
Ravingdork |

^From "Arcane Prepared Spells" and getting the Wizard feat Conceal Spells onto a Sorcerer, I assume a Wizard dedication must be in there somewhere, but I can't find it in the PDF.
Check under Character Notes > Feats and Abilities > Class Feats and Abilities, just above the familiar bio. I usually don't spell out passive abilities in larger, more descriptive form.

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CHARACTER UPDATE
Gebralter, Scourge of the High Seas (CN male wellspring gnome aspiring Free Captain wizard 14)
I used some of Gebralter's spare change to add a few extra illusion spells from Secrets of Magic to his spellboook. He can now coerce target crews into surrendering from great distances with bullhorn while his illusory monsters threaten an harry them, or simply look imposing. He can hide his entire deck of crew behind an invisibility curtain and wall of wind to give them a clear upper hand in ranged, ship to ship combat--as well as to make his ship look like a malevolent ghost ship. He can imprison powerful enemies in phantom prisons, or dress up his officers in befitting attire for that lavish party they happen to be infiltrating.

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CHARACTER ERRATA!
I just realized that I got the spells for the summoners wrong, and that each should have had one extra spell in their repertoire.
Claon Tonkinelm now has fiery body, which allows him to burn enemies who attack him even more now.
Durin Wrang now has gaseous form, the better with which to infiltrate places and rob people with.
Tonto Pollo now has draw ire, because it seems as though all the world stands against him. It might also combo well with mage armor and other defensive spells at later levels too. Maybe.
I have also adjusted the formatting of the spell section. The spell repertoire has been consolidated into a single list and I've removed the superscript "S" from the spell names since it is known that all summoner spells are signature spells (it struck me as unnecessary to have every spell so marked).

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CHARACTER UPDATE!
I have updated Mister Owl, Alkenstar agent (LN male skilled human bounty hunter gunslinger 8) from the gunslinger playtest rules to the official Guns and Gears rules.
Tactics (Part 2): See part 1 here, since those tactics still apply after the rebuild. Mister Owl has been rebuilt to better function as a versatile switch hitter. He can easily wade into the chaos of melee flurrying with both melee and ranged attacks, stand back and pepper enemies with his dual dueling pistols or blunderbuss, or hide and snipe from long range with his heavy crossbow.
Little Guns: You can use your paired dueling pistols in conjunction with your blazons of shared power, Dual Weapon Reload, and Paired Shots to blast past damage resistances. If enemies get uncomfortably close, take their teeth with your reinforced stocks and doubling rings.
Big Guns: You can use your blunderbuss when fighting multiple foes (or a swarm) in conjunction with Scatter Blast to cover a HUGE area. If foes insist on getting uncomfortably close, simply bash them with your reinforced stock, making this an excellent switch hitter setup (though it would be better if we had more starting funds to enchant the reinforced stocks on the two-handed weapons). Your heavy crossbow makes an excellent stealth/sniper weapon in a pinch. Using it from hiding or advantageous terrain with Covered Reload; One Shot, One Kill; and Sniper's Aim is a great way to open up combat or wear down tough threats.
Guns and Blades: This switch hitter setup is typically accomplished with your dueling pistol, returning dagger, doubling rings, Dual Weapon Reload, and Sword and Pistol. You can shoot someone to make them flat-footed, close the distance, then stab them with your dagger. Alternatively, when you are unable to make a shot due to an unloaded pistol, consider tossing the dagger at the enemy. It's faithful and will always return (unlike Mister's ex-wife). If an enemy gets close, distract them by twisting a blade in their gut, then shooting them in the face with your pistol knowing full well that they won't be able to take advantage of the opening with reactions.
There are probably tons more combinations not listed above. For example, there's nothing stopping you from using Sniper's Aim with your pistol, blunderbuss, or thrown dagger; or taking advantage of Intimidating Glare to demoralize your foes in conjunction with making them flat-footed with Sword and Pistol or gaining +2 to hit with Sniper's Aim to ensure greater odds of getting a Critical Success on your attacks. Let me know if you think of any other cool combos!

Ed Reppert |

I like Mister Owl, but Herolab apparently doesn't. Says he has too many weapons. :-(
Mister Owl
Male human gunslinger 8 (Advanced Player's Guide)
LN, Medium, Human, Humanoid
Heritage skilled heritage
Background bounty hunter
Perception +17
Languages Common, Dwarven
Skills Acrobatics +14, Athletics +12, Crafting +10, Intimidation +10, Legal Lore +10, Medicine +15, Society +10, Stealth +15, Survival +17, Thievery +3
Str 14 (+2), Dex 19 (+4), Con 16 (+3), Int 10 (+0), Wis 16 (+3), Cha 10 (+0)
Other Items +1 leather armor, explorer’s clothing, +1 striking blunderbuss (50 scatter rounds, reinforced stock), +1 striking dueling pistol (100 rounds, reinforced stock), +1 striking heavy crossbow (20 bolts), dueling pistol (reinforced stock), aromatic bolt (10), aromatic round (5), aromatic scatter round (5), average manacles, average manacles, average manacles, backpack, bag of holding I, bedroll, blazons of shared power, bracelet of dashing, chalks (10), climbing kit, compass, cookware, doubling rings, firearm cleaning kit, flint and steel, grappling hook, hat of disguise, healer's tools, mirror, rations (1 week)s (2), rope (foot)s (50), signal whistle, soap, torchs (5), waterskin, writing set, purse (8 gp; 1 sp; 2 cp)
--------------------
AC 25; Fort +15; Ref +15; Will +15 (On first failed save vs. controlling effect, roll second save at start of next turn)
HP 104
--------------------
Speed 15 feet
Ranged [1] +1 striking blunderbuss +18 (concussive, scatter 10 ft., magical, range increment 40 feet, reload 1), Damage 2d8+4 P +1 P splash
Ranged [1] +1 striking dueling pistol +18 (concealable, fatal (1d10), concussive, magical, range increment 60 feet, reload 1), Damage 2d6+4 P
Ranged [1] +1 striking heavy crossbow +18 (magical, range increment 120 feet, reload 2), Damage 2d10+4 P
Ranged [1] dueling pistol +17 (concealable, fatal (1d10), concussive, range increment 60 feet, reload 1), Damage 1d6+4 P
Ancestry Feats General Training, Natural Skill
Class Feats Dual-weapon Reload, Paired Shots, Scatter Blast, Sniper's Aim, Sword And Pistol
General Feats Diehard, Incredible Initiative, Toughness
Skill Feats Experienced Tracker, Group Coercion, Intimidating Glare, Quick Coercion, Shadow Mark
Other Abilities gunslinger weapon mastery, singular expertise, weapon specialization
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
He's encumbered. That's why his Acrobatics skill is +14 instead of +15. Also, he has less money than on your sheet; not sure why.

Ravingdork |

I like Mister Owl, but Herolab apparently doesn't. Says he has too many weapons. :-(
...
Thank you for checking, but my spreadsheets and I are fairly certain it is accurate (though I will double check everything as time allows). If you account for his stowed items and his bag of holding, he is carrying less than 8 bulk, and so is not encumbered. Also, like all my characters, he uses the Lump Sum optional rule in regards to starting funds, so there is no direct limit to how many weapons he can have.

Ed Reppert |

I think HLO's limit on weapons is 8 "active". The message it gives is '"The maximum of 8 active weapons has been reached. New weapons and bombs must be added as Suspended Equipment until some active weapons have been suspended or merged into stacks." Seems like an arbitrary limit of HLO, nothing to do with funds. Although he didn't have enough to buy the fourth set of manacles I tried to get him; that's why he only has 3. I use the lump sum rule too.
I don't know where HLO gets 8 weapons out of 2 pistols, a blunderbuss, a heavy crossbow and a dagger anyway. I submitted a bug report.
I note that currently HLO doesn't seem to be taking the blazons of shared power into account. I should probably bug that, too.
Hm. I see 4 ranged weapons on the sheet (his dagger is "suspended"). The dueling pistols and blunderbuss should have a melee aspect from the reinforced stocks, so that would be 3 more, plus 2 (melee and ranged) for the dagger. I suppose that's where HLO gets nine weapons. Why HLO doesn't display *any* melee weapons I don't know. In fact, within HLO the only melee weapon I see is "fists", which apparently doesn't count in the 8 limit. Another bug report, I guess. :-(

Ravingdork |

I don't use, and have never used, HLO. So I'm afraid I can't help you determine why it's doing any of that. (Though I did watch a friend make a character on there one time though.)
Here's my spreadsheet for the character if you'd like to double check my math. It's possible I got an entry wrong.

Ravingdork |
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NEW CHARACTER!
Doctor Krolmnite, Inventive Artificer (CG male umber gnome magical misfit inventor 7) - Pathbuilder build link
“I want to be the very best. Like no one ever was. To design them will be my real test. To craft them for my cause, I will travel across the land, searching far and wide, each secret to understand. The power that will be mine. The Krolmnite Golem Workshops are my real quest. I know it’s my destiny. I will make them the best, and they’ll wreck all the rest!”
Like many lava gnomes, Dr. Krolmnite lived with others of his own kind in massive caverns underneath an active volcano and shared a great love of all things fire.
Then his home blew up (and he became an adventurer).
Tactics: Dr. Krolmnite (never just Krolmnite or Mr. Krolmnite) and his bodyguard Kronk are together quite the versatile bag of tricks!
With the greater four action economy of having a companion creature, you could use two actions to megavolt through Kronk, then spend your last action to have Kronk use its two actions to megavolt again. Even if your GM doesn't allow that, you can megavolt and electric arc. Or explosion and produce flame; or protect companion, overdrive, and have Kronk kronk kronk; or Kronk kronk kronk while the good doctor Strikes with his crossbow (possibly with magical bolts) and uses Battle Medicine on someone; or Battle Medicine, healer's gloves, overdrive, Kronk kronk.
Lots of repeatable mix-and-match combos with this character's action economy!
Inspiration: Deadpool (Marvel Comics), Dr. Light and Dr. Wily (MegaMan), Rocket and Groot (Guardians of the Galaxy), Kronk (The Emperor's New Groove)

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You could also have Kronk pull the lever.
LOL. Yeah, Kronk having Manual Dexterity was never not going to happen.

Ravingdork |
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Doctor Krolmnite, Inventive Artificer (CG male umber gnome magical misfit inventor 7) - Pathbuilder build link
Here's an updated Pathbuilder build link.

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When praying to Zon-Kuthon, Dolgrin relies on his marvelous medicines, heal and stabilize spells, and Continual Recovery feat to ensure his torture victims do not perish (or lose consciousness) before his own desires have been sated. He uses spirit link so that he can truly make his victim's pain his own. Should Dolgrin ever kill someone too soon (in or out of combat) he uses breath of life to prolong their miserable lives.
I just realized you can't use very many healing effects on unwilling targets. Someone suspecting they are being kept alive only to be tortured more might well choose not to be healed so that they end their suffering that much sooner.
Heal and spirit link are right out, though stabilize and breath of life still seem to work still regardless of one's willingness.
Dolrgin can still put the spells to good use on himself I suppose.

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The Book of the Dead got the fires of inspiration lit again! Hoping to have a couple more additions in the near future. Enjoy! :D
NEW CHARACTER!
Mad Meenus Sniiv, juju zombie maniac (CE male half-orc zombie tomb born barbarian 8)
“My cleaver will make short work of you, soft skin!”
Conceived for fell purpose at an unholy site tainted
by death, Meenus was born into an orc cult seeking to one day create a powerful, nearly-unstoppable undead weapon. They succeeded in creating a nearly unkillable monster, though not in the way that they hoped.
Meenus grew into a powerful warrior under his clan’s guidance and, shortly after reaching peek physical fitness, the cultists within his clan forced him to undergo a painful and traumatic ritual that transformed him into a mighty juju zombie.
Even before undergoing the ritual Meenus was mentally unstable, claiming that he constantly heard the voices of the dead. Despite these delusions, the cultists took this as a sign that their ongoing experiments were working and so they revered him even more for what he was to become one day. Other members of his clan feared him for the same reason, and so frequently tormented him. They had taken to calling him “Mad Meenus the Sniiv” (the title pronounced “snīv,” being a derogatory term among their clan for “a broken orc”) so often that it unofficially became his name.
Between the cultists’ praise and the clan’s abuse keeping him constantly confused as to his place in the world, the traumatic toll of the unholy transformation to undeath resulting in the craving for the raw flesh and brains of the living, and the spirits that ceaselessly tormented him mind and soul since his childhood, Meenus ultimately went completely mad. Soon after the ritual was completed, he utterly snapped. In a rampage Mad Meenus killed his parents as well as anyone else he was able to get his hands on. Despite suffering numerous fatal injuries from those he attacked and murdered, his rampage continued unabated for a long while until everyone had fled beyond the reach of his terrifying wrath.
Though he eventually calmed down, and can functionally interact with others again, he was nevertheless exiled from his clan as a monster along with the cultists that created him. Falling back on what he was brought up to do—serve as an undead juggernaut—Mad Meenus Sniiv wonders the world as a serial killer and madman, wielding his clan chief’s great cleaver to inflict as much death and destruction upon the living and the undead as he thinks he can get away with. He frequently hires himself out as an assassin, mercenary, or other violent role, not for the money, but because it is only while he is within the throes of violence that he can drown out the voices of the departed and obtain the still living flesh that makes him feel alive.
Mad Meenus Sniiv started with the slaughter of the cultists that created him, hunting them down in the wilds outside his former clan’s territory, snatching and devouring them one by one until only he remained. When he feasted on their flesh and organs, he found that he felt reinvigorated; feeling returned to his undead flesh and the constant mental torpor he had been living under vanished, allowing him to feel like himself again...at least for a while. Still quite obviously unbalanced even when lucid, Mad Meenus Sniiv is never truly at peace, for he is now haunted both body and soul. When he has fed upon the flesh of the living the spirits continue to torment his mind. While violence silences the voices, his hunger demands still living flesh—not that of the recently butchered—and so continues to torment his body.
Tactics: It's pretty straightforward really. Rampage. Get killed. Continue rampage. Get killed again. Insist on rampage. Get killed yet again. Take the persistent bugger down with you.
Inspiration: Jack the Ripper, Hannibal, Jinx (Arcane/League of Legends), T-800 terminator, any stubborn tough guy in media that just. refused. to die.

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NEW VARIANT CHARACTER!
First, we have a variant character showcasing the new Thaumnaturge class! You might remember the Kellid occultist, Faern Zagdul, formerly a barbarian talisman dabbler investigator. Thinking that thaumaturge might serve the concept better, I threw this variant together.
Not sure if I succeeded, so I leave it to you to decide which version is better (don't worry, both will be included in the gallery).
Faern Zagdul, Kellid Occultist (CN male Kellid versatile heritage human hermit thaumaturge 11)
“Only I, Faern Zagdul, have the strength to see this through!”
After his familial tribe was massacred by a vengeful band of frost giants, Faern escaped into the cruel, cold mountains and tundra of northern Avistan, wandering from the Tusk Mountains in the west to the plains of Numeria in the east. Alone for several years, Faern was forced into a life of banditry and thievery to eat and survive. Shaped by the harsh, cold flatlands of the Mammoth Lords and Numeria—and the ever-present threat of enormous beasts, trolls, and other wicked and dangerous creatures therein—it was not long before Faern grew into a mighty warrior as well as a clever thief out of necessity.
Carrying little more than an ancestral sword, Frostblight, a massive cold iron cleaver permanently stained with the blood of frost giants and other wintery creatures, and a cloak made from a winter wolf’s pelt—a charm given to him by his late father that was meant to bring good fortune—from the ruins of his home, Faern survived for nearly a decade in the wilds on his own.
Tactics: Exploit Vulnerability, Stride into melee, and Strike. One round 2, intensify vulnerability with your weapon to gain +2 to hit, then use Inductive Strike. The higher attack roll will increase the chances of a crit, and thus both the damage you will deal and the knowledge you will gain about the creature's abilities. Use your mobility options (such as water sprint or wall jump) to end your turn in a hard to reach position. Use your tokens and talismans to aid your allies where possible.
Inspiration: Harry Dresden, John Constantine, Perseus, Ragnar Lodbrok
NEW PLAYTEST CHARACTER!
This is my attempt at building a relatively low level kineticist to see how it might turn out. Aside from the ridiculously low damage, I'm rather pleased with it. It's absolutely flabbergasting how many feats I was able to put on her.
Sienna Hensworth, wild beast witch (CG female versatile heritage human outrider kineticist 6)
“You really think you can keep up with the two of us?”
Sienna Hensworth is a Tian merchant that specializes in the capture and sale of rare and exotic beasts. Known to many in her homeland as a “wind witch,” Sienna possesses a unique ability to control the air around her—a power that she has leveraged many times to lull many unsuspecting creatures into an oxygen deprived sleep before their capture. She does not know why she possesses this power, only that she has had it for as long as she can remember. She suspects that her family may possess a remnant of djinni blood, though that is merely speculation on her part.
In her free time, Sienna also happens to be an avid terror bird jockey, racing her majestic birds in professional competition. Though her career is only beginning to take off, her ability to put the wind at the back of her steed while simultaneously using it to slow her competitors has served to give her quite a leg up on the game. Even without the boon of her wind powers, however, her skills in animal husbandry and training alone would make her a formidable opponent on the track.
Unfortunately, both her successful business and the winning streak in her hobby have put her under the scrutiny of organized crime. Local crime syndicates wish for her to supply them with beasts that will aid them in their larcenous pursuits, and for her to further rig the races on their behalf. Instilled with a strong sense of right and wrong at an early age by her parents, Sienna’s lack of cooperation has earned her the enmity of these syndicates.
Tactics: Learn as much about potential enemies with your familiar spy as you can prior to any confrontation. When battle is joined, use the superior speed of your terror bird mount in conjunction with Fair Wind to keep your distance from potential threats whenever possible. Pelt your foes with ranged Air Blast (when focus firing), Blast Barrage (against swarms of weaker enemies), or Aerial Boomerangs (alternate with the other two attack forms). In a single round, your mount should be able to carry you 100 feet as a single action, or 50 feet for no actions at all. That leaves you with two to three actions to use your boomerang or blast barrage, or to make normal blasts and maybe Gather Element if it is needed.
When focus firing a single foe, use multiple Air Blasts, rather than Barrage Blast, in conjunction with your agile trait and terror bird Support Benefit. Between agile reducing your penalties and your animal companion making your target flat-footed, the likelihood of landing your iterative blasts is much higher than is traditional for other kineticists.
If forced into tight areas against especially dangerous foes (such as those with reaction attacks) where high mobility isn't much of an option, rely instead on your steed's natural attacks for offense or your own melee reach to avoid enemy reactions. In any case, consider dismounting to set up flanking opportunities while making a point not to end your turn next to the enemy if you can avoid it.
Inspiration: Aang (Avatar: The Last Air Bender), Chocobo riders (Final Fantasy VII, Final Fantasy Tactics, other FF media), Deedlit's air spirit (Record of Lodoss War), Edea Kramer (Final Fantasy VIII)

Ravingdork |
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NEW CHARACTER!
Emissary, alien leshy diplomat (CN male personality cactus leshy emissary summoner 13)
“So you’re beginning to realize my true nature. Not bad for a lower creature; I guess I have to compliment you.”
Emissary is an alien “leshy” from another world in the Silgry system. Originally sent to Golarion on a one way trip to serve as an interplanetary diplomat, he long ago realized that his people’s attempts to open a dialogue with the primitive natives of the planet was doomed to failure. Strongly resembling a cactus leshy—largely benign creatures widely known to serve the primitives—meant that few took any stock in his prodigious claims of being a superior being, much less one that had come from space to uplift their society. After several years of trying—and failing—to secure meetings with various rulers, he simply gave up. Filled with shame at his failure, he never reported back to his people. Having no other recourse for returning home, he has instead decided to live out the rest of his days trying to carve out a new life for himself (preferably one with lots of primitive loyal servants to wait upon his every need).
Tactics: Pretend to be a mundane cactus while supporting your eidolon with extend boost and boost eidolon. If pressed, use your mental powers to disrupt enemy action while your eidolon does the real work. Your real strengths lay in the social arena. If you're in a fight, you've already failed...again.
Inspiration: Batman: The Animated Series (Poison Ivy's "cactus man"), Digimon (Togemon), Final Fantasy series (Cactuar), Mario franchise (Pokies), Marvel Comics (Cactus), Marvel VS Capcom (Amingo), OK K.O. Let's Be Heroes (Succulentus), Outlaw Star: Advanced Guard from Another World (the Great One), Pokemon (Cacnea, Cactar/Cactusar, Maractus), Yu-Gi-Oh! (Cactus Bouncer, Cactus Fighter)

Ed Reppert |

Been looking at Faern. Very interesting character. Two questions: 1. How did you get a ghost touch rune on a ranged weapon? 2. Given that he inherited Frostblight, I suppose it could have had all the attributes it has at 11th level (+2 striking flaming wounding cold iron) even back when he was starting out at first level. Or it could have been, back then, just a cold iron weapon. I can't see it *not* having cold iron from the beginning, anyway. What do you think?

Ravingdork |

Been looking at Faern. Very interesting character. Two questions: 1. How did you get a ghost touch rune on a ranged weapon?
Oh that was easy. I selected it from a list of runes on PathBuilder without reading the Usage line.
(I did not realize it was limited to melee weapons.)
2. Given that he inherited Frostblight, I suppose it could have had all the attributes it has at 11th level (+2 striking flaming wounding cold iron) even back when he was starting out at first level. Or it could have been, back then, just a cold iron weapon. I can't see it *not* having cold iron from the beginning, anyway. What do you think?
In my mind's eye, it has always been cold iron at the very least, and quite possibly a +1 flaming weapon as well.

Ed Reppert |

Ed Reppert wrote:Been looking at Faern. Very interesting character. Two questions: 1. How did you get a ghost touch rune on a ranged weapon?Oh that was easy. I selected it from a list of runes on PathBuilder without reading the Usage line.
(I did not realize it was limited to melee weapons.)
Hm. What would you suggest instead? Disrupting or flaming, maybe?
Ed Reppert wrote:2. Given that he inherited Frostblight, I suppose it could have had all the attributes it has at 11th level (+2 striking flaming wounding cold iron) even back when he was starting out at first level. Or it could have been, back then, just a cold iron weapon. I can't see it *not* having cold iron from the beginning, anyway. What do you think?In my mind's eye, it has always been cold iron at the very least, and quite possibly a +1 flaming weapon as well.
Makes sense.

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Hm. What would you suggest instead? Disrupting or flaming, maybe?
Unfortunately there are no other legal or worthwhile runes that fit within his starting budget. (There are surprisingly few options for ranged weapons.)
I've just refunded the coin for now, which is a shame, because "shooting a ghost" seems like something an occult character like him should be able to do.

Ravingdork |

Emissary, alien leshy diplomat (CN male personality cactus leshy emissary summoner 13)
...
Tactics: Pretend to be a mundane cactus while supporting your eidolon with extend boost and boost eidolon. If pressed, use your mental powers to disrupt enemy action while your eidolon does the real work. Your real strengths lay in the social arena. If you're in a fight, you've already failed...again.
I've swapped out Extend Boost for Defend Summoner, since this is intended to be a more defensive build (can't believe I missed it on the first pass). I've also diversified the gear by adding some additional spell scrolls.

Ravingdork |
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NEW CHARACTER!
Emissary, alien leshy diplomat (CN male personality cactus leshy emissary summoner 13)
Investigator: "Why do you carry a cactus? Why the glowing cactus rune upon it and upon your coat of arms?"
Ward: The 'coat of arms' is actually--
Emissary: "I AM NOT A CACTUS!!!"
Ward: "--the symbol of my people."
Investigator: "Oh my! I can't believe I missed it before. It seems so obvious now! You, Sir Silgry, must surely be one of those famed godcallers, and so this is your eidolon?"
Emissary: *Stares in disbelief with his beady cactus eyes*
X'D
(I'm starting to hear Emissary in my head as Stewie Griffon from Family Guy; should have added him to the Inspiration section.)

Ravingdork |

NEW GUIDE!
As you know, this thread is not exclusively for characters.
I put together this short guide on reverse engineering for formulas earlier this evening for some friends of mine in PFS who were struggling to wrap their heads around it. Thought it would prove generally useful to others as well. Enjoy!
Feel free to let me know if you have any ideas for improving it!

Ravingdork |

Okay, bit of a late hit on Emissary, but...
I'm really entertained by the fact that "steed form" comes in the form of "The eidolon looks like a dude who's carrying a flowerpot in one hand."
Emissary: "HE IS MY LOYAL STEED!"
Ward: "Yeah." *sighs*. "That."
XD

mamutito |

NEW CHARACTER!
Claon Tonkinelm, War Machine Engineer (N male umber gnome tinker summoner 13)
“Please stay calm while my steam giant pacifies the ruffians that have infested your humble community.”
Claon is an adventurous umbral gnome that once possessed grand ambitions of knightly heroism. Frail musculature and the realities of war long ago disabused him of such romantic idealism, however. Now known by many titles and epithets great and small, the loquacious gnome excels at making himself out to be far more than he is. Standing at only a little over three feet tall, Claon has nevertheless built up a fearsome reputation in the lands of Numeria thanks to his bruising intellect, sharp tongue, and—most likely of all—his towering war machines.
Claon was trained from a young age in the construction and maintenance of magical and technological war machines as a member of the Technic League in Numeria. Having become obsessed with weapons of war long ago, Claon nevertheless thought the “modern” devices of the rest of the Inner Sea to be crude and ineffective compared to that which could be found within the ruins of Silver Mount. Claon made quite a living for most of his early adulthood developing weapons of war for the Technic League, then later, for the highest bidder. Over the years he strived to discover the secrets of the mysterious Gearsmen, studied the many devices within Silver Mount, attempted to perfect the League’s other weapons of war, and even invented a few of his own personal battle constructs—many of which were lost during the days of the League’s collapse.
Only the giant, lumbering, war machine called Lumberjack remains. A product of exquisite artistry and skill, this sentient war machine is undoubtedly his Magnum Opus.
Tactics: Against multiple weaker foes, make early use of Battle Cry and paralyze to make it easier for your eidolon to get into position to use...
Love the character, can you share the pathbuilder link? Thanks!

Ravingdork |

Love the character, can you share the pathbuilder link? Thanks!
Here's what I have for the character currently. It's been a long time since I've looked at the character, so I can't guarantee everything will match up.

Ravingdork |

CHARACTER UPDATES!
Now that I have access to Treasure Vault, I've been looking for ways to incorporate some of the new equipment into the gallery. This may well only be a start.
Chesh Nyanta - He now wears a shapespeak mask, which allows him to speak while in his feline forms.
Etari the Magnificent - He now carries a thrower's bandolier filled with throwing knives, rather than carrying a single returning throwing knife.
Jensen - She now possesses an aether appendage, rather than the homebrew phantom limb.
Maple - She is now the proud bearer of a fortress shield instead of a tower shield, granting her +3 AC instead of +2 AC when it is raised (still +4 AC when used for cover).
Mighty Elmon - He now carries a thrower's bandolier filled with bolas, rather than returning bolas.
Revin Bitter, Seighlin Kurn, Soumral, and others - I've made adjustments to account for recent errata.

Ravingdork |

Huh. Aether Appendage is potentially very interesting for monk builds. Your handwraps can keep it corporeal easily enough, and once you've got that, it's Ghost Touch without requiring a property rune slot.
Yep! :)

Ravingdork |
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NEW CHARACTER!
Our first kineticist from RoE has arrived!
Badbella (CG female human outrider geokineticist 10)
Separated from her tribe during a fearsome snow storm, Badbella survived amidst the huddled masses and warmth of a heard of woolly rhinoceroses. When she rejoined her Kellid tribe the following season, she had learned a great deal about surviving on her own in the wilds, the inner workings of the natural world (including how to manipulate earth and stone), and even found the time to make herself a new best friend in the young rhino calf, Ja'maker.
Enjoy!

Ravingdork |

LOL. I fell asleep and didn't post all that I intended.
Addendum: Badbella (properly pronounced as "bad-bowl-lah"), is a 10th-level human earth kineticist and rhino rider with the mind of a child. Despite her simple nature, she has developed a life-long friendship with the king of wooly rhinos, the immense Jammaker (properly pronounced as "Yah-mock-her").
Those not properly familiar with her and her pet often mistakenly refer to her as "Bad Bella" and her china-shop terror as "Jam Maker"--nicknames from her childhood that perturb her to no end.
Tactics: Badbella uses her control over earth protect her and her companions and to slow her enemies down, before charging in atop Jammaker to grind her foes into the earth. Despite her child-like mind, she is quite adept at using her powers to set up the battlefield to her advantage, often leaving her enemies trapped between a rock and a hard place with precious few avenues for escape.

Ravingdork |
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NEW CHARACTER!
Our first multi-element kineticist from Rage of Elements is here!
Raijin Perun (male Bonuwat human hired killer kineticist 16)
In the mysterious and treacherous region of the Sodden Lands, a malevolent figure known as Raijin Perun lurked. He was an Ombo Bonuwat, born under a tempestuous sky that foreshadowed the darkness within him. Raijin possessed an affinity for the destructive forces of nature and reveled in chaos. He became a feared assassin, utilizing his elemental powers to mercilessly slay his victims. Whispers of the "Stormwalker" spread, and his enemies lived in constant fear of the shadowy figure who wielded the fury of storms to sow terror and death.
Tactics: If you're using your many impulses to access restricted locations, ambushing and/or sniping your enemies, and suffocating victims in their sleep, you're playing Raijin as he was intended. However, if that is not to your taste then I encourage you to use different tactics, or to modify his abilities to better suit your playstyle. Written here as being a rather remorseless killer, he could just as easily be a village defender, feared only by the demihumans and monsters that would threaten his people.

Ravingdork |
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Announcement
Moving forward every new character added to this emporium will adhere to the coming Remaster rules changes as closely as is possible at the time of posting. I will not be starting a new thread just for Remaster characters.
I will not be updating earlier characters to Remaster rules en mass; sadly, it is an endeavor for which I am unlikely to have the time. However, I may go ahead and update specific characters to Remaster rules as part of updating them for other reasons (such as to take advantage of newly released content), if it suits my fancy and as time allows, or possibly upon request.
The new remastered characters will be placed in a "Remaster" subfolder of their own on OneDrive, and the non-remastered versions will be preserved in the original Emporium location.
Character Update
The first character to receive such an update, is going to be one of my favorites: Yiankun Lee, the Stone Child (NG female wildwood halfling miner sorcerer 17).
This update adds new gear and an updated spell list from Rage of Elements, as well as formatting updates for all we know so far from the Remaster previews. As we learn more about the game's changes, it is fairly likely that she will need additional updates in the future.
I considered giving her Kineticist Dedication and a couple of earth impulses, but ultimately I wasn't willing to give up her familiar (and awesome backstory) to make room for the feats. I might recommend it for anyone playing her with Free Archetype however.
If the official Remaster statblock styles change substantially, I may well update my character sheet design to match as well, so that is something else you all might look forward to.
Happy roleplaying!

Ravingdork |

Remaster Preview Document
Being a graphic designer who makes books for a living, I took the liberty of putting all the previewed pages from the recent Remaster GenCon Twitch stream into a tidy little PDF for everyone.
For those who missed it yesterday, here is the original video from which these pages are sourced.
Also, here's the official Remaster Core Preview Document from Paizo.
Read! Enjoy! Discuss! Spread the good news to the masses!

Ed Reppert |

Been playing around with Raijin Perun on Pathbuilder and Herolab because I couldn't get the build to match up with your description. Here's what I found:
Gear matched perfectly once I realized "perfect droplet" in the gear list is a shorthand for the "major perfect droplet" listed on page 6.
Slippery Secrets requires Master in Deception, which requires (with the other skill increases on the sheet) nine skill increases instead of the normal seven. So I gave him Skill Mastery (Rogue Archetype feat) at level 10, which gave him Kip Up (already on your list), Expert in Thievery and Master in Acrobatics. Deception to Expert at level 9, and to Master at level 13.
In the end I came up one skill or general feat short at level 15 or 16, so I gave him Legendary Sneak for his level 15 General Feat and Quick Unlock (which is not on your list unless I missed it) at level 16.
I couldn't find Spellhearts in Pathbuilder. I did build a custom item, but didn't see a way to attach it to his weapon.
I think I got all the feats you had for him, and the skill levels match except for Deception. Attributes match. Here's the statblock:
Raijin Perun
Human kineticist 16 (Advanced Player's Guide, Lost Omens Character Guide, Lost Omens Firebrands, Rage of Elements)
N, Medium, Human, Humanoid
Heritage versatile human
Background hired killer
Perception +24
Languages Common, Mwangi, Sussuran, Thalassic
Skills Acrobatics +27 (+29 to Maneuver in Flight), Athletics +18, Deception +24, Diplomacy +20, Intimidation +20, Nature +22, Stealth +31, Survival +22, Thievery +27, Underworld Lore +20
Str 10 (+0), Dex 20 (+5), Con 21 (+5), Int 14 (+2), Wis 18 (+4), Cha 14 (+2)
Items +2 greater resilient greater shadow greater slick leather armor, +2 greater striking shock forked bipod (major perfect droplet)[GG], backpack, bedroll, bottled air, chalk (10), decanter of endless water, flint and steel, greater gate attenuator, horn of fog, infiltrator thieves' tools, major goz mask[TV], major ring of cold resistance, rations (1 week) (2), rope (foot) (50), scroll of chain lightning, soap, torch (5), wand of choking mist (4th)[TV], waterskin, purse (176 gp, 2 sp)
--------------------
AC 37; Fort +31 (Crit failures are failures instead; half damage on failures vs. damaging effects., Successes are crit successes instead.); Ref +29 (Successes are crit successes instead.); Will +26; Successes vs. inhaled threats are crit successes instead., +1 circumstance bonus vs. inhaled threats.
HP 216; Resistances cold 15
--------------------
Speed 25 feet, swim 15 feet
Melee [1] [i]+2 greater striking shock forked bipod[/i] +27 (deadly 2d6, agile, finesse, magical), Damage 3d4+2 P +1d6 E
Greater Kinetic Durability Your gate protects you even more. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you fail a Fortitude save against an effect that deals damage, you halve the damage you take.
Kinetic Durability The sustenance of your inner gate counters harm that would come to your body. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Kinetic Quickness Your body flows with the elegance of a flame, a wave, a breeze. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Ancestry Feats Advanced General Training[APG], Multitalented, Natural Ambition, Wavetouched Paragon[LOCG]
Class Feats Aerial Boomerang, Air Cushion, Body Of Air, Call The Hurricane, Clear As Air, Cyclonic Ascent, Deflecting Wave, Effortless Impulse, Four Winds, Ghosts In The Storm, Kinetic Activation, Lightning Dash, Rising Hurricane, Rogue Dedication, Skill Mastery, Weapon Infusion
General Feats Breath Control, Incredible Initiative
Skill Feats Aerobatics Mastery[APG], Experienced Smuggler, Foil Senses, Kip Up, Legendary Sneak, Pickpocket, Quick Unlock, Quiet Allies, Shadow Mark[APG], Slippery Prey[LOFB], Slippery Secrets, Subtle Theft, Swift Sneak, Terrain Stalker, Tumbling Theft[LOFB]
Other Abilities reflow elements, weapon specialization
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Ravingdork |

That's strange. He should have Rogue Dedication via Multitalented at 9th, and get Master in Deception at 13th, the same level he gets Slippery Secrets.
Maybe you have an older copy? After roughly 24 hours of my initial post, I realized I missed some prerequisites and so moved some skills around to compensate.
He should be fully rules legal, at least according to Pathbuilder.
Here's the Pathbuilder link, as it stands currently.
Your version seems like an interesting alt. I like the extra skills certainly. What feat did you end up dropping to fit Skill Mastery?
I'll change "Perfect Droplet" to "Major Perfect Droplet" at my next available opportunity.

Ed Reppert |

Maybe I missed a feat. Take a look at the pathbuilder. Maybe you can see what I missed.

Ravingdork |

Looks like you moved several abilities around, getting some fun ones earlier (such as Body of Air and Clear as Air).
Looks like you're missing Cyclonic Ascent. Your variant doesn't appear to have the ability to fly at all, save for turning into a cloud.
I also noticed you still have the +2 greater stricking shock forked bipod. I gave that up early on in favor of a staff. Tons more versatility and options.

Ed Reppert |

Damn, I thought I had Cyclonic Ascent in there. Hm. Back to the drawing board.
I was kind of non-plussed about the bipod at first, but it kind of grew on me. :-) Still, I agree a staff is more thematically appropriate, but I'll have to think about how and when he gets it. Seems like he would start with an ordinary staff, and at some point commission someone to create the staff he wants -- after all, he's not a spellcaster, technically, and he doesn't have the necessary crafting skills anyway.`

Ravingdork |
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NEW CHARACTER!
Ever wonder how far you can take the kineticist class conceptually? How about a time traveling robot from the future that shoots destructive plasma lasers?
C.H.A.D. (male personality warrior android time traveler kineticist 1)
In the distant future, in a world dominated by advanced technology and interstellar warfare, a brilliant scientist named Dr. Cassandra Harken embarked on an ambitious project. Fueled by her desire to create the ultimate weapon that would put an end to devastating wars, she developed the Cybernetic Humanoid Assault Drone, codenamed C.H.A.D. Unprecedented in its sophistication, C.H.A.D. was designed to possess unparalleled combat capabilities, adaptable AI, and advanced energy projection technology. With its creation, it was believed that living beings would no longer need to fight.
Tactics: Though C.H.A.D.'s damage is lacking at this level, he's well on his way to become a blaster power house. For now though, he has good ranged capability and can get over difficult terrain undeterred. This allows him to kite defensively with great effectiveness. What's more, his ability to hit multiple targets each round, every round, means that over time, his damage really starts to add up. His flyssa is largely for show, working with his armor and shield (which are more practical in their use) to allow him to better blend in when needed.
C.H.A.D.'s Pathbuilder breakdown, with possible options through level 15