I have turned over the GM reins to Kent starting next week and we are going to embark upon the Rise of the Runelord's Adventure Path. Character creation rules are as follows:
- Default Array or 4d6 keep the 3 highest.
- Nonstandard Races need to be cleared by Kent.
- Average starting gold
- Porphyran deities
I believe this is what I'm going to go with for the campaign (at least he'll be my first entry, we tend to have high death rates because we often do stupid things).
Male aasimar (angelkin) fighter (warshade) 1
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft., Perception -1
AC 16, touch 11, flat-footed 15
(+5 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will -1
Resist acid 5, cold 5, electricity 5
Speed 20 ft., (30 ft. without armor)
Melee flying blade +2 (1d12+4/x3); reach, performance
Ranged chakram +2 (1d8+3); 30 ft.
Special Attacks see traits
Aasimar Spell-Like Abilities (CL 1st; concentration +2)
1/day - alter self
Str 17, Dex 13, Con 14, Int 12, Wis 9, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Exotic Weapon Proficiency (Flying Blade)
Skills (ACP -4) Climb +3*, Craft (weapon) +5, Heal +1, Knowledge (planes) +3, Survival +4; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Traits monster hunter, regional reclusie
Languages Common, Celestial, Draconic
SQ bind spirits +2, seal lore (noble)
FC extra skill point
Combat Gear 3 chakram; Gear scale mail, fighter kit, healer's kit (10 uses), 23 gp
Homeland Varisia (Turtleback Ferry)
Dominic Sundodger was raised by his father and celestial mother in the independent region of Turtleback Ferry. He learned the trade of the warshade and how to bind spirits from his father, while his mother taught him to hunt aberrations, magical beasts and giants. The flying blade is a weapon preferred by his father's side of the family while his mother prefered the chakram. Still, when one reaches adulthood it is time to stretch ones legs and make a path for oneself.
The darkness holds monsters and Dominic is just the sort to face them.
Regional Recluse (Turtleback Ferry): Your home community prides itself on remaining independent from Varisia's city statestates. You gain a +1 trait bonus to Survival and a +1 damage bonus gains creatures of the giant subtype.
Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
(From the Rise of the Runelord's Player's Guide)