<div class="floatleft"><em><strong><span class="bbc_font" style="font-family: comic sans ms;">For:<br/>(http://www.angelickitten.com/gal/avatar/isabella.jpg)<br/>Isabella</span></strong></em></div><br/>I looked over your pdf sheet and taking a non-human also means I loose 2 ability points which hurts a bit there.<br/><br/>That ability handicap was there to even the disparity for new non human being introduced, with the use of the advanced race rules, it has become obsolete, since, as far as i'm concerned, all the races are now balanced since they all spend 10rp points during character generation (<em>i'm maybe a little obsessive on game balance, its my opinion that broken rules wreck more campaigns than anything else.</em>)<br/><br/>A question on that subject ya note that Isabella would start with 8<del> [now 6] </del>and then gain 2. Can these 2 be placed in the same attribute. ..Example-- Con-10, 1st ability point raises it to a 11, can the second now be placed ther as well and raise it to a 12?<br/><br/>Yes, traditionally as a point of effectiveness, players will try not to spend higher than 13 points with their starting stats, using the racial bonus and level bonus to get higher stats, also since level bumps give you a +1 bonus, those odd number ability scores you use to avoid are no longer useless.  A 13 Dex can bump to a 14, when you go from level 1 to 2.  A 7 Strength can go to an 8 when you go from level 2 to 3, and so forth.<br/><br/>My concept for Bella, is a quick graceful fighter when needed so dex is importent. I had planned on taking Weapon Finesse which works very nicely with a rapier. Going duel class Spellsinger/witch removes the ability to wear armor and cast witch spells, this is not many but then could be importent. So at least a 14 dex to compensate is what I was looking at. 14 cha since bard is the main class and 12-14 int. Geting that many to 14 looks to be very difficult without gimping her hard in other areas.<br/><br/>You could duo class, you would have light armor proficiency from Spell singing.  You can even cast witch spell, though you have to contend with possible arcane failure.  I have house rules that might actually help with that though.  You should look over my equipment rules, paying particular attention to how i handle Master Work armor.<br/><br/>http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar#TOC-Azata-Blooded-Musetouched-<br/><br/>As for the race, Aasimar -Musetouched works as a starting concept. Bella could be froma  long line of divinely blooded linked to one of the gods/goddess. Of course being a 15 rp is not good but depending on how you have thiongs droped 'Outsider' -3rp and 'Celestial resistance' 3rp or even 'Greater Spell Like ability' 3rp any combination of those brings the race down to a 9rp and gives it flavor. The dark vision adds in a nice touch as well. me? I would go with dropping outsider and the resistance but then I always like having an extra spell in hand. I have no problem with droping resistance and the spell ability.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Musetouched</div><div class="spoiler_body">Azata-Blooded (Musetouched)<br/> The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.<br/> Ancestry Azata<br/> •Typical Alignment Cg<br/> •Ability Modifiers +2 Dex, +2 Cha<br/> •Alternate Skill Modifiers Diplomacy, Perform<br/> •Alternate Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.<br/> <br/>The capricious aasimars known as musetouched are the most likely of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk.<br/> <br/>Of all the aasimars, musetouched tend to be among the most beautiful by most humans’ standards. They possess features with an unearthly charm, such as long, thick hair of a seemingly impossible hue and limpid, jeweltoned eyes. Musetouched are commonly possessed of innate musical talent and a love for melodies, and many train as bards while they wander.<br/></div></div><br/>Reviewed, this is not a Human only Campaign.  Are you requesting to BE Muse touched, or are you requesting to be Half Musetouched, and simply have an ancestor which have passed down some of the traits to you?  I'm willing to allow either, but i need to know what youre asking before going into how i handle it.  If you want to be Musetouched,  i would review the race and build it using 10rp, and hand you the race to use, as is.  Parts will obviously be clipped and lost because it looks like the race uses more than 10rp, though i would try and stay as close to it, without sacrificing play balance.<br/><br/>The one problem I do have with duel class is that favored class bonus. In effect unless I go with a half elf, I loose 1 extra favored class award when I take a level in witch. The loss of an extra skill point only really hurts if I could get a 14 int which I am not sure I could.<br/><br/>You're going to lose something sooner or later, one way or the other.  There is a Nine Level Character cap on this campaign.  No mortal character that you meet will be higher than level 9.  Normal class progression stops at 5, after five you need to spend two levels in a class before you can get the<span class="bbc_u">class features</span>(you still get your BIB, HP, Save, and skill points), so if you stick to only one class you'll see sixth level features at 7th level, and seventh level features at 9th level when you cap out.  If you multi-class, you avoid this problem, though you do end up losing a skill point from the favored class thing.  So it's not as terrible as you may think.  There is a logic of game balance behind this that i will discuss with you after character generation but i'm trying to keep the size of this response short.<br/><br/>I am completely open on how you see this could be made to work. We can build a new race or modify one as you desire. I just like seeing how things go. The idea I had for her race, desended probally through her mother. Was something human but greater, a disapearing race that has mixed with normal humans and save for a few bloodlines have all but vanished.<br/><br/>I've given this a little bit of thought as i was typing this, and i think the way to handle this, would be to make her half Musetouched.  The reason for this, is her history, she's part of a human court, and to be so does not require to be human but because her family seems to be a long time part of the court, would suggest that she be human or, at worse, half human.  I will give you the Half Muse race after this post so that i have time to dedicate a post to typing it up.<br/><br/><hr/><br/>A few background ideas that may help this concpet. I think I read somewhere that the Roses have been around in service to other queens before? If so maybe her mother served the former one which could help explain why she was chosen.<br/><br/>Yes, if you read you start up post here... https://elliquiy.com/forums/index.php?topic=227120.0 (https://elliquiy.com/forums/index.php?topic=227120.0), i provided a bit of a lot of information that actually benefits all the players, and explains the orgins of the Roses, it's possible that your mother did serve Queen Rose, and i will allow that if you desire.<br/><br/>Thanks again loved the pdf and especially ' The Mexican Rule'<br/><br/>The Mexican Rule rocks, it's the corner stone of many happy campaigns, because no matter what happens i can just make a quick judgement call and say it's a mexican ruling and sweep it under the rug and no one misses a beat and we go on,focus off rules, and on fun RP.<br/><br/>Okay... now to make your Half Muse...