
Ironperenti |

The Kitsune idea. I still need to work out the costs of equipment but most everything else should be good.
Alistair Fox (Hero extraordinaire and rescuer of fair damsels)
aka The Verdant Fox (Righter of wrongs and doer of mischief)
Kitsune Cavalier Daring Champion 4
Using Automatic Bonus Progression
Alistair was raised in a human world by Kitsune parents. He learned early to hide his identity out of concern of how the court would react. His parents were not royalty but his father was famously commissioned to do many of the royal portraits. As such, Alistair rubbed elbows with many of the royals, some even calling him friend.
In an off season fencing tournament he saw a man with graying temples best the others. He approached the man and offered his services as a page or squire if the man would teach him. The man, Caleb Swift, didn’t bandy the request, he merely gave Alistair a series of feats of agility to accomplish. He did so, apparently better than Caleb had anticipated and so they began to train.
Caleb was an honorable man and passed on his ways as well as his skills. Today, Alistair flirts with the danger and the ladies. He is bold to a fault yet polite to those who are not full of themselves. To the braggart and the even worse, brute, he is cutting with his remarks and his sword if need be.
This year’s festival is stacking up to be a marvelous challenge.
Initiative +5
AC 21, touch 15, Flat Footed 14 (+4 Dex, +5 Armor, +1 AC bonus, +1 Buckler)
HP 36 (4d10+4con+4fcb)
Fort +5 (6) Ref +5 (6) Will +2 (3)
Speed 30ft
Melee
Rapier +10 (1d6+5/18-20x2)
w/ precise strike Rapier +10 (1d6+9/18-20x2)
w/ challenge and precise strike +10 (1d6+13/18-20x2)
Ranged
Short Bow +8 (1d6/x3, range 60')
Str 12 Dex 18 Con 13 Int 13 Wis 12 Cha 16
BAB +4 CMB +7 (+13 to trip), CMD 21
Starting Stats
Str 14 Dex 15 Con 13 Int 13 Wis 12 Cha 14
Str -2 Dex +2 Cha +2
Str 12 Dex 17 Con 13 Int 13 Wis 12 Cha 16
1. Weapon Focus Rapier
BF1. Outflank
3. Fencing Grace
5. Dazzling display
BF6. Combat Reflexes
7. Skill Focus Intimidate
9. Improved Critical
11. Critical Focus
BF12. Bleeding Critical
Conspiracy Hunter: Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or STEALTH. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.
Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.
Skill Points = 20 (16 class + 4 INT)
Acrobatics 7 (1 rank, 4 Dex)
Bluff (1 rank, 3 class, 3 Cha)
Climb 5 (1 rank, 3 class, 1 Str)
Intimidate 11 (4 rank, 3 class, 3 Cha, 1 trait)
Perception 8 (4 rank, 3 class, 1 Wis)
Ride 8 (1 rank, 3 class, 4 Dex)
Sense Motive 8 (4 rank, 3 class, Wis 1)
Stealth 11 (4 rank, 3 class, 4 Dex)
Swim 7 (1 rank, 3 STR, 3 class)
Background 8 pts
Handle Animal 8 (4 rank, 3 class, 1 Wis)
Profession Bodyguard 8 (4 rank, 3 class, 1 Wis)
Common,
Champions Finesse: At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
This ability replaces mount.
Nimble: At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
This ability replaces cavalier’s charge.
Panache and Deeds: At 4th level, a daring champion gains the swashbuckler’s panache class feature, along with the following swashbuckler deeds: dodging panache, precise strike, and swashbuckler initiative.
This ability replaces expert trainer.
Challenge 2/Day: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Order of the Blue Rose:
Edicts: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.
Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Flat of the blade: At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Alternate Racial Trait
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Resistance +1
Armor +1
Weapon +1
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel) 3.25#
Haversack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit) 10#
Ioun torch
Water skin 2#
Mithral Shirt 15#
MW Buckler 5#
Light Load 43, Medium Load 86, Heavy Load 130
Total Gear Weight: 28.25 pounds, Light Load (plus the fraction that coin weighs is still well under a light load)
PP 5 GP 56 SP 4

The Emerald Duke |

So one last question as I build (apart from the race one earlier... treating that as a "go ahead" unless I hear otherwise). For classes that get a starter gun would it be fair for them to get a battered advanced weapon given the setting (instead of the normal starter early firearm) and if so what options would you say are on the table?

GM Smashomancer |

So one last question as I build (apart from the race one earlier... treating that as a "go ahead" unless I hear otherwise). For classes that get a starter gun would it be fair for them to get a battered advanced weapon given the setting (instead of the normal starter early firearm) and if so what options would you say are on the table?
Samsaran is alright. The guns under "advanced firearms" and previous levels are allowed. Is there something specific you were looking at?

The Emerald Duke |

I'll post the class feature from the gunslinger, as pretty much every other classes' archetype that implements guns just replaces something and says "you now have a feature that functions identically to gunsmith from the gunslinger".
So this gives the starting player an early firearm, and a battered one at that that only really works for them. Which makes sense in a world where firearms are, at best, just coming into existence.
My question is if this is altered any by the fact that this is a world where guns are more prevalent and more advanced. (IE: would the gun be a battered advanced firearm... or would it just start off as an unbattered mwk early one the way a wizard would get a mwk item as a bonded item... or would it still be exactly as it says in the description).
I have no preference (well... OK... that is kinda a lie... but I am meaning that I will accept the world as being however you say it is) I just want to know how you take it to be. I was thinking about sending all of this in a PM but given there have been a few other gun toting submissions and it would affect them too... well, knowledge is power and whatnot.

caps |

The GM said "Guns Everywhere" rules, so I looked them up:
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
So I gave my gunslinger two revolvers, one of which he started with. Now that I think about it, I may have made a mental leap in doing that. Metal cartridges are really expensive though; even at 10% off.

Gabriel XIII |

Background added for you touchy feely types.
Then, they "introduced" the other-mind and waves of nausea, days of confusion and what seemed an eternity of fear. It wasn't there, and then it was... he couldn't shake it. Watching, waiting to "get" him.
A desire, no... a hunger for him. It was invasive, under his skin, and unstoppable force within his very psyche. And so he became the immovable object, Gabriel. And it, no... she gave... herself a name. Michal.
Perfectly paired, complementary, supplementary... coming to an understanding that it was in their best interest to co-exist.
She nursed him back to health in the mindscape, he promised to fight and never surrender so that she may live. Neither would give up on the other. It was a pact of sorts.
They were proof that the trials were a success. And, they were the reason the experiments should never have been attempted.
The other subjects broke under the stress, becoming insane in some manner or another. The less insane ones excelled in combat. Fitting after all, they were meant to be the perfect soldiers, spies, operatives...
But, none would come to defeat Gabriel... honest with himself, he knew they could. He wasn't the fastest, nor the smartest and definitely not the strongest.
Eventually, the fights were to the death... And to Gabriel's surprise it was Michal who held back, refusing to kill a fellow subject... and that was when all Hells broke loose.
If guns become important, some RP opportunities with Jean-Guy and he can take Firearms Proficiency at just about any level. He can customize a gun and it works with the Sniper sphere.
Character is founded on adapting to the situation, assimilating... Adopt, adapt, adept.
Background theme, Bring me to Life

GM Smashomancer |

Feelings on wyrwoods? They seem like they’d fit with the steampunk feel. I have a wyrwood eldritch scoundrel rogue I built for this, but figured I’d see if if was good to go.
You know I've actually been tugging back and forth in my head how I wanted to handle things like androids and wyrwoods. Go ahead and build him, we'll see what to tweak.

GM Smashomancer |

Also solid. And for reference:
Hobgoblins in particular possess physical traits different from standard golarion. They are more akin to the elves, lithe in build, yet far hardier than their counterparts. And while they typically share the elves superficially attractive features, the hobgoblins pale grey to white skin tones and sharp predatory teeth (In rows, not unlike a shark) make the distinction between an Elf and a Hobgoblin an easy one. Their lifespan also vastly differs, hobgoblins typically live roughly the same number of years as a human.
While their militaristic outlook remains, they are too few in number above ground to be particularly picky about their allies. The unseelie descendants are also very likely to ignore or even deny relations to the world of fey. Just as well given the mass exodus of fey creatures from Calweld during the industrial explosion just over a century ago.
Mechanically, nothing changes, but I think it gives hobgoblins a bit of a stronger identity without taking much away.

GM Smashomancer |

While I'm going over these:
The Kitsune idea. I still need to work out the costs of equipment but most everything else should be good.
Alistair Fox (Hero extraordinaire and rescuer of fair damsels)
aka The Verdant Fox (Righter of wrongs and doer of mischief)Kitsune Cavalier Daring Champion 4
Using Automatic Bonus ProgressionAlistair was raised in a human world by Kitsune parents. He learned early to hide his identity out of concern of how the court would react. His parents were not royalty but his father was famously commissioned to do many of the royal portraits. As such, Alistair rubbed elbows with many of the royals, some even calling him friend.
In an off season fencing tournament he saw a man with graying temples best the others. He approached the man and offered his services as a page or squire if the man would teach him. The man, Caleb Swift, didn’t bandy the request, he merely gave Alistair a series of feats of agility to accomplish. He did so, apparently better than Caleb had anticipated and so they began to train.
Caleb was an honorable man and passed on his ways as well as his skills. Today, Alistair flirts with the danger and the ladies. He is bold to a fault yet polite to those who are not full of themselves. To the braggart and the even worse, brute, he is cutting with his remarks and his sword if need be.
This year’s festival is stacking up to be a marvelous challenge.
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Well, I like the idea, but how does Alistair have human traits if he isn't human?

Ironperenti |

@GM, sorry about that
Alistair Fox (Hero extraordinaire and rescuer of fair damsels)
aka The Verdant Fox (Righter of wrongs and doer of mischief)
Kitsune Cavalier Daring Champion 4
Using Automatic Bonus Progression
Alistair was raised in a human world by Kitsune parents. He learned early to hide his identity out of concern of how the court would react. His parents were not royalty but his father was famously commissioned to do many of the royal portraits. As such, Alistair rubbed elbows with many of the royals, some even calling him friend.
In an off season fencing tournament he saw a man with graying temples best the others. He approached the man and offered his services as a page or squire if the man would teach him. The man, Caleb Swift, didn’t bandy the request, he merely gave Alistair a series of feats of agility to accomplish. He did so, apparently better than Caleb had anticipated and so they began to train.
Caleb was an honorable man and passed on his ways as well as his skills. Today, Alistair flirts with the danger and the ladies. He is bold to a fault yet polite to those who are not full of themselves. To the braggart and the even worse, brute, he is cutting with his remarks and his sword if need be.
This year’s festival is stacking up to be a marvelous challenge.
Initiative +5
AC 21, touch 15, Flat Footed 14 (+4 Dex, +5 Armor, +1 AC bonus, +1 Buckler)
HP 36 (4d10+4con+4fcb)
Fort +5 (6) Ref +5 (6) Will +2 (3)
Speed 30ft
Melee
Rapier +10 (1d6+5/18-20x2)
w/ precise strike Rapier +10 (1d6+9/18-20x2)
w/ challenge and precise strike +10 (1d6+13/18-20x2)
Ranged
Short Bow +8 (1d6/x3, range 60')
Str 12 Dex 18 Con 13 Int 13 Wis 12 Cha 16
BAB +4 CMB +7 (+13 to trip), CMD 21
Starting Stats
Str 14 Dex 15 Con 13 Int 13 Wis 12 Cha 14
Str -2 Dex +2 Cha +2
Str 12 Dex 17 Con 13 Int 13 Wis 12 Cha 16
1. Weapon Focus Rapier
BF1. Outflank
3. Fencing Grace
5. Dazzling display
BF6. Combat Reflexes
7. Skill Focus Intimidate
9. Improved Critical
11. Critical Focus
BF12. Bleeding Critical
Conspiracy Hunter: Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or STEALTH. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.
Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.
Skill Points = 20 (16 class + 4 INT)
Acrobatics 7 (1 rank, 4 Dex)
Bluff (1 rank, 3 class, 3 Cha)
Climb 5 (1 rank, 3 class, 1 Str)
Intimidate 11 (4 rank, 3 class, 3 Cha, 1 trait)
Perception 8 (4 rank, 3 class, 1 Wis)
Ride 8 (1 rank, 3 class, 4 Dex)
Sense Motive 8 (4 rank, 3 class, Wis 1)
Stealth 11 (4 rank, 3 class, 4 Dex)
Swim 7 (1 rank, 3 STR, 3 class)
Background 8 pts
Handle Animal 8 (4 rank, 3 class, 1 Wis)
Profession Bodyguard 8 (4 rank, 3 class, 1 Wis)
Common,
Champions Finesse: At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
This ability replaces mount.
Nimble: At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
This ability replaces cavalier’s charge.
Panache and Deeds: At 4th level, a daring champion gains the swashbuckler’s panache class feature, along with the following swashbuckler deeds: dodging panache, precise strike, and swashbuckler initiative.
This ability replaces expert trainer.
Challenge 2/Day: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Order of the Blue Rose:
Edicts: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.
Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Flat of the blade: At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.
Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune’s level).
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
Resistance +1
Armor +1
Weapon +1
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel) 3.25#
MW Backpack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit) 10#
Ioun torch
Water skin 2#
Mithral Shirt 12.5#
MW Buckler 5#
MW Rapier 3#
Short bow 2#
Arrows x20 2#
Light Load 50, Medium Load 100, Heavy Load 150
Total Gear Weight: 45.25 pounds, Light Load (using MW backpack)
PP 139 GP 5 SP 0

GM Smashomancer |

The final decision is made! Congratulations to the following:
You folks didn't make this an easy decision, I originally planned on maybe two PC's, never mind three. But, that's the upside to online posting, the GM has a much easier time splitting his attention. Best of luck to everyone who didn't make it for the future!
I'll be sending you all some info and working out where we can place your PC's tomorrow, via PMs.