I Just found this page and I hope it is struggling but not dead. [hider=Litch] [img]http://2.bp.blogspot.com/-rATrG1Nwwks/VmTMm-qS7iI/AAAAAAAAGPA/N1cj6LPe0Lo/s1600/Dirgesinger.jpg[/img] [b]Name:[/b] Maestro [b]Race:[/b] Formerly half-elf [b]Personality:[/b] The work, the work is all that matters. Math, math is the music of the universe, everything is mathematical, everything is quantifiable. If math is the music of the universe and music is math perfected. Therefore there MUST be a perfect song, a song of the universe. Such things take time, time to do the math: years, decades, centuries. Meaningless to the math. Death is an inconvenience, not a necessity. Step one, remove the annoyance of death... [b]Background:[/b] Born an orphan, raised in the church, thrown out for heresy. Picked up by a wizard, wizard died, not by me. Wizard showed me the value of knowledge and magic. Magic itself is not enough, magic as we know it rips, twists, distorts, changes. We need scalpels, not cleavers. Sharpest edge is knowledge Magic uses formulas, math uses formulas, music uses formulas. Knowledge is power, bards know everything, become a bard. Sleeping is limiting full potential, half-elf not enough to not need sleep. Went to college, studied, learned, graduated with technical proficiency and academia, poor scores for lack of 'feeling the music' irrelevant. Old now, work unfinished, mortality restrictive, remove mortality. No sleep, no food, freedom to work. Much more efficent. Universe becoming more clear, very good. [b]Abilities:[/b] Use Magic Device: The linchpin of his skillset is the practiced ease of using any scroll, wand, or other magic item in his arsenal. Or anyone else's arsenal as well. He possesses the strength of will and cunning mind to bend nearly any magic item to his needs, including divine devices for clerics or races beside his own like dwarven runes. Litchdom: He has undergone the process of becoming undead through strength of will [b]Equipment:[/b] Harp of harm: [/hider] Just a foot in the door before getting to far along here. [hider=Thief] [img]http://static3.paizo.com/image/content/PathfinderRPG/PZO1133-Veela.jpg[/img] [b]Name:[/b] Zephyr [b]Race:[/b] Sylph [b]Personality:[/b] Aloof, airy, soft spoken and light on his feet, gliding more than walking and dancing when he is running, an excellent listener even if people don't know he is listening. [b]Background:[/b] He was always...odd. Not counting the blue skin. His mother was a cleric to a god of luck and his dad was very lucky once. He traveled with her as she wandered, torchbearer and pot-scrubber, squire to whatever group they were part of. However, even a worshiper of luck runs out. She was in a casino when a fight broke out over cheating, a Spell went off and the casino went up in flames. Where was the god of luck then? He was approached by the thieves guild, at minimum sorry for what happened in their casino. They took him in and taught him their ways while taking full advantage of his racial attributes. Ten years of training and he had paid off the debts and then some. He graduated as a shadowdancer, specialist in stealth, with full intent of becoming a wonderful spy. Then a mountain appeared. [b]Abilities:[/b] [hider=D&D-ish] [u]Racial modifiers:[/u] Sylphs are more dexterous and intelligent than standard humans, if more fragile in constitution. [u]Racial subtype:[/u]Sylphs are outsiders with the native subtype. This is a double edged sword as it prevents him from being targeted by certain spells of the enemy like charm person or other hampering effects, but it also prevents certain buffing spells from targeting his alien physique as well. He can be healed and harmed from spells, just not buffed and debuffed. [u]Darkvision:[/u] He can see in the natural darkness for 30 feet without trouble, but magical darkness still blocks his vision. [u]Breeze-Kissed[/u] Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a bonus against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph for 24 hours. This is a supernatural ability. [u]Like the Wind[/u] A Sylph with this racial trait gains a +5 foot bonus to her base speed. [u]Whispering Wind[/u] Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a bonus on Stealth checks. [u]Sneak attack X3[/u] A rouge is still a rogue, when landing a blow the enemy cannot defend against, the damage is three times as powerful [u]Trapfinding[/u] Aside from the skills in disabling mere normal mechanical traps better than any layman, He is also skilled in disabling Magical traps as well. [u]Evasion[/u] Being as agile as he is, he takes half damage when he fails to avoid a trap and none at all when he successfully avoids them altogether. [u]Sacred sneak attack[/u] A skill he picked up traveling with his mother, Any sneak attack he lands counts as a 'good' weapon against undead only. [u]Trapsense[/u] Years of failing traps has taught him how to be just a little better at avoiding the ones that actually aim for him, improving his ability to avoid targeted traps [u]Gloom magic[/u] [i]"Hello darkness my old fiend..."[/i] A simple spell to dim an area near him, either on him to hide better or dim another sort of light to make broad actions easier [u]Uncanny dodge[/u]A lifetime of sneaking let him keep aware when someone is sneaking around him. he can not be surprised by merely invisible opponents or be flat footed in a surprise attack. [u]Hide in plain sight[/u] As a graduate shadowdancer, he can use his skills in Stealth even while being observed. As long as she is within 10 feet of an area of dim light, he can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow. [u]Magical talent[/u] Sometimes a spell is just quicker. With a little memorization (and a tattoo on his arm from a page in a spellbook) he can [i]open[/i] or [i]close[/i] any unlocked door three times a day. [/hider] [b]Equipment:[/b] Cloak of the hedge wizard: Divination: at will—detect magic; 1/day—detect secret doors, true strike Burglars bracers: On command, these plain leather bracers can transform into a set of masterwork thieves’ tools. They can transform back to their bracer form with another such command. Cap of human guise: This threadbare hat allows its wearer to alter her appearance at will as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap’s appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form. Though invented and primarily used by Small humanoids, it can be used by any Small or Medium humanoid creature. Gloves of reconnaissance: Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The enchantment works for up to one minute in six second intervals that need not be used consecutively. [/hider]