
DM TreasureFox |

Hello everyone! I'm about to start book 3, The Hook Mountain Massacre, and I'm looking for 2 replacement characters. I'm looking for someone who knows monsters and Thassilon, and someone who can handle traps (including magical traps). I'm totally open to creative characters, and will modify encounters based on the party makeup.
I homebrew extensively, rewriting encounters, changing enemy races, adding special spells/powers, and making new magic items. Sometimes these work really well, and others flop. I try my best to keep everything consistent and balanced, but sometimes it doesn't quite work out. The main story arc still remains the same, but it can be a wild ride, so buckle up.
This game has been going for nearly 6 years now. We still have 2 original characters/players, but people have come and gone. While I've certainly improved posting rate in the last year, I've had a habit of adding more and more content. So while I have every intention of getting to the end of the campaign much sooner than our original pace demonstrates, I would suggest that people applying have a realistic expectation that it's going to take a while.
Occasionally the tone gets dark in this adventure path. While I have no intentions of bringing up player traumas and past experiences, I do at times push the line a little further than the average DM. I sometimes choose to describe death with gruesome details, explore a bit more sexuality before fading to black, look at slavery and other human atrocities, and create dark encounters one might expect from eldritch horror. For these reasons I request that you are 18 years old or more, and approach these situations with a certain amount of respect and maturity.
Our current PCs are competent, but not particularly min-maxed, so I would recommend that you be something focused more on potential narrative rather than power. I understand it's a hard balance to find, but have fun with it. Pick some weird feats, have a little bit of generalist capacity, and most importantly have a compelling story.
- Level 8
- Max hp for the first 3 levels, half+1 for the remainder
- 20 point buy, final ability scores (not including magic) must be no higher than 20, and no lower than 8
- All classes except Occult and 3PP are on the table. No psychic archetypes, please. Monks and Summoners will need to use their unchained versions.
- 30,000gp for your starting wealth, unless you take the Charitable Soul campaign trait (see below). Please do not spend more than half the gold on a single item.
- 1 trait, plus your choice of either a campaign trait or a regular trait. No drawbacks. See below for new campaign traits, or you can take the normal Rise of the Runelord traits if you prefer.
- Core races are preferred, but I'm also offering the following options. Changelings, Dhampirs, Duskwalkers, Gathlain, Goblins, Naiad, Orcs, Ratfolk, Skinwalkers, Tieflings, and Vishkanya. (I reserve the right to ban certain alternative racial traits or racial feats that may prove problematic. Use these options responsibly.) Please consider taking the Savage Outcast campaign trait (see below) if you'd like to play one of these more monstrous races.
- All alignments except NE and CE. Must be willing to work with the group.
- I consider Thassilonian to be a secret language, so scholars will want to either pick up a trait for the language, or have access to magic such as Comprehend Languages.
Please include in your application:
- A character sheet showing at least your level 3, along with your expected feats, core items, and skills for level 8. Level 8 is preferred, but I understand it can be tedious withing a small time frame. You can certainly apply with your level 3 version, and later update to level 8 before recruitment closes.
- A summary of where your character fits in the world, how they grew up, what they believe in, what they fear, and how they got to level 8. This doesn't need to be a book. It can be point form if you'd like. I just need an idea of how who you are, and how you got to where you are.
- A brief description of what your in-combat role would likely be
Variant multiclassing, background skills, and fractional bonuses are allowed
The book does not allow much time for crafting. I try to put some extra time in there, but there's no guarantee.
We aren't using guns in any capacity, but the Bolt Ace archetype for Gunslingers is open.
This game is not PFS legal in any way, shape, or form
Posting requirements are 1/day, with no expectations on weekends. I'm not strict about it. My mental health occasionally demands a day to recuperate, and in the past I've been absent for far longer periods of time. I may choose to bot a character who hasn't posted their turn in combat after 24 hours, but this doesn't always occur.
We are going to be starting in the town of Turtleback Ferry. See the new campaign traits for some possible ideas of how to be present when the game begins.
To reiterate, you're welcome to use these traits, or traits published for Rise of the Runelords.
Animal Keeper
You come from a long line of livestock farmers and ranchers, with your home outside Turtleback Ferry having been lived in since your great grandfather. Through generations of taming and breeding these livestock, you've been privy to training techniques that are a family-kept secret. You always treat handle animal as a class skill. Choose a domesticated animal typically found on farms or ranches, located on either the animal companions list, or the familiars list. You start the game with this animal, and receive a +3 bonus to both handle animal and ride checks related to that animal's general subfamily (canines, equines, felines, etc). Finally, choose between animal companion or familiar.
Animal Companion. If you do not have the animal companion class feature (or similar), you gain the Animal Affinity feat, and it replaces the Nature Soul feat as a prerequisite for the Animal Ally feat. If you already have the animal companion class feature (or similar), and use this animal as your companion, you gain the Boon Companion feat.
Familiar. You automatically gain the Familiar Bond feat, regardless of prerequisites, and you ignore the Iron Will prerequisite to qualify for Improved Familiar Bond. Your familiar always has the Speak with Master ability.
Black Arrow Hopeful
Though the Black Arrows often buffer their numbers by taking on criminals sentenced to the life-long crucible of ruthless discipline and rigorous training, occasionally someone crazy enough wishes to join their ranks. You've been training for years in the hopes of joining the grim Order of the Black Arrows, charged with protecting Turtleback Ferry and most of Varisian civilization from the threat of Ogres, Trolls, Wyverns, and other terrible foes. You gain the Bravery class feature, treating your character level as your fighter level -4. If you already have the bravery class feature, it increases by 1. In addition, whenever you threaten a critical hit on an enemy who's size is larger than your own, you gain a +2 bonus to confirm the critical threat. This bonus does not stack with the Critical Focus feat.
Charitable Soul
Whether by religious calling, or just by pure morals, you've always felt the call not only to help the poor and destitute whenever you come across them, but to seek them out and help. Your travels have brought you to the townsfolk of Turtleback Ferry, where many of its farmers and fishermen sleep in rundown shacks and spend their hard-earned coppers at the taphouse. You start with 30% less wealth than your level's recommended wealth level (in this case, 21,000gp). Include in your background how you have demonstrated your charity, which may include monetary donations, or volunteer work rather than working for profit. At the beginning of the game, you count as a charitable soul for the purposes of sin magic. Choose from one of the following skills (Craft, Lore, Perform, or Profession). You gain free skill ranks equal to your character level for that skill, and you gain masterwork tools if that skill requires them.
Hard Worker
Growing up in Turtleback Ferry is no picnic. You've learned that no one gives you anything in life for free, that hard work and true grit are the only things that keep you on your feet when the going gets tough. Townsfolk from rural origins automatically treat you as friendly, unless motivated otherwise. You gain either the Great Fortitude or Iron Will feat to reflect your tenacity, and you gain a +2 bonus to all strength checks and strength-based skills. As a bonus, if you ever gain the grit class feature, your maximum grit points increases by 1.
Paradise Hopeful
You've heard of a new place in Turtleback Ferry called Paradise, which has soared in popularity despite its remote location. It's a gambling den floating off the shores of Claybottom lake, and features a wide variety of games of chance, with huge gold prizes and stories of commoners making it big. There are incredible musicians, scantily-clad women, and tons of alcohol. To you, it truly sounds like a paradise, and you've been hoarding gold to spend when you finally set foot there. At the beginning of the game, you count as a greedy soul for the purposes of sin magic. You gain a +2 bonus to all checks made to haggle over a price, and you spend 10% less on all materials for crafting or spellcasting than what they're actually worth. Once per day, you can ask the GM to roll twice on a single d20 roll in your stead. If you succeed on both rolls, you gain a critical success. If you succeed on only one, you succeed at the task, but at a minor cost. If you fail both rolls, you suffer a critical failure. The GM uses their discretion to determine the benefits or penalties of the result.
Pious Churchgoer
Your dedication to the sermons of Father Virgo Ferrus and the teachings of Erastil have given you great respect in the larger community. You gain a +1 bonus to religion checks, and religion is a class skill for you. Townsfolk from rural origins automatically treat you as friendly unless motivated otherwise. If you have at least 3 ranks in religion, you automatically gain the Deific Obedience feat for Erastil.
Ruins Delver
Many ruins of ancient Thassilon hide within deep patches of dangerous Varisian wilderness, waiting to be studied and plundered. However, even those who are skilled or lucky enough to brave the wilds are not safe within the ruins. Timeless monsters and magical traps threaten adventurers who delve recklessly. You are one of the few who've managed to explore these forgotten time capsules, and as such, you've picked up a few tricks along the way. Choose one of the following options:
Scholar. You gain a +3 bonus to arcana and history checks related to Thassilon, and can make these checks untrained. Furthermore, you can speak and read Thassilonian.
Trapkiller. You gain a +1 to disable device checks, and treat disable device as a class skill. You also gain the ability to disarm magical traps. If you're already capable of disarming magical traps, you can use disable device as a means of understanding how mundane and magical traps function.
Treasurefinder. You gain a +1 to appraise, escape artist, and perception checks, and one of these skills is a class skill for you. In addition, you automatically know if an object is a magical item simply by looking at it.
Wilderness explorer. You gain the woodland stride and trackless step druid class features. If you already have these features, or later gain both of them, you instead gain Mystic stride and Skill Focus (Stealth) as class skills.
Savage Outcast
Hailing from the dangerous and monstrous lands around the Storval Plateau, the Cinderlands, Kaer Maga, and the Sanos/Ashwood forests, you've travelled to Turtleback Ferry for your own reasons. In order to be accepted by your new peers due to your monstrous race or foreign customs, you've worked tirelessly to show the locals that you mean no harm, and that you're trying your best to integrate into their society. You gain a +1 bonus to diplomacy checks, and diplomacy is a class skill for you. In addition, all locals of Turtleback Ferry treat you with at least indifference, unless they have a specific reason to treat you otherwise. If you do not normally get Common from your starting languages, you gain Common as a bonus language. Suitable monstrous races include Humans (Shoanti), Changelings, Dhampirs, Duskwalkers, Gathlain, Goblins, Naiad, Orcs, Ratfolk, Skinwalkers, Tieflings, and Vishkanya. (I reserve the right to ban certain alternative racial traits or racial feats that may prove problematic. Use these options responsibly.)
Taphouse Regular
You've been drinking in the taverns of Turtleback Ferry and mingling with the townsfolk for as long as you can remember. Over the years you've managed to learn who the movers and shakers are in the community, and are well aware of rumours and myths that pass from mouth to mouth. Most people in Turtleback Ferry automatically treat you as friendly unless motivated otherwise. You gain a +1 to knowledge local checks, and knowledge local is always a class skill for you. Due to your familiarity with bar fights, you gain one of the following benefits:
Improved Unarmed Strike feat, Catch Off-Guard feat, or Uncanny Dodge class feature.
Wandering Pilgrim
You've spent a significant amount of time wandering the Varisian roads and trails, searching for holy sites of your deity, and letting your faith guide you to the places you are meant to be. As each day has passed, you've been feeling a stronger and stronger pull towards the town of Turtleback Ferry. The gods demand your presence, though for what reason, you're unsure of. Once per day, you may cast the Augury spell as a spell-like ability (without material components). Furthermore, you are never considered flat-footed for the purpose of not yet acting in combat.
Witch Seeker
You've been in contact with a mysterious witch living a short ways into the Kreegwood, known as Onawa the Night Watcher. You might have made a significant bargain with the witch, or even trained under her watchful eye. Either way, you've learned some impressive magic, though at a cost. Choose either a first level or second level spell from the Witch spell list. You gain that spell as a spell-like ability (usable once per day if a second level spell, or three times per day if a first level spell), using your intelligence as your spellcasting ability. However, you also suffer a -4 penalty on all saving throws against hexes and curses.
We currently have:
- Wabbit, an indestructible raging Halfling dodge tank paladin. Quite happy go lucky until evil is detected. He climbs upon enemies before stabbing them repeatedly.
- Cleo, a Halfling cleric of Erastil who tries her best to be peaceful and diplomatic. She heals and buffs the party.
- Furnok, a Human ranger who kicks butt with his lucerne hammer and his cheerful boar companion Bacon
I'm a Canadian man in his later twenties, with a strong desire to run d&d-like games for a living. I like to explore and experiment on both game systems and stories, and focus on the story that both DM and players are trying to tell. I enjoy researching about topics of the game, even if they have very little relevancy or importance in the great scheme of things. I once was planning to run a pirate game, and spent nearly a week looking into the effects barnacles have on a ship's hull.
I've run Rise of the Runelords Anniversary Edition at the table 3 times, each with massively different stories. I'm very familiar with books 1 and 2, but have never played beyond them. This forum game has been going since 2015, and yes, the post rate has been horrible at times. I'm proud to say that I'm in a better place, and our pace has returned to something far more respectable. I also run a Hell's Rebels game here with some of the same players.
I watch a lot of Youtube videos regarding d&d. My favourites at the moment are Matthew Colville, MonarchsFactory, and How to be a Great Game Master.
I hope to hear from you soon! Recruitment will go until the evening of Friday the 15th. Happy Gaming!

Sensen |

Ooh, neat. I've been looking for something like this. I'll get to work on... hm. How would you feel about a scholar who can handle traps, and use spells? I was thinking about the Antiquarian investigator, who would probably lean more towards the rogue side of things (with a helping of magical and non-magical buffs), but I'm more than willing to adjust things.

DM TreasureFox |
1 person marked this as a favorite. |

@Sensen I'm totally open to the idea. I do want to mention that submitting a character that's good at everything listed can be a difficult move, because while it does get you considered for either role, it can make the other spot difficult to fill. My recommendation is you pick one roll to specialize, and consider aiding in the other role. For example, if you dedicate yourself as a trapfinder and disabler, you could still help on knowledge checks, but maybe you wouldn't speak Thassilonian, or were only useful for one or two knowledges.

Spazmodeus |

Hey TreasureFox,
I ran M'ara at the start of this one, but had to bow out due to the posting speed.
I'd put my hat back in , but wanted to check on that first :)
Seems Wabbit has appropriated some of the build I would have gone for... you wouldn't want two climbing stabby-stabby halflings in the party ? ( swash ( mouser) 1, rogue (Vexing dodger) 5, Halfling opportunist 2 )
Thanks

DM TreasureFox |

@Spazmodeus Hey! Long time no see. I'm happy to see you here. M'ara was one of my favourite characters when I first ran recruitment, and it was sad to see you go. If you're able to commit to the posting rate (1/day, no expectations around weekends), and feel confident that nothing will make you drop out suddenly (emergencies and the "joys" of life notwithstanding), you're more than welcome to reapply. I don't recommend two limb climbers. Sure there are lots of big creatures in the adventure path, but there are plenty of medium creatures, and I'm working on some diversity for smaller creatures as well. There'll be enough for Wabbit to definitely have some spotlight, but he's already learning the hard way that limb-climbing isn't the be-all-end-all.
Welcome everyone! I'm looking forward to seeing what you've got in mind!

Janis "The Gentleman" Scarnetti |
3 people marked this as a favorite. |

Hi everybody, I've played multiple characters in this game since the beginning, I'm one of the ones bowing out as after finally getting a new IRL group much of my RP energy has been drained for daily postings. I just want to say that I have LOVED playing with Treasurefox, and if I ever work up the energy again, I'd absolutely play with him. You'll have an AMAZING time.

Sensen |

I share with you my half-Varisian half-elf Investigator Kemras Iuvescanu. He's mostly a scholar, but he's also sneaky, stabby, and shooty. Plus, he has access to plenty of buffs! He's very good at finding things, too.
I plan to have him grow more idealistic as he spends time with the heroes - turning from Neutral to Neutral Good.

Kiera Videns |

Ok, all fixed up!
Kiera is in many ways a wizardly stereotype: Smart, versed in many areas of knowledge, curious, and of course, a caster of many spells. She grew up in Magnimar but moved to Sandpoint and lived there for several years before being caught up in Adventure.
Kiera likes the coast and dreams of one day buying the Old Light from the town and fixing it up. She has a little sailboat that she keeps docked at Sandpoint, which she putters around in for fun. (In one version of the campaign—she's been in several, all of which collapsed—the party used her boat to go to the goblin hideout east of Sandpoint at the old statue).
In practical terms she can blast and she can do magical support. As an exploiter wizard, she can swap spells at a moment's notice if the need arises. She can also upcast her spells to get more power out of them in a tight spot. She's split between offense, buffing, and divination; she has a smattering of the latter both due to practical interest and because her research into the Runelords has started to hint that maybe they weren't very good at it, and that may have contributed to their downfall.
With the Scholar of Ancients trait, she is fluent in Thassilonian. She is also a polyglot, speaking and reading a massive number of other languages.
She's a magic item crafter too, able to make items and weapons for the team. At higher levels I plan to have her go into the Staff-like Wand feat route, which will allow her to make inexpensive wands that she can use with her own caster level and stat bonuses (e.g. making a wand of haste that has a duration based on her caster level instead of the wand's caster level, or a 1st-level magic missile wand that she can use with her caster level to get more missiles out of each shot).
Kiera is upbeat and sunny, good-natured, likes being helpful, is bookish but also congenial. She sometimes pretends to be a pirate for fun, which is especially popular with the kids in Sandpoint.
Since she lived in Sandpoint for several years, she is familiar with the Late Unpleasantness and all the business of goblin attacks, the burning of the church, and the serial killer from a few years back. She considers Sandpoint her home and is keen to protect it if the need arises.
Note that while she's skilled in Disable Device, she isn't a trapfinder and she can't disable magical traps. She can, however, provide a nice Aid Another bonus to someone else!
Cheers everyone! Ask away if any questions come up!

Sensen |

If anyone wants, I'd be more than happy to discuss possible character connections in the case that Kemras and other players' characters both get selected. After all, we're starting in Turtleback Ferry, which is a rather different place than the usual Sandpoint, so I figure some of the PCs must at least have been nonnatives to the place.

Archae |

Thought about it overnight. i have free time and ive never actually got that far in rise of rune lords. i'll draw something up and have results up. The party seems in need of some Arcane potential, Ranged combat, and or rogueyness so options aplenty.
i'm willing to discuss connections if anyone wants. not sure what i'll submit yet, but i will soon

mittean |

She distrusts magic, feeling it is only abused, and dislikes religion, feeling it is a big con. The conundrum of her life lies in the fact that she seems to seep magic from every pore. She would prefer to just read a book, cook an extravagant meal, enjoy an expensive scotch and cigar, and live out her life in a warm place overlooking the sea.
Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation. She believes in the best of mankind, but also believes that most people are idiots; sheep, with no willpower, to make an informed choice for themselves, bent on treating each other poorly simply for a lack of understanding, or because they want a cookie.
She was born to the north of Magnimar, in the small village of Turtleback Ferry, a dirty fishing village on the Skull River in Varisia. Her family sent her away to school in Magnimar because "weird things always happened around her", the final straw is when she gave the mayor's daughter's a purple beard.
At fifteen her tattoo appeared, growing steadily down her back. She was afraid it was a disease or infection of some sort. Her fears, it seems to her, were confirmed. She is infected with magical energy. It took the form of a slowly growing upside-down tree, made of thousands of tiny arcane symbols, one by one appearing on her skin, bleeding down her back, slowly over the years. Every time something strange happened around her, the tattoo grew a little more. At the center of the tree is one symbol: a seven-pointed star.
At the age of 21, she awoke in an inn she was staying at in the city of Riddleport while working as a freelance researcher for Venture-Captain Obo...or what remained of the inn. Her bed alone stood unharmed, on an untouched rise in a crater where the 'Three Barmaids' once stood. She believes she destroyed it with her magic. That was when her Mark changed from a tiny shoot to a tiny sapling on her back.
She wants nothing more than to control this magic, so it can't hurt anyone else. She can't let this thing inside her destroy everything around her.
Unbeknownst to her, her family's home was destroyed in the same fashion, at that same moment, back in Turtleback Ferry.
Fleeing, she jumped a ship heading south through conquerer's bay to Korvosa. Over the next year, driven by fear of hurting anyone, she made her way north to Kaer Maga, where the amount of alcohol they served seemed to match her thirst well. Fleeing a misunderstanding and a debt, she headed west, towards her home that she wouldn't recognize anymore.
Ceilidh is very against inequality. She has been an outcast, and homeless, for good portions of her life, so she feels for the underdog, the marginalized. But she feels she's been "accused" of attacks against people and places, with her magic. She worries she's a bit of an unintended terrorist. So she has latched onto a few incidences she's read about that involved real terrorists...elves. Because of her frustration over her own situation, she tends to read the worst in elves and comes across as mildly racist.
She's brilliant, but a bit of an alcoholic. She can't sleep without a drink. She loves a good cigar but will complain about someone tracking in dirt, or not washing their face. Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it.
She is a human, and rumor had it her grandmother was a tiefling, being from Westcrown, but she honestly considers herself human (no matter what those kids said). She cannot stand racism, and will quickly lose her cool if she sees it in practice.
She does not consider herself a hero and has done nothing she considers special.
Ceilidh wants to figure out why her tree tattoo began to develop... and what it means. She needs to find out fast, as it has been growing faster and faster lately.
Aside from that, she is really wanting to learn how to cook rice the way they did in Kaer Maga. It was like little pillows of air. That, and the perfect scotch. Dwarves really have that down in a way she just cannot get enough of. She hears rumors that there is a scotch from the Worldwound that has stopped the battle there, simply so demons and Paladins could share it.
Ceilidh Blackwood
Human Chelaxian Sorcerer Cross-blooded/ Wild-blooded Arcane/Sage 1 Wizard 3 Ultimate Mage 4.
"I don't need a reason to help people. They deserve my help, and your's as well, you ignorant moron."
Goal: Find out what has caused her to exude magic before she hurts anyone else unintentionally, or it kills her. All she knows is the symbol at the center of the tree on her back: a seven-pointed star.
Individuals matter more than rules for her, and she values the well-being of others over herself. (CG)
Ceilidh Blackwood
Male human (Chelaxian) sorcerer (crossblooded, tattooed sorcerer, wildblooded) 1/conjurer 3
CG Medium humanoid (human)
Init +1; Senses Perception +2
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Defense
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AC 13, touch 13, flat-footed 12 (+2 deflection, +1 Dex)
hp 29 (4d6+5)
Fort +2, Ref +2, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Spell-Like Abilities (CL 4th; concentration +5)
. . 3/day—acid splash
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—acid dart (1d6+1 acid)
Sorcerer (Crossblooded, Tattooed Sorcerer, Wildblooded) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—magic missile
. . 0 (at will)—daze (DC 14), grasp, light
. . Bloodline Arcane, Sage
Conjurer Spells Prepared (CL 3rd; concentration +7)
. . 2nd—summon monster II, summon monster II, summon monster II, tattoo potion
. . 1st—mage armor, secluded grimoire, summon monster I, summon monster I, sure casting
. . 0 (at will)—acid splash, detect magic, message, resistance
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Statistics
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Str 11, Dex 13, Con 12, Int 19, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Improved Counterspell, Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Varisian Tattoo[ISWG]
Traits magical knack, scholar of the ancients
Skills Acrobatics -2 (-6 to jump), Appraise +9, Bluff +5, Fly +2, Intimidate +5, Knowledge (arcana) +14, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +9, Knowledge (psionics) +8, Knowledge (religion) +8, Linguistics +8, Perception +2, Sense Motive +2, Spellcraft +13, Use Magic Device +7
Languages Abyssal, Common, Dwarven, Gnome, Halfling, Shoanti, Thassilonian
SQ arcane bond (familiar), bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoos, familiar tattoo, summoner's charm (1 round)
Combat Gear lesser extend metamagic rod, wand of magic missile; Other Gear handy haversack, ioun torch ioun stone[APG], ring of protection +2, scabbard of many blades[ACG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 5,154 gp
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Special Abilities
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Acid Dart (1d6+1 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sloth (Conjuration) The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.

Archae |

okay, so i've decided on a scout type trick archer. part inquistor, part fighter, all human.
Ciro Aldritch
Ruin delver: Trapkiller. Originally he's a minor noble from Magnimar, but certain events caused his family to disinherit him. He delves into tombs and ruin, doing the adventuring wanderer thing so he can become famous enough to rub it in his families face. Good guy but has a distaste for rules and politics.
Just a small taste/ summary of what to expect

DM TreasureFox |

Hi everyone, I've been doing just a cursory glance at the characters as they're submitted and I have time (or am procrastinating).
@Fayn/Abbo I've noticed that your ability scores aren't within the specified parameters, and Fayn isn't either a knowledge person or a trap disabler.
@Kiera, you may be interested in knowing that my current PCs are making their way from Magnimar to Turtleback Ferry by ship. Perhaps you could tie yourself in that way? I'd like to see some more explanation regarding how she's reached level 8.
@Ceilidh, I don't allow 3.5 content, sorry.
@Spazmodeus, I believe M'ara kind of just faded into the bustle of Sandpoint. She's alive and out there somewhere.
No other comments at the moment. Keep it up guys. I'd like to see some more applicants.

Kiera Videns |

@Kiera, you may be interested in knowing that my current PCs are making their way from Magnimar to Turtleback Ferry by ship. Perhaps you could tie yourself in that way? I'd like to see some more explanation regarding how she's reached level 8.
In prior playthroughs, Kiera was part of the team that dealt with the goblin threat and then went to the manor to deal with the Skinsaw murderer. (In one she was the target of his "love letters.") Since that presumably didn't happen in this version, then Kiera likely got her experience and her gear by working for the city of Magnimar, using her skills to assist troops as a battlemage, securing the borders, protecting caravans, and (later) working with the harbor patrol thanks to her enjoyment of the water and ownership of her own boat. She probably had run-ins with other local goblins as well. Later, having grown annoyed at the busyness and bureaucracy of Magnimar, she moved to Sandpoint, using some of her earnings to purchase a small home of her own, and used her talents to assist Sandpoint in dealing with local goblin problems, as there are five different tribes that make regular threats against the city. (She would be especially concerned about the fact that the city dump and harbor are not well-protected against intrusion by water.)
I'm not sure how she would meet up with the team. Maybe she decided to take a trip to Turtleback Ferry just to go boating for a few days. Her boat is small enough to be handled by one person (and she can use magic to help), and she has supplies and such available to take a pleasure trip. If you like, she could be friends with whoever is the other recruit, and both of them could be taking a trip for fun together.

Pelipe Lightdriver |

I am submitting my character Pelipe Lightdriver. To sum up, she is a blood arcanist (shapechanger bloodline). Her occupation is mason, to which she is very skilled, particularly in the artistry of statue-crafting. Her time and efforts have been devoted to helping Turtleback Ferry (in ways explained on her sheet), but she finds she is mostly alone in doing so. Still, she has put energy, money, and time into her efforts.
She is a bit of a crafter all around, and I know we won't have much time for crafting. That's fine, it's who she is. She can aid in combat, provide safety in the wilderness, and shouldn't be a burden on the group. Above all, she is knowledgeable and a good diplomatic face for the common man (possibly not toward nobility). She mostly focuses on transmutation spells but also has some widespread use in other realms and some get out of danger stuff as well.
If you have any questions, please ask here or feel free to send me a message. I am still working out equipment a little fyi :)

hustonj |
Had a Discord table of RotRL that got to the conclusion of book 5, I think, when the group imploded. One player had been annoying a couple of us pretty hard the entire time. The other annoyed player decided to dedicate the time to his education to improve his family's life. Hard to argue with the goal, yeah? The fourth player had a rough patch with his wife, and when they made up he and the GM got into a disagreement about whether he should go back to her or not. That player was very suddenly very done. She left him again a couple or years later, this time leaving the state, so . . .. I was playing a Shifter (normally a pouncing smilodon), and was the muscle of the group. When I managed to get the group's rogue (the guy who left to further his education) flank, though, I was NOT the big damage dealer. Pounce was irrelevant to the two-bladed sneak dice.
I've been trying to find a game to get to and through the rest of the story since. Haven't found one that lasted to the point yours already has, yet.
I've put together a wide variety of characters trying to find that right game. The original (predating the shifter, actually) was a rogue Varisian juggler. I will need to play with his background some to rework for a Turtleback Ferry start, drop the Elephant in the Rules Feat Tax adaptations, and work up an advanced version of him, certainly. Guess we'll see if I manage to find the time to focus on that this week. His name is Gudada Purrun, but like I said, I've got work to do before we should consider him a submission, though he is sitting at Level 3 right now. Interesting.
Sounds like it could be pretty hard to compete with M'ara for the trapfinder spot. That's okay. I don't see anything wrong with giving preference to a returning player when you have the opportunity. Don't really feel the knowledge character right now, though, so I doubt I would get that one built. Probably a Bard (Archaeologist) if I did, though. With Ruins Delver (Scholar). Probably.

Archae |

Ciro Aldritch was from a noble family in Magnimar, until he decided to leave his family, as their beliefs and mannerisms didnt quite mesh. He was essentially an outcast.
Ciro after losing a local archery tourney, decided to double down on practice and continues to train to where he is today. Archery is a passion for him, much like his love of storytelling, epics and Tales. His love of stories and tales, inspired him to follow Caydean Cailean due to the gods tale of how he ascended to Deific status.
Ciro frequently performs in taverns and town squares, both Singing and telling stories and epics of adventures and ruins he's delved into and things he's found or discovered. As for work, He also a Vigilante bounty hunter and a bit of a local area hero, Using his archery, various abilities and the teachings of the Caydean Cailean to bring in criminals or stop thugs, bandits and thieves.
As a person Ciro has great respect for nature, but understands the need for civilization. He's a free spirit, kind and just but has a bit of a hatred/ Dark side in his behavior when it comes to corrupt leaders, businessmen and anything that hurts the common people. He'd warn but let go a thief stealing food to live, but a corrupt mayor or war profiteering merchant would be brutally.
In Combat Ciro is an Archer and as a side is built to use Ranged Trip because i think it's interesting
Out of Combat Ciro has a focus on Disabling Traps and locks, sensing lies and has a bunch of skills in a variety of places from knowledge to tracking, in addition to having a few languages and support spells.
Still need to buy Equipment but otherwise should be all set

DM TreasureFox |

@Pelipe, excellent job and I'm happy to see someone take Charitable Soul. If you wouldn't mind changing your Headband of Vast Intelligence to a knowledge skill, I'd appreciate that.
@Hustonj, I'm sorry to hear that, my friend. I'm sure your juggler/thief would have plenty of flavour to compete.
@Archae, the only thing that strikes me from a cursory glance is your faith. Cayden Cailean doesn't have a following in Magnimar, but he does have a following in Riddleport if you're interested in taking that angle. In Magnimar, you may be interested in using Desna or perhaps Calistria, as well as tons of empyreal lords/ladies. Of course, I'll need to know why he's come to Turtleback Ferry, as it's a long ways away from the coast.
@FangDragon, I like illusionists. I think it takes a lot of player imagination to make them work. I feel confident in adjudicating between the Overpowered, the Useless, and the Brilliant.
The following information may help you out: I've made some changes to Turtleback Ferry. It's a proper town, with an increased population. It has basic protections like a wooden palisade, a small stone castle, and a few guards with a small militia. It's a fairly muddy, dirty, smelly town with lots of hog farmers, fishermen, shepherds, and a tannery. Known for Turtleback bacon. Turtleback is quite devout to the faith of Erastil.

Sensen |

The following information may help you out: I've made some changes to Turtleback Ferry. It's a proper town, with an increased population. It has basic protections like a wooden palisade, a small stone castle, and a few guards with a small militia. It's a fairly muddy, dirty, smelly town with lots of hog farmers, fishermen, shepherds, and a tannery. Known for Turtleback bacon. Turtleback is quite devout to the faith of Erastil.
Does this affect Fort Rennick much? I wouldn't think it would overmuch, but I wanted to double-check, because especially the extra defenses would make the fort somewhat less necessary, no?

DM TreasureFox |

@Sensen it won't affect Fort Rannick. Since the fort is a ways away from the town, it's important that they have some defences should something slip by/around. That way they can at least hold out in the castle for a little while before the Black Arrows show up. The guards and militia are only competent enough to deal with a few bandits or a small goblin raid (cough-Sandpoint-cough).

Pelipe Lightdriver |

Of course!, I have no problem doing that. I'll adjust some skills to make it work.
I'm making changes to my character based on this new alteration that you made to the town. Instead of farmers, her family will have large herds of sheep. Instead of Desna and Shelyn she worships, it'll be those two (gained from her time in college) and Erastil. Perhaps the larger size is why she has been ineffective to make real strong change to the town in the past few years.

Archae |

@Archae, the only thing that strikes me from a cursory glance is your faith. Cayden Cailean doesn't have a following in Magnimar, but he does have a following in Riddleport if you're interested in taking that angle. In Magnimar, you may be interested in using Desna or perhaps Calistria, as well as tons of empyreal lords/ladies. Of course, I'll need to know why he's come to Turtleback Ferry, as it's a long ways away from the coast.
The following information may help you out: I've made some changes to Turtleback Ferry. It's a proper town, with an increased population. It has basic protections like a wooden palisade, a small stone castle, and a few guards with a small militia. It's a fairly muddy, dirty, smelly town with lots of hog farmers, fishermen, shepherds, and a tannery. Known for Turtleback bacon. Turtleback is quite devout to the faith of Erastil.
Not a problem, switching the diety is pretty easy, i'll give a look and adjust. as for why he's in Turtleback, it's fairly simple, he's essentially leaving Magnimar and is coming this way to study the Black Magga. Due to stories he's read and is looking to get involved in researching local ancient ruins

hustonj |
@Hustonj, I'm sorry to hear that, my friend. I'm sure your juggler/thief would have plenty of flavour to compete.
Thanks, but, you know, life happens. <shrug>
Almost done updating Gudada. I think there's basically just his equipment to purchase, left. He does provide plenty of opportunity for flavor. He is also pretty min-maxed, just for his skills, not combat. Every Feat and half of his Rogue Tricks are skill improvement choices. Not really that special in combat, I don't think.
Looked at Bard (Archaeologist) later last night. Nah. Wouldn't want to run with that, after all. Too much the thief and not enough the knowledge guru. <shrug>

GM Trifty |

Please include in your application:
- A character sheet showing at least your level 3, along with your expected feats, core items, and skills for level 8. Level 8 is preferred, but I understand it can be tedious withing a small time frame. You can certainly apply with your level 3 version, and later update to level 8 before recruitment closes.
- A summary of where your character fits in the world, how they grew up, what they believe in, what they fear, and how they got to level 8. This doesn't need to be a book. It can be point form if you'd like. I just need an idea of how who you are, and how you got to where you are.
- A brief description of what your in-combat role would likely be
Here is my application, Kaddok the 8th level Alchemist.
Here is a link to a spreadsheet I made of my crunch. I can put it into a more standard format if you would like, and I will certainly do so if selected, but this is how I made it. There are a few things that need finalizing or are missing. Don’t look to closely at the equipment section, I started to really go down a rabbit hole and then decided to save my time. I’ll add a bunch more equipment if I’m selected. I am interested in making use of alchemical items, and have a class feature which allows me to apply them to weapons as a swift action.
Anyway, you requested that we do one of two things: have good knowledge skills and know Thassilon or be able to handle traps. Currently my character is set up to do both of these things. However, I expect to change some things around so that I can only do one if I’m selected. I’m doing it this way because, given the class I’ve selected and the campaign trait available, it’s easy for me to fill both roles. I understand that everyone should have a niche to fill and get to shine in different ways, and I don’t want to step on anyone's toes. If you want me to pick one role now, let me know and I’ll be happy to do so.
Additionally, I noticed that there are a couple of knowledge skills used to identify monsters the party already has a little bit of. I didn’t invest as heavily in those as in the ones that were lacking. It’s easy for me to shuffle things around and cover all the bases if that’s desired.
My background isn’t quite a bulleted list. I just wrote it in a way that seemed natural, not focusing on producing pleasant prose but on communicating information, since that seems like what you want.
Kaddok’s Grandmother on his mother’s side was a Chelaxian wizard. She crossed into the Shoanti lands on some kind of adventure and, among other things, had a child. The man she had a child with was Shoanti, he wanted his child to grow up among them, and she was in love with him and liked that way of life. Maybe the connections she had back home in Korvosa weren’t that appealing. So she stayed and raised Kaddok’s mother in the badlands.
Kaddok’s mother grew up with a powerful mother. She married an important man, some kind of leader or important politician. Kaddok was born there and lived the first few years of his life there. But eventually their fortunes waned. Kaddok’s father was overthrown in a plot and murdered, Kaddok and his mother had to flee for their lives. They couldn’t stay in Shoanti lands or they would eventually be found and killed, so they had to go south. They ended up back in Korvosa, where they reconnected with the branch of the family Kaddok’s grandmother had left behind.
Kaddok was thus raised in a despotic, Chelaxian city despite being three quarters Shoanti. He remembered little of his life before coming to the city, but identified strongly with his heritage. His grandmother’s family, remembering that she had been a spellcaster, gave him magical training. But although he initially showed potential and some latent arcane power, he was unable to cast spells. Thus, he ended up an alchemist. His mother talked endlessly about what life had been like for them before they became exiles. Although Kaddok had some connections in the city of Korvosa, he felt the pull of his heritage, and of the shadowy ruins he had been born among. He always knew he would go north once he completed his training, following in the footsteps of his grandmother. He prepared himself for adventure.
Eventually, his mother died of illness. Before she died, however, she arranged for him to receive a Shoanti tattoo. Though they were exiles, they would be proud, and he would never forget who he was.
After she died, he left the city headed north. Along the way, Kaddok must have had some adventures, because he’s a level 8 character. His relatives in Korvosa wanted to boat him off to Cheliax so he could better serve the family, and he had to escape their clutches, then found himself alone in a hostile environment, exiled from both halves of his family. Perhaps he had to journey through the Fenwall mountains. I know you specifically requested that we include detail about this, but to me this seems like an area of my characters background that be filled in more later on. He had some kind of adventures and learned to trust himself and his training. Eventually, he ended up in Turtleback Ferry, heading north, looking for adventure. If we had some more specifics about what’s going on in the main story, I could easily add some details that give him a clearer motivation to work with the rest of the PCs.’
Kaddok has a dual nature. On the one hand, he can seem like a bookish Chelaxian because that’s how he grew up. He has a pair of glasses safely tucked away that he puts on when he needs to read things, such as his formulae book, which he is frequently consulting. At other times, however, he is every bit the nomadic Shoanti, scanning the horizon stoically while reaching for his bow. In truth, he is neither, a perpetual outsider who has learned to be content trusting himself. He has a kind, caring nature but doesn’t open up easily. He’s used to being treated as a second class citizen. He believes in methodical preparation, and is extremely logical.
Kaddok believes that there is something worth finding north of the Storval Rise. He’s not sure if that something is the same something his grandmother originally went out in search of, adventure, treasure, the secrets of the ancient Thassilonians, or whether it’s his own personal reconnection with a land and a people that were stolen from him before he had a chance to grow up among his own. He believes in himself more than anyone else, but also believes that a strong personal connection to other people is a necessary and important part of life.
He is secretly terrified that people will think of him as a weak boy from the city, not a real Shoanti, though his prominent tattoo and shaved head usually make this a needless fear. He is also afraid that, should he ever make it to Shoanti lands, someone will recognize him from when he was a young child. He has no way of knowing if his father’s assassins are still out there somewhere, though his real fear is that someone will accuse him of abandoning them. After all, he was his father’s heir. He is terrified that one day he will have to fill that role and be unable to do so. He cannot swim and is afraid of water, though he is willing to ride on boats if necessary.
Kaddok is an 8th level Grenadier Alchemist who fights using his bombs and a longbow. I see his role as being a combination of ranged damage support, buffing through the use of extracts, potions and infusion, and battlefield control/debuffing through bombs. He has fast bombs and rapid shot, so he could throw three bombs in one round for 4d6+5 + splash and debuffing (and maybe + point blank shot/deadly aim? I’ve never had an alchemist at my table before so not sure what the interaction there is) each, but with only 13 bombs per day that’s reserved for the most difficult fights. More often, I expect to throw a few bombs to debuff and then rely on my longbow. With alchemically allocated heroism and within 30 ft for point blank shot, his longbow damage starts to look pretty reasonable. I looked at the profiles of each of the three players already in the game and I think that I do less damage than them on average, which is what I was aiming for, although Wabbit is difficult to understand. In terms of buffs, I expect to give enlarge person to Furdok, shield to anyone who wants it, and alchemically allocated heroism and invisibility. I also can pass out barkskin, but it seems that it’s already in widespread use. I also can give out infusions of channel vigor (basically haste but with corner case upside), but it’s not the same as a wizard casting haste because it’s single target only. Other third level spells like fly are available, but are in shorter supply.
Thanks for reading. Please let me know if you have any feedback, I would be happy to improve my submission.

FangDragon |

The builds are kind of a rough draft, giving the broad idea of what I’m thinking but I’ve not sat down to go through all the gear and generate a spell book (I’ll do that later if selected - mostly illusions and a few other mainstays that all wizards need).
My intention with an illusionist is not to create something super powerful, rather I’m going for flexible and flavourful here.
The remainder of Rix’s childhood involved being endlessly shuttled between different sets of relatives. He became introverted and estranged from the world, more interested in stories and dusty tomes than the lonely reality of the world around him. His best friend in those dark days was his much thumbed collection of the Pathfinder Chronicles where he lived vicariously through the adventures and misadventures of Durven Gest, Shevala Iorae and other luminaries.
As Desna would have it, the path of Rix’s life changed dramatically one market day when Rix literally bumped the Wizard known as Argast, on account of his nose being stuck so deeply within Chronicle number 14 that he could see little else. Fortunately Argast saw the funny side and they soon became friends. A few years later at Argast’s encouragement Rix sat the Korvosa Academe’s entrance exams and was accepted, majoring in the school of illusion.
During his time at the Academe, Rix learned a great many things about the world and of magic. One of the most intriguing things he heard was about ancient Thassilon, an empire from the Age of Legends which had once encompassed much of what is now Varisia, the Hold of Belkzen, and the Lands of the Linnorm Kings. Curiosity piqued he set about learning whatever he could, hoping to pen a monograph describing its history. Of course such knowledge was closely guarded and it took all of Rix’s courage and ingenuity to uncover what little he could.
Over time Rix’s knowledge of ancient Thassilon grew, being able to read and write this most esoteric of scripts. And as his knowledge grew so did the challenge of expanding it. He had to delve into more and more obscure and dangerous ruins and to sneak or engineer his ways into the private libraries of increasingly dangerous individuals. Sometimes tasks were required in exchange for knowledge, dangerous tasks like that time he had to remove a nest of owlbears that were in the summer home of a dealer of ancient scrolls…
Most recently Rix was drifting after a fruitless expedition to a ruin in the Cinderlands. Looters had got there a century or more before him and he was meandering back to Korvosa when he heard some intriguing rumors and got caught up in events at Turtleback Ferry...
Some questions not answered by the above.
What does Rix Believe in? The teachings of Desna for one thing. That we can learn from Thassilon and that knowledge ought to be free.
What does Rix fear? Although he’s often led a solitary life, Rix fears being alone and social rejection. Oh he doesn’t like spiders either…
Rix seeks to shape the battlefield to his allies advantage by bamboozling and misleading the enemy, turning their minds against them.But being honest given half the chance Rix would prefer not to have to fight all:
“Why fight dangerous ogres when you can ghost past them?”
“Because they’re mean and they’re attacking the villagers!”
“Ah well in that case let’s see how they like fighting somebody their own size! You see I can make them think you’re as big as they are and that they’re outnumbered!”
Rix
Male human illusionist (mage of the veil) 3 (Pathfinder Player Companion: Inner Sea Primer 29)
CG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 21 (3d6+3)
Fort +2, Ref +3, Will +4
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Offense
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Speed 30 ft.
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
. . At will—face in the crowd
Illusionist Spells Prepared (CL 3rd; concentration +7)
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 9, Dex 14, Con 12, Int 18, Wis 12, Cha 12
Base Atk +1.5; CMB +0; CMD 12
Feats Cunning Caster, Deceitful, Scribe Scroll, Spell Focus (illusion)
Traits intrigued by thassilon, seeker
Skills Appraise +9, Bluff +9, Craft (alchemy) +9, Disguise +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Perception +8, Spellcraft +10, Stealth +8, Use Magic Device +3
Languages Common, Dwarven, Elven, Gnome, Sylvan, Thassilonian, Varisian
SQ arcane bond (familiar), extended illusions (1 round)
Other Gear handy haversack, wizard starting spellbook
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Special Abilities
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Cunning Caster Use Bluff check at cumulative -4 penalty for V, S, M, F/DF components to conceal casting.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Face in the Crowd (3 minutes/day, DC 15) (Sp) At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures out
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Male human illusionist (mage of the veil) 8 (Pathfinder Player Companion: Inner Sea Primer 29)
CG Medium humanoid (human)
Init +3; Senses Perception +13
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Defense
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AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
hp 41 (8d6+8)
Fort +5, Ref +7, Will +9
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Offense
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Speed 30 ft.
Arcane School Spell-Like Abilities (CL 8th; concentration +14)
. . At will—face in the crowd, master of the veil
Illusionist Spells Prepared (CL 8th; concentration +14)
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 9, Dex 16, Con 12, Int 22, Wis 12, Cha 12
Base Atk +4; CMB +3; CMD 18
Feats Cunning Caster, Deceitful, Improved Familiar, School Familiar, Scribe Scroll, Solid Shadows, Spell Focus (illusion)
Traits intrigued by thassilon, seeker
Skills Appraise +12, Bluff +14, Craft (alchemy) +17, Disguise +14, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (geography) +15, Knowledge (history) +17, Knowledge (local) +17, Knowledge (religion) +12, Perception +13, Spellcraft +17, Stealth +14, Use Magic Device +9
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan, Thassilonian, Varisian
SQ arcane bond (Syl, lyrakien [school familiar]), extended illusions (4 rounds)
Combat Gear lesser extend metamagic rod; Other Gear belt of incredible dexterity +2, handy haversack, headband of vast intelligence +2, ring of protection +2, ring of resistance +2, wizard starting spellbook
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Special Abilities
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Cunning Caster Use Bluff check at cumulative -4 penalty for V, S, M, F/DF components to conceal casting.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extended Illusions (+4 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Face in the Crowd (8 minutes/day, DC 20) (Sp) At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures out
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Master of the Veil (8 rounds/day) (Sp) At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per wizard level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Solid Shadows Shadow descriptor spells produce 20% more realism.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
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Syl CR –
Lyrakien (school familiar) (Pathfinder RPG Bestiary 2 38)
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +14
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Defense
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AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 20 (3d10+3)
Fort +3, Ref +7, Will +9
Defensive Abilities improved evasion; DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
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Offense
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Speed 30 ft., fly 80 ft. (perfect)
Melee slam +3 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
. . Constant—detect evil, detect magic, freedom of movement
. . At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
. . 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
. . 1/week—commune (6 questions, CL 12th)
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Statistics
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Str 5, Dex 19, Con 12, Int 21, Wis 17, Cha 20
Base Atk +4; CMB +6; CMD 13
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Appraise +8, Bluff +16, Diplomacy +11, Disguise +13, Fly +16, Knowledge () +11, Knowledge (planes) +11, Knowledge (religion) +8, Perception +14, Perform () +11, Sense Motive +9, Spellcraft +13, Stealth +23, Use Magic Device +13
Languages Celestial, Draconic, Infernal, Shoanti, Sylvan, Varisian; speak with animal (same kind only), speak with master, truespeech
SQ empathic link, illusory maestro, school cantrip, school link, specialty stowaway, traveler's friend
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (80 feet, Perfect) You can fly!
Illusory Maestro (Su) Control an an illusion spell for your master, increasing its save DC by 1.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
School Cantrip (Ghost Sound) (Sp) Cast selected cantrip at will.
School Link (Su) Can only deliver spells or share spells of master's specialized school.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Specialty Stowaway (Sp, Su) Use abilities from master's specialty school at double cost.
Starlight Blast (1/1d4 rounds, DC 15) (Su) 5-ft burst deals 1d4 holy damage + 1 for each step away from CG (Ref neg.)
Traveler's Friend (1/day) (Su) Listening to lyraken's performance removes the effects of exhaustion and fatigue.
Truespeech (Su) Speak with any creature that has a language.
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Initially taking it as a curio, he determined after much study that this was in fact a living being who had been trapped by fel magics. The next weeks were spent in intense study as Rix developed a ritual that would free her from the stone. At last under the light of the stars he was ready and he began the incantation that slowly, ever so slowly dissolved the amber. The tiny Lyriken’s lifeforce had been greatly diminished by the status spell and too late Rix realised the act of freeing her was killing her. In desperation he reached out with his own essence and was able to stabilize her but at a cost, in doing so they had become bound together.
Not that Syl minded of course, she delighted in Rix’s magic and it was a blessing to feel the wind in her hair and to flit once more through the sky on iridescent wings.

Archae |

Hey all, back after dealing with Paizo website issues, Thanks GM Trifty for the advice.
So for Ciro and subsequently the GM. Altered things in accordance with the god change and added in
Ciro Aldritch was from a noble family in Magnimar, until he decided to leave his family, as their beliefs and mannerisms didnt quite mesh. He was essentially an outcast in his own house. Couple that with mental abuse and him being a bastard child...
Ciro after losing a local archery tourney, decided to double down on practice and continues to train to where he is today. Archery is a passion for him, much like his love of storytelling, epics and Tales. His love of stories and tales, inspired him to Adventure to make his own
Ciro frequently performs in taverns and town squares, both Singing and telling stories and epics of adventures and ruins he's delved into and things he's found or discovered. As for work, He also a Vigilante bounty hunter and a bit of a local area hero in Turtleback Ferry. having come originally to study The Legendary Black Magga, help a growing community and explore local ruins, as well as maybe look into Paradise and the Order of the Black arrows. Mostly his desire to look into the local stories, legends and groups lead him to Turtleback
As a person Ciro has great respect for nature, but understands the need for civilization. He's a free spirit, kind...that said, Ciro has a darkside, his hate of his family, lead him to Follow Calistra, the goddess of revenge. He despises Nobility/ royalty, corruption and child abuse, His hate extends to a point where would he ever become one, he wouldnt know how to react.

Gudada Purrun |

hustonj, here.
I did the whole cookies/cache thing, too. Still had to reset my password. <shrug>
Spent the past couple of nights (especially when I couldn't get into the site) with my wife in the living room instead of at the keyboard, so I haven't got the purchases made yet. Should be pretty standard stuff when I finish it, (adamantine?) Rapier, Mithral Shirt, Handy Haversack, belt, cloak, etc.
Since I got in after 2200 tonight, I skipped straight to updating the profile with the Level 8 build (all sans gear) and posting it for consideration that way if you choose. Well, straight after running through my games to contribute to the existing games first, of course. Now that things are back to normalish, maybe I'll get the gear done tomorrow night instead of waiting until Saturday, when I would normally do that before anyone else gets up in the house, after I sleep in a bit. <shrug>

Taimat |

I thiiiiink this is all of the submissions so far.
Kiera Videns - Human Wizard (Exploiter) 8
Fayn - Changeling Cleric (Channeler of the Unknown) 8
Pelipe Lightbringer - Human Arcanist (Blood Arcanist) 8
Ciro Aldrich - Human Inquisitor 5 / Slayer 3
Kaddok - Human Alchemist (Grenadier) 8
Acoris - Gathlain Investigator (Sleuth) 1 / Bard (Arrowsong Minstrel) 7
Rix - Human Illusionist (Mage of the Veil) 8
Gudada Purrun - Human Rogue (Unchained) 8