What I have so Far:
Name: Cadunaer “Cade”
Race: Elf
Age: 145 yrs old
Height: 6 ft 6 in
Weight: 164 lbs
Hair: Auburn
Eyes: Hazel
Class: Artificer Level 1 Experience 0
Strength 13 (+1)
Dexterity 16 (+3)
Constitution 13 (+1)
Intelligence 17 (+3)
Wisdom 15 (+2)
Charisma 11 (0)
AC: 0
Touch: 0
Hit points: 7
Fortitude: 0 2 1 1
Reflex: 0 0
Will: 0 2
BAB: 0 CMB: 0 CMD: 0 Initiative: 0
Weapons:
Equipment:
Backpack
Bed roll
Flint and steel
Oil flasks (10)
Rations (7)
Hemp rope 50’
Water skins (2)
Torch (10)
Sun rod (2)
Skills: total AM ranks misc.
C Appraise (Int): 6 3 1 0
C Craft mech (Int): 8 3 1 2
C Diplomacy (Charisma): 1 0 0 1
C Disable Device (Dexterity): 6 3 1 0
C Escape Artist (Dexterity): 3 3 0 0
C Know arcana (Int): 8 3 1 2
C Know engin (Int): 9 3 1 3
C Know history (Int): 9 3 1 3
C Know local (Int): 5 3 0 2
C Linguistics (Int): 3 3 0 0
C Perception (Wisdom): 2 2 0 0
Profession engin (Wisdom): 7 2 0 5
C Spellcraft (Int): 6 3 1 0
C Survival (Wisdom): 3 2 0 1
C Use Magic Device (Charisma): 3 0 1 0
Feats:
Breadth of Experience: Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Catch Off-Guard: Foes are surprised by your skilled use of unorthodox and improvised weapons.
You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Skill Focus: Choose a skill (Profession (Engineer)). You are particularly adept at that skill.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Elf abilities:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Immune to magic sleep. +2 to saves vs. Enchantment
Keen Senses: +2 Perception
Forlorn: Elves raised outside of elven communities—are accustomed to other races' brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents' skills. They gain Skill Focus (Profession (Engineer)) as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
Artificer training:
Favored Class:None
Elbow Grease
The artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 10th level.
Jack of All Trades
The artificer has picked up a smattering of even the most obscure skills. They may use any skill untrained.
Weird Science
An artificer is not a spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine.
An artificer has access to both arcane and divine spell lists, but only up to 4th level. Any number of spells can be combined into a single device. Spell statistics (Casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL.
Weird science devices must be invented in advance, however -- they cannot be created on the fly. The time to create such devices is 4 hours per spell level used. As such, an artificer usually has a fixed collection of regularly-carried devices.
Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device (Rounding up, naturally). The device may be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magic Device roll at DC 15 to activate (A failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good).
If the device is used more times than allowed (By anyone), it requires a Use Magic Device skill check with a DC equal starting at 20 and rising by 1 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (The artificer will have to build another).
Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (Effectively casting two or more spells at once) -- but such devices are even more unstable than usual: The Use Magic Devicecheck for extra activations starts at DC 25 + the number of effects used, and goes up for each additional usage by the number of effects used.
Bellicose Historian What started as. Scholar's curiosity in exotic fighting styles bloomed into. Fanatical desire not just to learn about martial arts, but to master them. You gain access to the Style Sage social trait. You gain a +1 trait bonus on checks with your choice of either Knowledge (Local) or Knowledge (History), and the one you choose is always. Class skill for you. In addition, you gain a +1 trait bonus on Diplomacy checks made to gather information about any person with levels in monk.
Anything with a 0 is something I wasn't sure about. Still fleshing out an equipment list, weapons, and armor.
That's what I figured KN, thanks. And I was curious about the 0's but when you figure out your gear everything looks good overall. I need to convert these into real characters on character sheets but I see no flaws right now. If you want to start go ahead. Still waiting on ICon though.
Sorry for not submitting sooner, I really have no excuse. I decided to roll for wealth so no equipment is bought.
Solange of Esylle
The Sixth Sister
Chaotic Neutral
Mesmerist (Cult Master) 1
Race: Human
Age:
Height:
Weight:
Hair: Naturally Brown
Eyes: Blue
Faith: Calistria
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 16 (+3)
Wisdom 15 (+2)
Charisma 18 (+4)
HP: 10
BAB: 0
Saves:
Fort +2 = 0 +2 [Con]
Reflex +4 = 2 +2 Dexterity
Will +4 = 2 +2 Wisdom
Initiative: +2
Melee: +2
Ranged: +2
Skills: (6+3+1 ranks per level. +1 Favoured class)
Total = Ability + ranks + misc
Appraise +7 = +3 +1 +3
Diplomacy +9 = +4 +1 +3 +1(Insidious Personality)
Disguise +8 = +4 +1 +3
Escape Artist +6 = +2 +1 +3
Handle Animal +5 = +4 +1
Heal +6 = +2 +1 +3
Profession (Wrangler) +6 = +2 +1 +3
Perception +6 = +2 +1 +3
Sense Motive +6 = +2 +1 +3
Survival +6 = +2 +1 +3
Use Magic Device +7 = +3 +1 +3
Mesmerist:
Insidious Personality (1/2 level to Diplomacy)
Hypnotic stare (30', -2 to Will)
Knacks (0 level spells)
Fanatical stare (Buff: +1 competence attack + damage, +2 Will)
Mesmerist tricks:
Slip Bonds (+2 Escape Artist while on, become incorporeal to slip bonds)
Spells Known:
0th (4): Daze, Detect Magic, Ghost Sound, Lullaby
1st (2): Charm Person, Sleep
Spells per day:
1st: 2
Feats:
Spell Focus (Enchantment)
Weapon Focus (Whip)
Traits:
Frontier Forged (+1 Perception, +1 survival to get along in wild)
Trustworthy (+1 Bluff to fool someone, +1 Diplomacy)
Life of Toil (+1 Fortitude)
Headstrong (Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (As adjudicated by the GM), you are shaken for 1 hour.)
Languages:
Common
Elven
Sylvan
Draconic
Regional Language/High Common?
First off, I was wondering how common is Common in your setting? Do the nobility have their own dialect? Do neighbouring countries share the tongue?
Second, do I add the trait bonuses now? Was it all of the traits or just 2, 3 with a drawback? I see the others listed the whole lot. If I take the feat Additional Traits can I pick any traits then? I'd still like to take Prehensile Whip and something granting Handle Animal or Ride.
Lastly, how available and advanced are firearms in your campaign? I was imagining the frontier in a Western style for some reason.
Homeland, Family, Childhood:
The Great Schism saw changes throughout the world. In the forest home of Iorisben and Goldis. It was no different. The ensuing Inquisition may have only been in Romaria but like minded people across the world were performing the same acts. Iorisben and Goldis left the sanctuary of the elves and relocated to the city of Ashrenfell, where protection had been promised, to the stalwart veteran magus.
Iorisben and Goldis were eager to start their family, since leaving their homeland [FORLORN], but the one concern they had was the fear the world had of magic and those associated with it. Making a silent pact between themselves, Iorisben, Cadunaer’s future father, and Goldis, Cadunaer’s future mother, bound their magics into the bracers both wore. With the magic sealed away, Iorisben and Goldis moved on with re-establishing themselves amongst the people of Ashrenfell. Iorisben found work as a Night Watchman, while Goldis prepared for the arrival of their first child.
Cadunaer is the older of the two boys born to Iorisben and Goldis. Cadunaer’s sister, Ciwinth was the oldest of three, with Faervel being the youngest. In the space of 20 years the family went from just two to five [KIN GUARDIAN] in all. Goldis kept a happy and productive home, where magic was never spoken of or ever taught. Magic found Cadunaer all on its own.
Of the three children, Cadunaer was the curious one. Ciwinth was radiant and beautiful. Faervel was taking on responsibilities like his father as a Night Watchman. Ciwinth worked amongst the courtiers and nobility of Ashrenfell, becoming a regular figure at their high class social events. While Faervel played with swords and spears and bows, Cadunaer was busy taking things apart {CATCH OFF-GUARD], often not being able to put them back together again. Over time Cadunaer was able to reassemble the disassembled and improve the item while rebuilding it.
Firstly firearms are rare and valuable. Common is common. I don't want to dick around with variants of languages like Cilaxian and stuff from original pathfinder. Traits you get all of them but you HAVE to take a drawback. The feat's are that, they are feats and take over your feat slot. I screwed up and hadn't put your characters down on sheets yet to fix that so I missed that crucial error.
Overall your cool from first glance but you didn't put in CMD and CMB. I'm going to print out the sheets tomorrow, transfer everything over, and post one large post explaining what needs to be changed. Otherwise go ahead and post guys JB got on me because we hadn't started yet and majority of the things are there.
Let's just focus on what we got and try not to change to much. Wanted to try to keep that player in and allowed us all to have all the story traits but I still wanted to keep it to 2 or three with 1 drawback like in the book. Oh well, no one is to overpowered with that unless their taking a lot of story feats which they should be.
Continuing the backstory and updating the character sheet:
Solange's abilities went unnoticed even by herself for a long time. When she was young she just seemed to make friends with anyone she wanted to and her ability to read people, their personality and emotion, seemed like a natural gift rather than bestowed by magic and circumstance. Work on the ranch became second nature and any injuries sustained by her sisters would he healed by her. The family soon knew something was up when by faith and Solange's healing hands, she cleansed her oldest sister of a terrible disease, no doubt contracted from a customer.
With her mother realising Solange's gift and the unique ability to cast spells unnoticed Solange began to recieve the higher profile customers and gain fame in local towns for her wrangling, mercantile and healing ability too. Then the crime started. As an escort, Solange had uprecedented access to private information allowing her mother to plan missions. The crime spree continued unnoticed for years and the family accumulated a modest amount of wealth.
Then Taddel the merchant came to the village with his small company of mercenaries. Chaos and crime ensued. The mercenaries ran a protection racket as the merchant gamed the local market and pitted nighbours against each other to lower prices. The village's economy was impacted greatly and more than a few heirlooms were reported missing. He also took Solange as an escort for a few weeks. On the road, she was treated badly and restrained against her will while Taddel did what he pleased. In town there was no respite and she was closely guarded. Solange needed her revenge.
One night after Taddel had his way, she started singing, faltering at first, but growing to an eerie lullaby. By her will he fell asleep where he stood. Her hands inexplicably slipped from the rope tying her and she moved quickly to dress herself and hit Taddel where it would hurt the most, in his wealth. She stole back the heirlooms of her town, dropped a bag of coins from the window and took his prized posession, a magical amulet shedding light invisible to those outside it's illumnated area, as well as a wand. The unseen light source helped her escape with a horse under the cover of darkness.
She rode back to her ranch as fast as possible, avoiding roads and settlements, living of the bounties of the land. As she rode, she would spend hours staring at the magical items, intrigued by the carvings and the power she could feel coursing through them. She tried and failed to use the wand. Perhaps it was used up or prehaps the circumstances were not right. The horse nearly died of exhaustion so she left it behind and continued on foot.
The village wasn't guarded, clearly the authorities hadn't been notified. Could be that Taddel didn't want his magical trinket confiscated, but that would just force him to take matters into his own hands. She handed back the stolen heirlooms and told her family to hide the amulet but now the villagers were concerned for their safety. Despite their praise of Solange's heroics and a night of feasting in her honor, she had to leave. With the first rays of morning light, and still hung-over, she said her last goodbyes to her family and rode away with basic supplies and some bleach to die her hair while nobody is looking.
List of siblings
Truda, 26, housekeeper wrangler ex-courtesan, Calistria
Maxine, 24, barmaid courtesan, Calistria
Katia, 23, merchant courtesan, Abadar
Barbie, 20, hunter wrangler, Gozreh
Astolat, 14, away at boarding school, No faith
Solange of Esylle
The Sixth Sister
Chaotic Neutral
Mesmerist (Cult Master) 1
Race: Human
Age: 17
Height: 5' 10"
Weight: 170 lb
Hair: Naturally brown, bleached blonde
Eyes: Blue
Faith: Gozreh
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 16 (+3)
Wisdom 15 (+2)
Charisma 18 (+4)
HP: 10
Saves:
Fort +3 = 0 +2 [Con] +1 [trait]
Relfex +4 = 2 +2 Dexterity
Will +4 = 2 +2 Wisdom
Initiative: +2
BAB: 0
Melee: +2
Ranged: +2
CMB: +2 = +2 Strength +0 BAB
CMD: 14 = 10 +2 Dexterity +2 Strength +0 BAB
Skills: (6+3+1 ranks per level. +1 Favoured class)
Total = Ability + ranks + misc
Appraise +7 = +3 +1 +3 (+1 when bargaining)
Bluff +4 = +4 +0 (+1 to fool someone)
Craft (Jewellery) +5 = +3 +0 +2[trait]
Diplomacy +10 = +4 +1 +3 +1[Insidious Personality] +1[trait]
Disguise +8 = +4 +1 +3
Escape Artist +6 = +2 +1 +3
Handle Animal +5 = +4 +1
Heal +6 = +2 +1 +3
Knowledge (Nature) Untrained! +4 = +3 +0 +1[trait]
Profession (Wrangler) +6 = +2 +1 +3
Perception +7 = +2 +1 +3 +1[trait]
Sense Motive +6 = +2 +1 +3 (+1 when bargaining)
Survival +6 = +2 +1 +3 (+3 when getting along in wild)
Use Magic Device +9 = +4 +1 +3 +1[trait]
Mesmerist:
Insidious Personality (1/2 level to Diplomacy)
Hypnotic stare (30', -2 to Will)
Knacks (0 level spells)
Fanatical stare (Buff: +1 competence attack + damage, +2 Will)
Mesmerist tricks:
Slip Bonds (+2 Escape Artist while on, become incorporeal to slip bonds)
Spells Known:
0th (4): Daze, Detect Magic, Ghost Sound, Lullaby
1st (2): Charm Person, Sleep
Spells per day:
1st: 2
Feats:
Spell Focus (Enchantment)
Weapon Focus (Whip)
Traits:
Frontier-Forged (+1 Perception, +1 survival to get along in wild)
Kin Guradian (+2 to Aid Another for AC of family members)
Artisan (+2 to Craft (Jewellery))
Merchant (+1 Appraise and Sense Motive while bargaining)
Life of Toil (+1 Fortitude)
Bullied (+1 to AoO with unarmed strikes)
Dangerously Curious (+1 Use Magic Device)
Trustworthy (+1 Bluff to fool someone, +1 Diplomacy)
Child of Nature (+2 Survival to get along in wild, +1 Knowledge (Nature), Survival class skill)
Drawback:
Headstrong (Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (As adjudicated by the GM), you are shaken for 1 hour.)
Languages:
Common
Elven
Sylvan
Draconic
Terran
Equipment:
Item,Cost,Weight,Notes
Sorcerer's Kit,7.2,15,No iron pot
Healer's Kit,50,1,4 uses left
Grooming Kit,1,2,with bleach?
Light Horse,75,600,
Whip,1,2,
Quarterstaff,0,4,
Padded,5,10,
Peasant's Outfit,0.1,2,
Tear-away Entertainer's Outfit,8,4
Money 0.7
I listed the Healer's kit at 50 gold cost, but I hope you approve of me taking a used kit with only 4 uses left, costing 20. Is that reasonable?
By no means am I intending to create firearms.
More like devices for:
Hasty escape - so it casts WEB and I receive SPIDER CLIMB.
Healing - it casts CURE LIGHT WOUNDS.
Defensive - BLUR and ENTROPIC SHIELD.