 Strength, and +4 Con, bonus 2HP per HD (HP used last). Ends as free action, fatigued for rounds raged*2. Can't bloodrage while fatigued.
Draconic Bloodline: Claws (1d6+4)
Abyssal Bloodline: None yet.
Fast Movement: +10 Speed
Languages: Common

Blaydsong |

Blaydsong wrote:I have to say that I'm a little concerned that there's been no responses from the OP.I was at that stage like... 2 days ago? xD
Me too, but I've been trying to be patient about it. :p
Should we send a PM? :/
Maybe... ?
Not sure what would be deemed appropriate.

Zinli Steelworker |

I was at that stage after the first two days. Looks like the players in their other game are starting to get a bit concerned too. Lots of unanswered questions piling up here, and their last post was the 3rd (sunday)...
Oh hi! Fancy meeting you there! :P
In that case, it's probably best to just wait...