
Giant Halfling |

Well, my new game is starting to pick up some steam, so I probably won’t end up applying... but, just out of curiosity, would this be a reasonable AP to run a gunslinger in? I mean, I’m sure there aren’t really any APs where there’s like a plethora of enchanted guns kicking around as loot but would there potentially be opportunities to maybe like get a gun enchanted at some point, or at least to easily procure materials for making ammunition, or would it be like fighting with a sword most of the time to carefully ration out the rare few bullets/cartridges I could make? The players guide didn’t say anything about gunslingers either way.

DM Squirrel Ninja RoW |

Happy Monday all! I am enjoying the interest in this AP. There are only a few completed applications so far. Keep them coming!
Just a rundown on where we currently are with submissions:
Completed:
LetcherMan69 - Landon Whiskers IV - Human Oracle(Lunar Mystery) - Restless Wayfarer
The KGB – Astrid Meginherd - Human Druid – Northern Ancestry
Patrickthkid – Joas Alveron – Human Air Elemental Sorcerer – Northern Ancestry
trawets71 – Trawets Aarock – Human Evocation(Admixture) Wizard – Adaptive Magic
Works In Progress:
Torglad Frostbeard Gloomblade Fighter - no multi-class variants allowed
Grankless - Asmodean Advocate Cleric or Evangelist Cleric
Ylbanna Changeling Bloodrager - Needs slight tweaking Core races only
Thanion Aeraviel - Artic Elf Kensi Magus
coinshot – Half-elf Twinned Summoner
Nephits – Human Ranger – Witch hunter of a sort.
Dots:
Anthorg – Pyromaniac or Bard
Zefig
John Woodford
GMGrumpelStiltzkin
Delightful – maybe Paladin of Shelyn
Chillblame – maybe barbarian or boodrager or inquisitor of erastil
Giant Halfling
ALL I do believe I have everyone’s Completed/WIP/Dots updated. If I missed anything please let me know and I am sorry for any oversights. Also, I look more at concepts/backgrounds more than the build when it comes to me making decision of the party.
@Sha’ir In the requirements for your Vagabond Child drawback it says Urban, I am curious how that fits into your background. Also, Vagabond Child and Stigmatized are both drawbacks. Also, double check your HP, I don’t think 51 seems right at level 1. :-)
@Trawets71 the image you have selected for Trawets Aarock looks like Nicolas Cage playing the role of a vampire.
@Nephits too on the nose? Maybe, but you are a witch hunter…. Favorite enemy it is hard to say. What would maybe suggest something like the Guide archetype where it is more versatile when it comes to targets? Or maybe something that you have been hunting up to this point? Not to be meta or whatnot but Humans seem to be always a good choice...
Giant Halfling I don’t go 100% with the loot in the books. If the give me a +2 Hand Crossbow but there isn’t any real use for it in the party, I change the item up...

Coinshot |
Here's my submission. Please let me know if it's missing anything. I changed the fluff for the Twinned Summoner purely for flavor and background purposes, so hopefully that's okay.
******************
Ability Scores
******************
Str 18
Dex 12
Con 14
Int 7
Wis 10
Cha 12
******************
Racial Abilities
******************
Ability Score: +2 Str
Size: Medium
Base Speed: 30 ft.
Languages: Common, Elven
Immunities: Immune to magic sleep; +2 racial vs enchantments
Ancestral Arms: Martial Weapon Proficiency (Greatsword)
Keen Senses: +2 racial Perception
Low-Light Vision
******************
Class Abilities
******************
Twinned Eidolon: Biped eidolon that looks like his twin
Life Link: Can sacrifice -1hp to give +1hp to eidolon when it takes damage
Summon Monster I
Evolution Pool: 4 (3 Base +1 Extra Evolution)
- Claws (free)
- Limbs (Arms, free)
- Limbs (Legs, free)
- Ability Increase (Strength, 2 points)
- Improved Natural Armor (1 point)
- Skilled (Perception, 1 point)
******************
Traits
******************
Northern Ancestry (Campaign): +1 trait Fort., Cold Resistance 2
Dirty Fighter (Combat): +1 dmg to flanked foes
******************
Feats
******************
Extra Evolution
******************
Skills
******************
Perception +3
0: Detect Magic, Light, Mage Hand, Read Magic
1: Lesser Rejuvenate Eidolon, Mage Armor
Defense:
HP: 10
AC: 15 (Mage Armor)
Touch AC: 11
Flat-Footed: 14
CMD: 15
Fort: +2
Ref: +1
Will: +2
Offense:
BAB: 0
CMB: +4
Greatsword: +4, 2d6+6
Oberon:
Greatsword
Summoner's Outfit
Summoner's Kit
Nox (Eidolon):
Greatsword
Summoner's Outfit
Born as the younger of twin sons of the minor noble house of Corvere, Oberon and his brother Nox had a relatively easy life despite the decline of the family fortune. They carried the fine features of their elven mother, and the broad shoulders of their father, so it was with no surprise that when they were sent to study abroad in Oppara, the frivolous twins cared more about charming their way into soirees than studying during their formative years. Money may be tight for the Corveres, but there were lonely ladies aplenty with deep coffers who could not resist those smiles that held the promise of youthful delights.
Upon returning home, reality snuffed their summer passions and embraced them like a blanket of snow after blizzard. Their family nearly in ruins, Oberon and Nox were both forced to work, helping their father tend to the estate, taking care of paperwork, and other sorts of tedious tasks neither had a mind for. With boredom and restlessness setting, his older brother Nox found an excuse and set back out for Taldor with the promise of bringing back prosperous partnerships.
It had been weeks since Nox left when Oberon felt a palpable chill and feared for his brother’s life. Recurring nightmares and restless fear kept him anxious throughout his days. He lost weight, shunned public life, neglected his duties, and burdened a family already bowed to a breaking point. Gone was the cheerful vitality in Oberon. He looked like the cadaver of a fairy-tale prince, silver hair around bog-corpse skin. His troubles culminated on a night when Nox manifested before his eyes. Through his ordeal Oberon had developed mysterious powers, now capable of calling upon what seems to be the spirit of his brother in the form of an eidolon. The eidolon seems to have all of his brother's memory intact from prior to the past few months. Now it seeks retribution for an injury it does not recollect beyond intense emotions.
Partly to get him out of the house, and partly to solve the mystery of what happened to Nox, Oberon was sent out to Heldren, the last point of contact from Nox.
Oberon bears all the hallmark of a noble youth. A chiseled frame, broad, strong, and good looking with an easy smile, but all of that has recently taken shelter inside a brooding facade. He dresses simply, often without a top, an old habit that still lingers.
Oberon's brother's disappearance affected him both emotionally and physically, and he bears those scars for all to see. It is only on rare occasions that evidence of his previous life, the charming young rogue, blooms forth. He is guarded, usually taking counsel only with his brother, from whom he is almost never apart. He speaks in high speech, which often comes across as arrogant or standoffish to those outside of the aristocratic circles, yet he is looked down upon by the nobles as someone barely above a beggar's station in life.

chillblame |

Karl DarkHunter
Human, male, Sacred Huntsman of Erastil
Strength 12
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 14
Charisma 11
BA +0
CMB +1
Longbow +3 1d8
Pt blank shot, precise shot
Morning star +1 1d8
Dagger +1 1d4
AC 16 TAC 13 FFAC 13
CMD 14
Fort +2 Ref +3 Will +4
+1 will vs evil spellcasters
Point blank shot
Precise shot
Armour expert: -1 to armour check penalty
Warded against witchery: You gain a +1 trait bonus on
saving throws against the spells, spell-like abilities, and
supernatural abilities of evil arcane spellcasters, and a +1
trait bonus on Spellcraft checks to identify spells cast by
evil arcane spellcasters.
Bluff
+5 Climb 1+1+3
+5 Craft (bower/fletcher) 1+1+3
Diplomacy
Disguise
Heal
+5 Intimidate 1+0+3+1
Know arcana
Know dungeoneering
+7 Know nature 1+1+3+2
Know planes
+7 Know religion 1+1+3+2
+6 Perception 1+2+3
Profession
Ride
Sense motive
+2 Spellcraft 0+1+1
+7 Stealth 1+3+3
+6 Survival 1+2+3
+1 Swim 0+1
Domain (good)
Monster lore
Orisons
Stern gaze: +1 intimidate
Animal companion
Tiny
Str 14 Dex 12 Con 15 Int 2, Wis 13, Cha 3
Fort +5 Ref +4 will 0
HP 15
Gore +3 1d8+2
AC 15
Skills survival 2
Feats Toughness
Low light vision, scent
Tricks track, guard, attack
Lv 0 detect magic, light, guidance, resistance
Lv1 (2/day) deadeyes lore, true strike
Longbow 75
30 arrows and quiver 1.5
10 cold iron arrows 1
Chain shirt 100
Cold iron morning star 16
Dagger 2
Inquisitors kit 30
Artisans tools 5
Travellers outfit x2 1
Reversible cloak 1
Scarf 1
Candle rod x3 3
Acid x4 40
3gp, 5sp (1gp in boot, the rest in pouch)
Karl has lived in Helden for most of his life, his father bringing him there when he was young. His father told him when he was old enough that his mother had been a witch, and she had fled another more dangerous witch. His father hid Karl and himself to avoid the clash.
Karl’s mother had blessed him, making him much more resistant to evil magic, telling Karl’s father he had a destiny involving witches and their plots. Karl was hidden to avoid such things. But fate has a way of not being denied.
As a boy, Karl was involved in the community and became a follower of Erastil, the huntsman of the gods. Protector of communities. At first, he thought to become a cleric, but Erastil had a different purpose for the young man. When he discovered a young Arsinoitherium, and hand-raised it, naming the beast Tiny, they became close companions. Erastil gifted a bond to Karl. So, he became a Huntsman of Erastil, a defender and hunter of monsters. Well eventually. He still has much to go. But with his friend Tiny, he is on his way.

pad300 |
I'm dotting this for interest ... but I'm having a bit of a hard time coming up with a PC. Most of the things I am thinking of these days seem to fit the occult classes... I think the party needs a frontliner, (and these days my first thoughts turn to medium and occultist...) maybe some sort of a Hunter/Ranger/Cavalier thing?

DM Squirrel Ninja RoW |

I’d like to start as a gunslinger and then take maybe 4-5 levels of fighter with the trench fighter archetype, if that’s ok?
This is a common thing I see with them. Gunslinger 5, something else the rest of the way.
maybe some sort of a Hunter/Ranger/Cavalier thing?
Those are all great options. I personally enjoyed a Cavalier I played in my last in person campaign. It was a Halfling Order of the Paw Cavalier and this was great because it could still be mounted if we were inside or outside. Large or Larger mounts are fun but typically difficult in most APs

Blaydsong |

I'm very interested in this, though I may be cutting it a little close. Going to dot in for the moment and see if anything specific jumps out at me.
At the very least, I may submit an existing character that I haven't used yet.
I do currently have an Ifrit Spellscar Drifter Cavalier that I haven't used yet, but I'm not sure how well that would mesh in this AP.

Delightful |

Still working on the Shelynite Paladin. Stats are done and I'm taking my time writing the backstory and other fluff. I did have some mechanical questions, though, for you Squirrel Ninja.
1. Do are particularly stringent about Carrying Capacity or do you have that some leeway?
2. What's your thoughts on the Bladed Brush feat? Some people think it works with Slashing Grace to provide Dex to damage, but others think the specific wording of the feat prevents that. What's your take?

DM Squirrel Ninja RoW |
1 person marked this as a favorite. |

I do currently have an Ifrit Spellscar Drifter Cavalier that I haven't used yet, but I'm not sure how well that would mesh in this AP.
Sounds good. Only thing is I am asking for Core Races only. Sorry, no Ifrit.
1. Do are particularly stringent about Carrying Capacity or do you have that some leeway?
1) I personally don't get overly bogged down with Carrying Capacity most of the time. However, if the 8 Str Gnome Sorcerer is carrying a dragon's horde worth of loot then we have things to talk about.
I also don't keep full track of standard ammo or rations/drink. Most of the time the party is either coming from or going to a town that will have that stuff readily available. Now when it comes to magical ammo or ammo that is made or different types of material those I count exactly.
2. What's your thoughts on the Bladed Brush feat? Some people think it works with Slashing Grace to provide Dex to damage, but others think the specific wording of the feat prevents that. What's your take?
2) I would have to say that they do not work together. I read over them a few times and here is my take.
Blade Brush says When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon. This is not actually changing its type. But, you are treating it as something else.
Slashing Grace says Choose one kind of light or one-handed slashing weapon. For the Slashing Grace you it would still have to be a light or one-handed slashing weapon, it is specifically asking for one kind of light or one-handed slashing weapon. Also, as the feat reads it also says When wielding your chosen weapon one-handed This is not what you would be doing anyway because you are using two hands to use it.
That second one was a great question and a fun exercise in seeing how feats work together.

Blaydsong |

I would have to agree with Grankless. I've never been part of any debate regarding these feats, but RAW states that the two would work very well together. In fact, I would say that you would have to have Bladed Brush to be able to take Slashing Grace, if you were wanting to do finesse-type Paladin of Shelyn.
Makes me wonder if it would be worth looking at the Virtuoso Bravo Archetype for such a character. :D
Edit: Too slow. :p
Blaydsong wrote:I do currently have an Ifrit Spellscar Drifter Cavalier that I haven't used yet, but I'm not sure how well that would mesh in this AP.Sounds good. Only thing is I am asking for Core Races only. Sorry, no Ifrit.
Sorry. Must have missed that. I'll have a closer look when I get home after work and see what I have. :)

DM Squirrel Ninja RoW |

I would have to agree with Grankless. I've never been part of any debate regarding these feats, but RAW states that the two would work very well together. In fact, I would say that you would have to have Bladed Brush to be able to take Slashing Grace, if you were wanting to do finesse-type Paladin of Shelyn.
Makes me wonder if it would be worth looking at the Virtuoso Bravo Archetype for such a character. :D
I see what you and Grankless are saying. The only thing is that Slashing Grace specifically says When wielding your chosen weapon one-handed. You are never actually wielding the glaive one-handed.

DM Squirrel Ninja RoW |
1 person marked this as a favorite. |

@Blaydsong Now that you see what I mean... I must add more confusion to the mix. I think that I would actually allow the two feats to work together.
Upon examining the last part of Blade Brush it says When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).
Looking into Precise Strike it does exactly what the Slashing Grace is wanting to do...
@Delightful I will allow it.
@ALL Sorry for the crazy detour this recruitment post just took.

DM Squirrel Ninja RoW |

@Grankless/Emil Polpo I believe you need to recalculate the math for Profession(Barrister). Your traits give you the bonus to Diplomacy/Bluff checks, not to the Profession (Barrister) check. It is similar to you not taking a -1 Cha to the Profession (Barrister) check because that only applies to your Diplomacy/Bluff checks.
Devil in the Details allows you to use Profession (Barrister) for Bluff and Diplomacy checks. It isn't allowing you to use traits/feats/whatnot that boost Bluff or Diplomacy to impact the Profession (Barrister).
Skill Focus Profession (Barrister) would work for what you are intending.
At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks.
As they say "The Devil is in the Details." Sorry, I couldn't help myself...

DM Squirrel Ninja RoW |

Just a rundown on where we currently are with submissions:
Completed:
LetcherMan69 - Landon Whiskers IV - Human Oracle(Lunar Mystery) - Restless Wayfarer
The KGB – Astrid Meginherd - Human Druid – Northern Ancestry
Patrickthkid – Joas Alveron – Human Air Elemental Sorcerer – Northern Ancestry
trawets71 – Trawets Aarock – Human Evocation(Admixture) Wizard – Adaptive Magic
Arrannai – Randgrid – Half-Elf Viking (Fighter) – Blood of Giants
Coinshot – Oberon Corvere – Half-Elf Summoner – Northern Ancestry
Chillblame – Karl DarkHunter – Human Sacred Huntsman Inquisitor of Erastil – Warded against Witchery
Grankless – Emil Polpo - Asmodean Advocate Cleric or Evangelist Cleric – Ward Against Witchery
Works In Progress:
Torglad Frostbeard Gloomblade Fighter - no multi-class variants allowed
Ylbanna Changeling Bloodrager - Needs slight tweaking Core races only
Thanion Aeraviel - Artic Elf Kensi Magus
Nephits – Human Ranger – Witch hunter of a sort.
Dots:
Anthorg – Pyromaniac or Bard
Zefig
John Woodford
GMGrumpelStiltzkin
Delightful – maybe Paladin of Shelyn
Giant Halfling
Pad300 – Frontline. Maybe a Hunter/Ranger/Cavalier
Blaydsong
@ALL If I missed anyone please let me know as I try to keep an updated list of the Completed/WIPs/Dots

Grankless |

I guess I should probably just split it in to three different fields. I was mostly considering "well, at absolutely no point am I going to be rolling a *normal* Profession (barrister) check so this'll be fine". I know how it all works, it's mostly just me being lazy and not writing an extra line. :P
EDIT: I also misread Iron Citizen - let's just slap 2 in to Sense Motive there...

Torgald Frostbeard |

Born in the Five King Mountains, Torgald was a dwarf who was born in the wrong place. His father had been a smelter, as was his father before him, all the way back to the Quest for Sky. But for Torgald? From a young age he could not stand the heat. The way that it made sweat fall from him like the rain. Of the stale air that would assault his senses, it was torture. This made him into something of a rebellious youth, which even daily beatings couldn’t cure. Not even apprenticing him to an engineer could set him on the ‘right’ path. But, as it took him away from the open flame, he was at least willing to do it. But a dwarf he still was, and the call to craft was in his blood. Only for him, it was not stone or steel that he sought out. But ice.
Each winter he would seek out the coldest caverns to work his craft. When discovered this was met with ridicule, for why make something which would not last? Why waste such time? But no matter how much his father shattered his creations, he persisted.
He persisted, until one day. He had made an axe out of ice, which his father duly destroyed. And once alone, sitting before the crushed remains of his creation, he held out his hands and imagined the weapon he had made. And to his surprise, it came back. In his hands it existed once more.
Terrified at first, he began to experiment. And soon found that he could call to him any weapon of ice that he had ever made. It was a power he could not explain, and that he knew he could not share.
When he came of age, Torgald quietly left in the night. He began to walk north, to the land that his heart yearned for. Further and further he went until he arrived in the village of Heldren. It was there that he finally stopped. If there that he felt he could finally practice his craft in peace.
Burned (Effect: You take a –1 penalty on saving throws against fire effects.
In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.))
This goes hand in hand with Northern Ancestry which gives him Cold Resistance 2. Just as he is drawn to the cold north, so too does he shun the flame
Torgald is as short and stocky as any dwarf. With his well crafted Chainmail and heavy shield, one might think him atypical. Where he differs in appearance is his pale skin, which seems to defy a tan of any sort, and his beard. While blond, it seems to attract ice, to the point where it always seems to be frosted over.
He also differs from most other dwarves in his personality. Torgald is, for the most part, an easy-going sort. He doesn’t share the hatreds of his kin, and is, surprisingly, quite empathetic. A lifetime of being an outsider has left him willing and able to see the world from the perspective of others. At the same time, he is a horrible liar and finds acting intimidating to being a foreign concept. To him, problems are best solved with common sense and mutual understanding. And if that fails? The direct path is best: an axe to the face.
Alignment: Chaotic Good
Character should be complete. As a Gloomblade Fighter he can make his own weapons, and as a fighter will be quite tanky. I think that the character concept will fit a winter-themed AP.

Blaydsong |

Brief question for you, Squirrel Ninja. What is your stance on guns for this AP? I'm referring to both rarity and character usage.
I'm considering playing a gunslinger of some kind, though another thought is playing a Wizard Spellslinger. My Cavalier is still potentially on the table, but I'm not sure I like the place that he'll be in after the adjustments.

DM Squirrel Ninja RoW |

@pad300 I am unsure why you rolled HP. You will start with Max HP.
@Blaydsong I am not against Gunslingers. Another person asked about them because they were worried about loot and upgrades. I told them I don't always use the given loot in the books. I typically check out what the party needs and adjust accordingly.

pad300 |
@pad300 I am unsure why you rolled HP. You will start with Max HP.
The PC's starting HP, that is maxed, sure. I am not aware of any such rule for Animal Companion's though.
Also, did you miss my question above?
DM Squirrel Ninja RoW,
I don't actually see anyone on the list who can detect traps. That could be a problem. Do you object to me taking a drawback and a 2nd campaign trait - Trap Finding (from Mummy's Mask)? As a stopgap...

DM Squirrel Ninja RoW |

@Pad300 Oh I see. Animal Companions get 4.5 HP per level rounded down. Also I did miss your question. I would be cool with you taking that trait if we don't get a rogue or another character to cover the traps. Good eye! I am sorry I missed the question originally.
@ALL We have today and tomorrow to finish up submissions. Anything posted after 11/7/19 will be excluded. I am enjoying the submissions and I must say it will be difficult to select only 4.

pad300 |
Miro Ciamboglin V0.5
Miro has grown up in the Border wood, with the druids and their visiting ranger allies. They inculcated in him a a deep love of animals and the wilderness, and sees them as Erastil’s gift to the people of the world – a gift that should be used, but not abused. He learned skills from both the druids and the rangers, but it was when he was introduced to an orphaned cub tiger, Sheiara, that he arrived at his own path, that of the hunter. A lot of romping and playing hunt and pounce with a growing tiger cub developed his skills at both spotting hidden danger (Danger Detection Racial) and working with animals (Outrider racial).
The other constant in his childhood, besides the outdoors, Sheiara and the druids, was the tales of the elderly 1/2 elven ranger, Belryn Ilihana, and his youthful exploration of Osiriani tomb complexes. The stories fired Miro’s imagination, and he spent many an hour imagining the exploration of a forgotten tomb. He wanted to go there and do that. The traps that Belryn had encountered seemed fearsome and fiendishly clever – they worried Miro, so he set to learning all he could about how to detect and defeat traps (Trap Finder trait).
Miro had planned to travel to Oppara, and there catch ship to Osirion, he had heard that the Ruby Prince, Khemet III had opened the necropolis of Wati to exploration. What an opportunity to follow in Belryn’s footsteps… It has been 2 days since he said his goodbyes, and he has just stayed the night in Heldren. He was staying at the local temple of Erastil, on a letter of recommendation from the druids; the local priest asked him to join the expedition.
A 34 year old Halfling, 3’ even, 34 lbs, cinnamon hair, hazel eyes, he’s just not personally intimidating, despite being armed and armored. A cap on his head to hide his ears, and appropriate clothes, he could easily pass for a 10 year old. The 220 lbs of half-grown, tiger though, that gets some respect…He has a holy symbol of Erastil tattooed onto his right palm (and up the arm in a sleeve tattoo).
Like most Halflings, he’s a bit of a hedonist, only his idea of a good time is a night out in the woods (dim dweller racial), under the moon and stars. He’s not a book person, rather prefers using his hands. He’s a carefree outdoorsy type, but can get very focused and concentrated on a task at hand.
LG Male Halfling (Danger Detection, Dim Dweller, Outrider, Favored Class : Ranger)
Hunter 1 (Primal Companion)
Init +2
Speed 20 ft
Low Light Vision
Defense
AC : 19 = 10 +1 (small) +4 (armor) +2 (Shield) +2 (Dex)
HP: 10 = 8 + 2 (con)
Fort +5 Ref +5 Will +2
CMD : 11
Offense
Melee: Lance +2 1d6+1, Cestus +2 1d3+1
Ranged: Chakram +3 1d6+1, Longbow +3, 1d6
BAB : +0
CMB : +1
Spells Prepared
L0 (DC 11, unlimited) : Guidance, Detect Poison, Mending, Enhanced Diplomacy (next Detect Magic, then Read Magic)
L1 (DC 12, 2/day): ***, ***
Stats
Str 12 (14 -2 racial)
Dex 14 (12 +2 racial)
Con 14
Int 13
Wis 12
Cha 9 (7 +2 racial)
(2 spare points)
Feats : Combat Expertise (lvl 1), Outflank (Precise Companion), Pack Flanking (Bonus Teamwork feat lvl 3), ?Extra Traits? (Threatening Defender, Deadeye Bowman
Traits : Occult Bargain (drawback, -1 to concentration checks), Warded Against Witchery (Reign of Winter Campaign Trait), Trap Finder (Mummy’s Mask Campaign Trait), Holy Tatoo (reflavored Birthmark, Faith Trait)
Skills (6+1(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (1,+5&+4 to detect danger ), Ride(1,+8), Stealth (1, +10), Survival (1, +5), Disable Device (1,+7), *** (1, +***), *** (1, +***)
Background Skills (2/lvl) (Ranks, skill roll)
Handle Animal (1, +5), *** (1, +)
Languages : Common, Halfling, Elven
Special Abilities :
Animal Companion (Ex) – Big Cat (Tiger)
Primal Transformation (Su)
Nature Training (Ex)
Wild Empathy (Ex)
Equipment: (bold is stuff that Miro carries personally, the rest is on his tiger) (290 gp)
Weapons (all small): Cestus (5gp), Lance (10 gp) , 10 Chakrams ( 74 on saddle, e on him 10gp), Composite Longbow ( 100gp ), 40 arrows (20 in a saddle quiver, and 20 on Miro’s back,6 gp), Cold Iron Sawback Kunai (on the saddle, 9 gp)
Armor: Heavy Wooden Shield (7gp) , Armoured Coat (50 gp) , Leather Tiger Barding (20 gp)
Equipment
Saddlebags (4 gp), Bit and Bridle (2 gp), Exotic Riding Saddle (30 gp), Tiger food 10 days (50 cp), Explorer’s outfit, backpack (2 gp), bedroll (1sp), blanket (5sp), hammock (1sp), Bear trap (X2, 4 gp), 100 ft hemp rope (2gp), String 50 ft (1 sp) , trail rations 10 days (1 day carried on him 5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), spell component pouch ( 5 gp), mess kit (2 sp), 7gp in assorted coinage
Shieara the Tigress
Size : Medium
Speed 40 ft
HD : 2 HP : 14 = 2*4.5 +2 (con) +3 (toughness)
AC 16 = 10 +1 NA + 2 Armor + 3 Dex
Fortitude +4 Reflex + 6 Will +2
BAB +1
Attack Bite +2 1d6+1, 2 Claws +2 1d4+1
Special Attacks: Rake +2 1d4+1
Special Qualities : Low light vision, scent
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Skills (2): Perception (1, +6), Stealth (1, +7)
Feats: Toughness
Tricks: 6 + 1 bonus trick (attackx2, come, defend, down, guard and heel)
Ok, a preliminary version of Miro. He still has 2 undefined skills, 1 undefined background skill, I haven't chosen his 1st level spells, and the equipment list is still fuzzy (it really sucks that the warslinger racial trait doesn't work on staff slings...that bow puts a hell of a hole in the budget, but it't just too good mechanically relative to a staff sling). I'm putting this up here for DM Squirrel Ninja RoW to have something to work with...

pad300 |
Ok, Miro V1.0, choices finalized, only things that have changed are in stats, so just the revised stat block
Miro Ciamboglin
LG Male Halfling (Danger Detection, Dim Dweller, Outrider, Favored Class: Ranger)
Hunter 1 (Primal Companion)
Init +2
Speed 20 ft
Low Light Vision
Defense
AC : 19 =10+1 (small) +4 (armor) +2 (Shield) +2 (Dex)
HP: 10 = 8 + 2 (con)
Fort +5 Ref +5 Will +2
CMD : 11
Offense
Melee: Lance +2 1d6+1, Cestus +2 1d3+1
Ranged: Chakram +3 1d6+1, Longbow +3, 1d6
BAB : +0
CMB : +1
Spells Prepared
L0 (DC 11, unlimited) : Guidance, Detect Poison, Mending, Enhanced Diplomacy (next Detect Magic, then Read Magic)
L1 (DC 12, 2/day): Windy Escape, Deadeye’s Arrow
Stats
Str 13 (15 -2 racial)
Dex 14 (12 +2 racial)
Con 14
Int 13
Wis 12
Cha 9 (7 +2 racial)
Feats : Combat Reflexes (lvl 1), Outflank (Precise Companion), Combat Expertise (lvl 3), Pack Flanking (Bonus Teamwork feat lvl 3),
Traits : Occult Bargain (drawback, -1 to concentration checks), Warded Against Witchery (Reign of Winter Campaign Trait), Trap Finder (Mummy’s Mask Campaign Trait), Holy Tatoo (reflavored Birthmark, Faith Trait)
Skills (6+1(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (1,+5&+4 to detect danger ), Ride(1,+8), Stealth (1, +10), Survival (1, +5), Disable Device (1,+7), Climb (1, +5), Knowledge (Nature) (1, +5)
Background Skills (2/lvl) (Ranks, skill roll)
Handle Animal (1, +5), Craft (Leather) (1, +5)
Languages : Common, Halfling, Elven
Special Abilities :
Animal Companion (Ex) – Big Cat (Tiger)
Primal Transformation (Su)
Nature Training (Ex)
Wild Empathy (Ex)
Equipment: (bold is stuff that Miro carries personally, the rest is on his tiger) (290 gp)
Weapons (all small): Cestus (5gp), Lance (10 gp) , 10 Chakrams ( 7 on saddle, 3 on him 10gp), Composite Longbow ( 100gp ), 40 arrows (20 in a saddle quiver, and 20 on Miro’s back,6 gp), Cold Iron Sawback Kunai (on the saddle, 9 gp)
Armor: Heavy Wooden Shield (7gp) , Armoured Coat (50 gp) , Leather Tiger Barding (20 gp)
Equipment
Saddlebags (4 gp), Bit and Bridle (2 gp), Exotic Riding Saddle (30 gp), Tiger food 10 days (50 cp), Explorer’s outfit, backpack (2 gp), bedroll (1sp), blanket (5sp), hammock (1sp), Bear trap (X2, 4 gp), 100 ft hemp rope (2gp), String 50 ft (1 sp) , trail rations 10 days (1 day carried on him 5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), spell component pouch ( 5 gp), mess kit (2 sp), 7gp in assorted coinage

Anthorg |

Here is Jujopotamous Jumbomanic the third, gnome (prankster) bard. He comes from the distant lands to the north, but he is an upbeat character. He is here to help with some rogue-like skills (poor perception tho), magic and social skills (except intimidate, but who really uses that socially?) and to fight sour moods.
It is easy to tell what Jujopotamous, or Jujo for short, is thinking. At least for those who don't know him. Those who do know him are used to being fooled by his appearance, which is of a hard working actor. His dark orange hair is very tidy for a gnome, and he transmits a feeling of trust with his lively face. His old clothes are kept clean, although he uses many colors usually not matching.
Jujopotamous Jumbomanic the third was not a planned child, but was surely a welcome one. His parents Jujopotamous junior and Mindy found it hilarious to call their third child that. At an early age, Jujopotamous the third asked to be called Jujo, and his father thought why he had never thought of that himself. At least it became easier to differentiate the two, when Mindy called one of them. Jujo still had two younger siblings after him.
The Jumbomanics lived in a small town in the Lands of the Linnorm Kings, right by the border to Irrisen. They formed the town's entertainment, that is, a family theater troupe. Over the years, Jujo remembers fondly of the fey friends he had made. They taught him their tongue, and he had to grudgingly learn Skald due to the frequent Irrisen who came into town to trade, despite the unfriendliness between the two kingdoms. There were people from both sides, in fact. The Jumbomanic children grew up listening to stories about the arrival of the Linnorm Kings.
Jujo's friendship with the fey inevitably led to him growing fond of playing pranks to no end. He stole hammers to replace them with mushrooms, rubbed the recently washed drying underwear with powder of an itching seed found in the woods, or just plain called little childrens' moms for help faking their voices. Jujo's parents allowed his mischief as long as he helped keep the town happy with their acts, which he did.
Jujo's magical gift began to show during one of the family's performance. He was delivering his monologue on the fool king of Cheliax, more spectacularly than usual, and a mug full of beer flew from one of the table to his hand. Elegantly, he included that wonder in the scene, drank the beer, and it became an official part of it after that. However, this magical ability put him apart from his family for the first time, and it woke something in him. One day, as all boys must, Jujo decided to roam the world, going as far as his magic would allow him. Now, he is a spellcaster as much as he is an actor. Just recently, he came into Heldren to perform.
Jujo is constantly thinking what his next prank could be. And thinking about this always puts him in a good mood, which usually overflows himself and "infects" those nearby. He particularly enjoys pranking brutes and bullies, or anyone who has somehow wronged people weaker than them. Although it seems at first sight that he takes acting very seriously, to him it just comes naturally, so he focuses his time on finding the next target of a prank of his. He will usually put himself at risk to protect others, even though he's not the toughest of people. Other than that, he spends time on his own making faces at his pocket mirror.
STR 8, DEX 14, CON 14, INT 12, WIS 9, CHA 17
Gnome
Male
Small Size
Bard lvl 1 (Prankster archetype)
BaB 0
Init +3 (+2 Dex +1 trait); Senses: Perception -1
CMB -2 (0BaB -1strength -1 size)
CMD 8 (0BaB -1strength -1 size +10)
Favored Class Bard (+1 skill points)
Defense
AC 15, touch 13 flat-footed 13 (+2 Dex +2 Armor +1 Size) (+4 vs Giant subtype)
HP 10 (8 + 2 (1*2Con))
Fort +3 (+0 base + 2 Con + 1 trait)
Ref +4 (+2 base +2 Dex)
Will +1 (+2 base -1 Wis) (+2 bonus vs illusion spells and effects)
Cold resistance 2 (trait)
Offense
Speed 20 ft
Melee Dagger (small) +0 (1d3-1/19-20x2)
Ranged Dagger (small) +3 (1d3-1/19-20x2), Range 10ft
Ranged light crossbow (small) +3 (1d6/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft
+1 racial attack bonus vs reptilian and goblinoid subtypes
Bardic performance
Total rounds / day: 7
Starting action: Standard
Save DC (10 +1/2 level + Cha): 13
Available performances:
Countersong (Su)
Distraction (Su)
Mock (Su)
Inspire Courage (Su)
Spells
CL 1
Concentration (Bard level + Cha): +4
DC: 13+spell level
DC for illusion: 14+spell level
Spell level: Known (Slots)
Cantrips: 4 (n/a)
1: 2 (3+1)
Spells known
Cantrips: Daze, Detect Magic, Mage Hand, Mending
1: Color spray, Disguise self
Spell-like abilities
1/day: Dancing lights, Ghost sound, Prestidigitation, and Speak with animals
Traits:
Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Rapscallion: You’ve spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you’ve never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.
Feats:
Lvl 1 - Point Blank Shot
Skills (6 class + 1 int + 1 fav class = 8 ranks/level):
Acrobatics +6 (1 Rank +2 Dex +3 Class skill)
Bluff +3 (3 Cha)
Diplomacy +7 (1 Rank +3 Cha +3 Class Skill)
Disable Device +5 (1 Rank +2 Dex +2 Racial)
Disguise +3 (3 Cha)
Escape Artist +9 (1 Rank +2 Dex +3 Class skill +1 Trait +2 Racial)
Knowledge (local) +6 (1 Rank +1 Int +3 Class skill +1 Bard)
Stealth +6 (1 Rank +2 Dex +3 Class skill)
Use Magic Device +7 (1 Rank +3 Cha +3 Class Skill)
Background skills (2 ranks/level):
Linguistics +5 (1 Rank +1 Int +3 Class skill)
Perform (Act) +7 (1 Rank +3 Cha +3 Class Skill)
Sleight of Hand +6 (1 Rank +2 Dex +3 Class skill)
Languages: Common, Gnome, Sylvan, Giant, Skald
Equipment
Normal gear - gp cost
Crossbow, Light - 35
bolts (10) - 1
2x daggers - 4
Leather armor - 10
Backpack - 2
Bedroll - 0.1
Winter blanket - 0.5
10 Chalk - 0.1
Crowbar - 2
Grappling hook - 1
Hammer - 0.5
Small steel mirror - 10
Belt pouch - 1
10 Trail rations - 5
Hemp rope - 1
Sewing needle - 0.5
Soap - 0.5
Waterskin - 1
Thieves tools - 30
Spell component pouch - 5
Disguise kit - 50
2 smokestick - 40
Money left: 29.8
Special Class Abilities
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Mock (Su): At 1st level, the prankster can use his performance to cause one or more creatures to become furious with him. Each creature to be mocked must be within 90 feet, able to see, hear, and understand the prankster, and capable of paying attention to him. The prankster must also be able to see the creatures affected. For every three levels the prankster has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the prankster’s level + the prankster’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the prankster cannot successfully mock that creature for 24 hours. If its saving throw fails, the creature is angered by the performance and seeks to harm the prankster. While the prankster maintains the mocking, the target takes a –2 penalty on all attack rolls and skill checks until it has successfully attacked the prankster with a melee or ranged attack, or has harmed the creature with a spell that deals damage.
Mock is an enchantment (compulsion) mind-affecting ability. Mock relies on audible and visual components in order to function.
This ability replaces fascinate.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Cantrips: Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Gnome traits
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Inquisitive (Alternate racial trait): Gnomes have a knack for being in places they shouldn’t be. Gnomes with this trait gain a +2 racial bonus on Disable Device and Escape Artist checks. This racial trait replaces keen senses and obsessive.

Sha'ir |

So I've I adjusted traits to just Northern ancestry and Vagabond child (which I am sure is a trait and not a drawback). The nearest city to the village is a place called Zimar so I decided that his family settled there and then he wound up orphaned thus the urban prerequisite for the trait. I want the character to be able to fill a party rogue niche

pad300 |
So I've I adjusted traits to just Northern ancestry and Vagabond child (which I am sure is a trait and not a drawback). The nearest city to the village is a place called Zimar so I decided that his family settled there and then he wound up orphaned thus the urban prerequisite for the trait. I want the character to be able to fill a party rogue niche
https://www.d20pfsrd.com/traits/regional-traits/vagabond-child/
Vagabond child is a rename by d20pfsrd

Ottast Prumur |

For your consideration Ottast Prumur.
Human Ranger (Stormwalker), woodsman from the outskirts of Heldren.
This is a wip, I'd like to tie it into a character in the AP. I wrote it quickly and haven't had time to edit it.
Otta led a simple life living on the outskirts of Heldren. He lived off the land, spending his days hunting for food, chopping wood to heat his own home and occasionally traveling into Heldren to trade for clothes and tools. His cottage was built piece by piece out of hewn timber. He was content and thrived on the isolation, the sound of birds and the sun his only companions. However, his cottage was cold.
He came across a woman who had been caught in one of his traps. She was young and fair and her skin soft and pale. In contrast, Otta's skin was rough and he had cuts and splinters. His skin was tanned by the sun and he had a beard and long, tangled hair. Her sobbing was carried on the wind and he searched until he found her, leg caught in a bear trap. He worked quickly to free her and carried the woman back to his cottage.
Otta cared for her and she regained her strength quickly. The pale lady mixed poultices and magics to sustain them both, and heal her wounded leg. She spoke little of where she came from but seemed to enjoy the time with Otta. In time they grew closer and married and she bore a daughter.
The three lived for years together, and Otta discovered his rough cottage had grown warmer and happier. He was content.
One evening a letter arrived in the beak of a raven. It perched and waited patiently for the pale lady to take the letter and when she did it spoke; You are being called home, sister. The pale lady began packing- if she did not return her family would suffer the curses of her sisters.
The paly lady left and the cottage grew colder. Years passed. Otta's daughter grew older. The Raven returned requesting the daughter visit her family of suffer the wrath of the sisters. Otta put an arrow through the Raven.
The next day another Raven arrived with the same letter. Otta again put an arrow through the Raven. A third day, and another Raven. Otta's arrow struck true again. On the fourth day, the ravens began circling overhead, cawing.
On the fifth day, Otta awoke to the screams of his daughter. At the foot of his bed the pale lady he loved stood. She looked paler in the moonlight and her voice was cold. She demanded her daughter. Otta pleaded with her but she did not listen. She left the room and he chased her outside only to see his daughter in the arms of a haggard crown, raven wings sprouting from it's back. The lady's sisters had come, they turned and hurled ice and snow at him. He let loose arrows, felling one of the creatures but the others escaped hidden by the blizzard. He cried out in anguish.
His cottage was cold once again.
Otta's countenance darkened. He packed, cursing the day he found the pale lady, and prepared to head north to bring his daughter home.
I have to finish the purchases and putting the stat block in spoiler tags.

Blaydsong |

You are correct. Thanks for pointing that out. :D
I still have a bit of fleshing out to do, including his write-up, but here's a stat-sheet to whet your whistle on my Varisian Firebrand Gunslinger.
Male human (Varisian) gunslinger (firebrand) 1 (Pathfinder Player Companion: Elemental Master's Handbook 4, Pathfinder RPG Ultimate Combat 9)
CG Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will -1; +1 trait bonus vs. charm and compulsion
--------------------
Offense
--------------------
Speed 30 ft.
Melee blade boot +2 (1d4+1) or
. . bladed scarf +2 (1d6+1) or
. . starknife +2 (1d4+1/×3)
Ranged dragon pistol +4 (1d6/×4)
Special Attacks deeds (dragon fire, gunslinger's dodge, quick clear), grit (3)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 10, Int 12, Wis 9, Cha 16
Base Atk +1; CMB +2; CMD 14
Feats Gunsmithing[UC], Rapid Reload, Weapon Focus (dragon pistol)
Traits restless wayfarer, varisian tattoo
Skills Acrobatics +6, Bluff +7, Climb +5, Craft (alchemy) +5, Knowledge (geography) +6, Knowledge (local) +6, Perception +3, Sleight of Hand +6, Swim +5
Languages Aklo, Common, Hallit, Varisian
SQ gunsmith, wild card
Other Gear studded leather, blade boot, bladed scarf[ISWG], dragon pistol[UC], starknife, backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], torch (10), trail rations (5), waterskin, 238 gp
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Rapid Reload (Dragon pistol) You can reload fast with one type of Crossbow or Firearm.
Wild Card (Ex) Use Charisma instead of Wisdom to determine grit points.
I only have one question, currently. Do I/can I spend on ammunition as if he crafted them, or should I start paying book prices?

Calie Choros |

Delightful here.
Here's that Paladin of Shelyn I've been working on. Her stats and fluff are done, but I plan on adding a list that compiles a few of her character quirks on her alias page. Hope you dig the character, and if there's anything mechanically wrong on her sheet, let me know.
Calie Choros
Female Human (Keleshite) Paladin 1
LG Medium Humanoid (Human)
Init +3; Senses Perception -1
--------------------
Defense
--------------------
AC 17, Touch 13 (+3 Dex) Flat-Footed 14 (+4 Armor)
HP 12 (1d10+2)
Fort +3, Ref +3, Will +1; +1 vs. spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters
--------------------
Offense
--------------------
Speed 30 Ft.
Melee Glaive +5 (1d10+1/x3)
Ranged Shortbow +4 (1d6/x3)
Special Attack Smite Evil (1/day, +2 Attack and AC, +1 Damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At Will—Detect Evil
--------------------
Statistics
--------------------
Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 13 (+1), Wis 8 (-1), Cha 14 (+2)
Base Atk +1; CMB +2; CMD 15
Feats Bladed Brush, Weapon Focus (Glaive)
Traits Chivalrous, Reckless, Warded Against Witchery
Drawback Naive
Adventuring Skills Acrobatics +6, Diplomacy +7, Knowledge (Religion) +5, Spellcraft +5; Armor Check Penalty -2
Background Skills Perform (Dance) +6, Knowledge (History) +6
Languages Celestial, Common (Taldane), Kelish
SQ Aura of Good, Code of Conduct
Combat Gear Acid Other Gear Lamellar Leather, Glaive, Shortbow, Common Arrows (20); Common Backpack, Bedroll, Belt Pouch, Cheap Holy Text, Dancer’s Garb, Explorer’s Outfit, Flint and Steel, Trail Rations (5 Days), Waterskin, Wooden Holy Symbol, 5 GP / 4 SP / 9 CP
--------------------
Special Abilities
--------------------
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Favored Class Bonus: Paladin (+1 Hit Point)
Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Paladin Code of Shelyn: The paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their job is to prevent the weak and foolish from being seduced by false promises. Their tenets include:
-I am peaceful. I come first with a rose. I act to prevent conflict before it blossoms.
-I never strike first, unless it is the only way to protect the innocent.
-I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty’s answer to them.
-I will never destroy a work of art, nor allow one to come to harm unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
-I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
-I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.
-I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
Human
+2 to One Ability Score: Human characters get a +2 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.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Starting Paladin Wealth + 50 GP: 225 GP 0 SP 0 CP
Acid: -10 GP
Lamellar Leather: -60 GP
Glaive: -8 GP
Shortbow: -30 GP
Common Arrows (20): -2 GP
Dancer's Garb: -100 GP
Explorer's Outfit: Free Starting Outfit
Common Backpack: -2 GP
Bedroll: -1 SP
Belt Pouch: -1 GP
Cheap Holy Text (Melodies of Inner Beauty): -1 GP
Flint and Steel: -1 GP
Trail Rations (5 Days): -25 SP
Waterskin: -1 GP
Wooden Holy Symbol: -1 GP
Current Wealth: 5 GP / 4 SP / 0 CP
Calie would know her parents for a scant eight years before they were cruelly taken away from her by raiders who not only murdered them but also burned her village to the ground. Such was the fate of many poorly defended hamlets that had the misfortune of existing near the border that separated the feuding nations of Taldor and Qadira. Calie only survived the massacre because she had disobeyed her parents the day of the raider attack, having joined some of her friends in exploring the nearby Border Wood. By the time the children returned to their village it was already a deserted, smoking ruin.
Alone, afraid, and newly orphaned, Calie and the other survivors made the fateful decision to hide within the Border Wood out of fear that their parent’s murderers would return and kill them too if they stayed out in the open. It was only meant to be for a short while. A few days in the forest before they made their way to a more well-defended settlement. But a few days became a week and then a fortnight as they became hopelessly lost in the dense wilds of the Border Woods. When the supplies they were able to recover from their village began to dwindle, hunger and thirst started to set in and with it a whole new terror.
Calie tried to keep her friends' spirits up with jokes, songs, and cartwheels, but as time dragged on, even she started to fear that they’d never find their way out. Alas, starvation would not be the worst of it. Members of their group began to disappear. One night they’d be sleeping or keeping watching only to disappear from camp in the morning. Some of the children believed that they had abandoned the group, but Calie refused to accept that. “They wouldn’t just leave us,” she argued. “Someone must have taken them.” None of the others listened though, and soon they stopped bothering to even do a token search for those who disappeared.
Inevitability, it became Calie’s time to disappear as well. One night, as she kept watch over the camp, she heard a wonderous song emanating from the woods. Enchanted by the singing, Calie heedlessly walked into the forest and found its source, a beautiful woman with mesmerizing green eyes. Whispering kind words of succor in her ear, the mysterious woman lured Calie to her home, a well-kept cabin that looked entirely out of place in the foreboding woods around it. It was there that Calie learned the fate of all the other children that had disappeared.
The mystery woman was neither a rescuer nor beautiful, but a grotesque hag that sought to consume Calie’s and all the other children’s flesh. By the time the hag dropped her disguise and revealed her monstrous nature, it was already too late for Calie to escape. Bound and thrown into a filthy larder with the rest of the missing children, Calie was left with nothing but the knowledge that she and her friends were to be the main course for the hag’s nightmarish “feast.” But Calie refused to give in to despair. Every day and night she prayed for her and her friends’ salvation and encouraged them not give up hope. “We’ll be rescued. You’ll see. ” She didn’t pray to any particular deity, just that someone, anyone, would come to their aid. And as luck would it, someone did.
On the very night, they were meant to be sacrificed to satiate the hag’s hunger a Shelynite paladin by the name of Dame Valerya barged into the witch’s hut, having coincidentally been in the area after hearing reports of bandit attacks near the Border Woods. Seeing their chance, Calie inspired the others to use what strength they still had to break their bonds and try to escape the hut in the chaos. But Calie didn’t flee. She couldn’t. Not when someone was risking their life to save hers. Not knowing what to do, but determined to help however she could, Calie intervened in the battle, distracting the hag just long enough that Valerya could land the decisive blow.
Afterward, the paladin led the children out of the forest, taking them to fortress-city of Zimar, which is where her temple and martial order, the Order of the Chivalrous Heart, resided. With the aid of the Shelynites, all of the survivors found kindly families to adopt them. Calie, though, would take another path. Inspired by Valerya’s gallant heroics, the young girl enthusiastically asked to join the paladin order. Seeing that she wouldn’t be dissuaded, and impressed by her willingness to put herself in harm’s way, Valerya took Calie as her squire. And thus, began Calie training in the ways of the paladins of love and beauty. Taking to the training like a duck to water, Calie quickly found her artistic passion in dance, enjoying the liberating feeling that came with dancing as well as the surprising synergy it had with her martial training. Alongside Valerya, Calie traveled across Taldor visiting sister-temples, assisting the helpless, and combatting the wicked. In time, Calie earned the right to call herself a true paladin of her order and soon began to keep watch around the south of Taldor, just as her mentor once did. Currently, she’s in the small town of Heldren, trying to see what she can do about the strange winter that has suddenly erupted in the Border Woods.
Calie is a vibrant young woman very much in the springtime of her youth. Though tragedy has marked her past, she hasn’t it allowed it to define her. She’s an optimist through and through, steadfastly believing that beauty and love lies within all living things, and that you can see the good in almost everything and everyone if you look hard enough.
The downside of this sanguine attitude is that she can be rather naïve at times, being unwilling to see evil in people until it becomes undeniable. As to be expected of a paladin of Shelyn, Calie is quite chivalrous, adhering to the virtues of her paladin code with a passionate fervor. She is thus courteous, diplomatic, and quite adverse to killing.
Portrait
A devout Shelynite, Calie has spent considerable time cultivating her beauty and physique. Attractively statuesque, she possesses the lithe, well-toned build of a professional acrobat or dancer. Calie’s eyes are golden, and she has the same black hair and dusky skin that is commonly associated with Keleshites. Her lips are full and can make for both a radiant smile and a sweet kiss. The adornments come and go, but the holy symbol of Shelyn, the songbird, is always painted somewhere on her armor. Currently, her favorite new accessory is a rainbow-colored shawl that she wears over her armor.
Height: 5'10" Weight: 140 lbs. Hair: Black Eyes: Golden

DM Squirrel Ninja RoW |

Just a rundown on where we currently are with submissions:
Completed:
LetcherMan69 - Landon Whiskers IV - Human Oracle(Lunar Mystery) - Restless Wayfarer
The KGB – Astrid Meginherd - Human Druid – Northern Ancestry
Patrickthkid – Joas Alveron – Human Air Elemental Sorcerer – Northern Ancestry
trawets71 – Trawets Aarock – Human Evocation(Admixture) Wizard – Adaptive Magic
Arrannai – Randgrid – Half-Elf Viking (Fighter) – Blood of Giants
Coinshot – Oberon Corvere – Half-Elf Summoner – Northern Ancestry
Chillblame – Karl DarkHunter – Human Sacred Huntsman Inquisitor of Erastil – Warded against Witchery
Grankless – Emil Polpo - Asmodean Advocate Cleric – Ward Against Witchery
Delightful – Calie Choros – Human Paladn of Shelyn – Warded Against Witchery
Blaydsong – Fintan “Finn” Vulca – Human Firebrand Gunslinger – Restless Wayfarer
Nephits – Ottast Prumur – Human Stormwalker Ranger – Vigilantly Witch Hunter
Anthorg – Jujopotamous Jumbomanic – Gnome Prankster Bard – Northern Ancestry
pad300 – Miro Ciamboglin – Halfling Primal Companion Hunter – Warded Against Witchery
pyropaki – Anavasia Ulfrid Half-Elf Infiltrator Ranger – Northern Ancestry
Grumbaki – Torgald Frostbeard – Dwarven Gloomblade Fighter – Northern Ancestry
Sha’ir Calves Hellensis – Half-Orc Slayer – Northern Ancestry
Works In Progress:
Ylbanna Changeling Bloodrager - Needs slight tweaking Core races only
Thanion Aeraviel - Artic Elf Kensi Magus
Dots:
Zefig
John Woodford
GMGrumpelStiltzkin
Giant Halfling
SodiumTelluride
Wow, that is a lot of submissions! I am going to look forward to seeing what this team is going to look like.
@ALL Please be sure to mark what skills are your background skills. Even something as simple as B-Slight of Hand would be perfect. I did not say this in the character creation but I am allowing Favorite Class options. HP or Skill or Racial. Sorry that I did not include that in the initial post.
Anthorg It looks like you have three background skills picked out.

DM Squirrel Ninja RoW |

I am going through the list and currently I have the following for character without backgrounds. I didn't see them either in the Alias or on the OP for the submission.
90% of my decision is based on Backgrounds/Character Concept.
The KGB – Astrid Meginherd - Human Druid – Northern Ancestry
Arrannai – Randgrid – Half-Elf Viking (Fighter) – Blood of Giants
Grankless – Emil Polpo - Asmodean Advocate Cleric – Ward Against Witchery
Blaydsong – Fintan “Finn” Vulca – Human Firebrand Gunslinger – Restless Wayfarer