
GM Bone Man |

Hellow I am a first time GM on this site so please if you don’t like to work with new GM’s im sorry
That being said here we goooo ^_^
This will be for
The Haunting of Harrowstone
You are hereby sentenced to live the remainder of your short life in
Harrowstone, which, I hasten to add, is a blessing compared to the extent
of your crimes and the suffering of your victims. There you will reside in
the misery of your thoughts until such time as you are drawn, hanged, and
quartered. May the gods have no mercy on your blighted soul.
—The final sentencing of Vance Saetressle (“The Lopper”) in 4661 ar
by Jurisdeclaris Axenris the Third.
As this is my first time trying to GM on here I would like 3-4 post a week and if you can’t keep that pace because of RL intervention please inform me
I like gestalt games more that anything so this will be a gestalt game with that;
=120 gp
=15 point buy I feel this will make for more role play type characters
=2 traits (1 has to be campaign) drawback for 1 more please have your selected traits have something to do with your background.
=I don’t care about filling roles; I would rather play a game with all fighters that can think. Than having every corner covered.
=I will be taking 4-6 players for this game and since I like having my own character I might play one as well. I’m good at not metegameing so yah.
=any human oid race is allowed but I will look closer at the background to see why they are here/ in the world.
=no gunsliners/ synthesis summiners, but there will be early flint lock type guns in this world.
=think of this as 1800 Victorian London and make your character work well with the setting, as in most people can’t do magic or believe in it. So they will be afraid if the see it, this dose not mean you can’t play a wizard and such just know other people would not know/ believe you do magic and if they see it you’ll be thought of as evil since its so rare…
=please have your character sheet well in order if its too hard to understand I will not even read it but will tell you if you can clean it up ^_^
=I will favor character submissions that fit the setting and theme.
=the AP has that you know Doctor Petros Algernon Lorrimor please have him in your back round some what
-some one who can roleplay a character that will and can be afraid when the stumble onto something wrong as in; if a cropes falls on them it won’t be
ok I look to see if it has anything I can use on it
”I loot the body”
I wold prefer someone who will play the role as one would wen a dead body falls on them freaked out and afraid
=and lastly but just as important I would like players that can add to the atmosphere of the game and drive the story forward. I understand some times all you can say is I move and attack but, try to make with more visual as in how do you do so. Like the way you swing your sword and such.
This is my first online game so I’m learning how the use google drive for maps and if any of the chosen players could help me out that would be awesome ^_^
I will be making some changes to this game to fit what I feel is right for the moment like number a monsters and the like
=and sorry if sometimes my wording if off I tend to type to fast and post before I read it over but I will edit after so please bear with me ^_^
Recruitment will be open for two weeks or after I get 12 good submissions I will post when I do then soon after that ill will chose players.
hope to see some fun submissions

GM Bone Man |

So i take it, ratfolk is not on table? =^^=
Not unless you can give a good reason and are always keeping your face hands tails ect. .hidden and can take the consequence of getting discovered
-Posted with Wayfinder

avr |

I'll try and make a sleuth investigator // shadow bloodline sorcerer to fit the setting. First level start I assume?
GMPCs can be a pain. Knowitalls, overpowered or always the centre of the NPCs attention. If after the game starts people think that's happening and tell you that they'd rather you weren't both GM'ing and playing the character, would you be willing to reconsider?

GM Bone Man |

GM Bone Man wrote: I've always liked Psionics I would not be a problem for me I would just give some of the monsters defenses against it. If you don't mind my asking why don't you like gestalt? Honestly, I am not sure why. I it just kind of feels munchkiny to me or something.
No I can understand that this way usually as a rule which I forgot to put into my beginning post. Is that gestalt characters need to some thematically fit " you can't have a barbarian with a alchemist since barbarians are inherently illiterate it just doesn't work in my head. Or a rogue with a paladin if you understand my meaning"
. Sorry if that messes up some plans but it just doesn't make sense to me if you do things like that
-Posted with Wayfinder

GM Bone Man |

I'll try and make a sleuth investigator // shadow bloodline sorcerer to fit the setting. First level start I assume? GMPCs can be a pain. Knowitalls, overpowered or always the centre of the NPCs attention. If after the game starts people think that's happening and tell you that they'd rather you weren't both GM'ing and playing the character, would you be willing to reconsider?
No I understand that feeling I do see that a lot that's why I said I might be playing the character. I'm not sure how we're going to play by post setting but when I am face to face it's easier for me not to metagame myself. Hell some times I kill myself off if that just happened to be because I'm making a stupid decision as a character.
But if people feel uncomfortable having a player character also be a GM it's not that big a deal then I can just concentrate on GMing
-Posted with Wayfinder

GM Bone Man |

I am just thinking.... why he would fit theme... Black death? Rat alchemist. Plague archetype. Mixed with some wizardy magic... "Oh the black death? About that... my bad... sorry."
What do you mean like you changed your self into a rat on acident? Well if it works with your background just know it might lead to bad reactions front npcs
-Posted with Wayfinder

The Dragon |

Do you mind if someone applies while running the campaign oneself? I can certainly see why you'd prefer that people not do that, but I kind of want to play in this too. I've successfully refrained from meta-gaming through a campaign before, if that helps.
If not, c'est la vie, but I thought I'd ask.
If we're good, I think I'll make... Hmm. I'll think about about it. An archer, maybe? Perhaps a bard//fighter. Or an investigator//monk, that'd be cool.
Actually, scratch that, not going to happen on 15pb.
Edit: Do you like Path of War? I might do a Stalker//Fighter or something, with a flintlock pistol and Silver Crane.

GM Bone Man |

1st level as I would like to do the whole campaign ^_^
Dragon I don't anything about path of war so I'm going to have to say the nay no on that ^_^ unless you can give a good site
-Posted with Wayfinder

The Dragon |

Path of War. It's a system of 'maneuvers' attacks that do different things when you hit, sort of like spells. It can make combat less repetitive for martial characters; it avoids the fighter full attacking all the time.
The rules are written by Dreamscarred Press, the same people that wrote psionics, so that was why I thought you might know of it too.
Unless, of course, you didn't mean psionics, but the kineticist and medium and stuff like that?
If it's a no-go, I think I might look at a daring champion cavalier, or something. Or maybe a paladin...

GM Bone Man |

i just looked it over and i see that its pretty much a revamp of the way of the sword form 3.5 so go for it
oh and please with the understanding that Ustalav is an insular and superstitious place. “Outsiders” are not well received at all. Being “different” will have a major impact on the game for you.

GM Bone Man |

An intriguing game, from the looks of it. I'll mull over possible ideas in my head to see what might fit. Seems a very dark, possibly horror theme to the game, from the sounds of it (I mean, it is Ustalav)?
Carrion Crown is a classic horror adventure set in Golarion’s Ustalav,but with some slight changes here and there.
I interpreted "any races that fit the setting" to follow along the lines of the Carrion Crown AP Player's Guide. They included the core races, Changelings, Dhampir and Orc. Maybe also skinwalkers of the wolf-kin and bat-kin. If you want to play something else just have a good backround for it and please keep in mined that most people are distrustful of "Different" races like the ones that have magic in them from birth.=an orc/hald-orc would have to actively hide that fact as would elf/half=elf. ect...
and Maia just started reading you character if you don't mined please use this template for the stats/character ^_^
edit
and to clarify magic is around in the rest of the world just in the county/province/state/town of Golarion’s Ustalav, if manly feared...

Maia Silndra Rose |

GM Bone Man |

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now then... what to mix with it... hmmm. Fighter? paladin!?, Investigator?? hmmm
I know you said no gunslingers... but.... if not, I think I am beginning to like the investigator/machinesmith idea...
also, look over the great work options and see if any conflict with you, ATM I am debating between the Mechanus (basically a steam golem) and a mobius weapon.
to be honest atm I am leaning towards the mechanus, if only because I have a nifty goal tied in to the character.
EDIT: by jove, I'll plat a top hat wearing gentlman if I have a say so yet!
concept- machinesmith/investigator uses his intellect and, slight physical prowess to further his inventions and goals. Has worked for local authorities several times already to find a suspect, when physical confrontation comes he usually lets Alfred, his self built steam golem handle the situation.

GM Bone Man |

again here is the template I would like for people to follow
now then... what to mix with it... hmmm. Fighter? paladin!?, Investigator?? hmmm
I know you said no gunslingers... but.... if not, I think I am beginning to like the investigator/machinesmith idea...
also, look over the great work options and see if any conflict with you, ATM I am debating between the Mechanus (basically a steam golem) and a mobius weapon.
to be honest atm I am leaning towards the mechanus, if only because I have a nifty goal tied in to the character.
EDIT: by jove, I'll plat a top hat wearing gentlman if I have a say so yet!
concept- machinesmith/investigator uses his intellect and, slight physical prowess to further his inventions and goals. Has worked for local authorities several times already to find a suspect, when physical confrontation comes he usually lets Alfred, his self built steam golem handle the situation.
so far in ok with the class but the only archetype I would allow is Arcanamechanist

Thirrion Velding |

hm, personally I feel they all detract more than they giveth (save maybe, the technomawatchit one that eats casters) but I hadn't planned on using any archetypes of the class.
just one question, going investigator/machinesmith, could I possible trade the trap sense for an extra machinesmith talent? or something of that form, (sense I already have trapfinding from investigator) or am I "up the creek" on that one?
also here is a background-

GM Bone Man |

1) Action Economy Is Still King
-Full Triple-progression casting is cute, but ultimately futile in combat since nearly every spell, Power, Invocation, etc takes a Standard Action to use, and you still only get one of those per round. Try to mix your activation abilities up, between Standard, Move, and Swift actions, so that you can get more out of what you have.
2) Focus On One Theme
-Having schizophrenic capabilities just means you'll be more at a loss in combat, despite the increased options, especially if the two sides interfere with each other in normal use. Barbarian/Wizard, though it may sound awesome, generally either gives up most of the benefits from one side of the progression or else is just confused in battle. If it can't be effectively done on one class, it generally isn't worth doing on two.
3) Strengthen Each Other's Weaknesses
-Since you always take the higher HP, BAB, Save, skill points and both skill lists, try to ensure that your secondary class is good at some things that your main one isn't.
4) Remember Your Stats
-Twice as many "classes" means twice as many opportunities for MAD. Make sure your key abilities from both sides are still lined up onto one or two main stats
5) Remember Your Feats
-Feats are the one thing you don't get multiples or increased numbers of normally. This makes prerequisites and feat chains just as hard to squeeze in as normal, more so if you want to Prestige on both sides of the equation (and many do)
6) Dipping Is Easier
-In Gestalt, dipping 1-3 levels on one side for supporting capabilities does not delay or prevent high-level capabilities from your other side. Ftr 2 for feats and proficiencies, Paladin 2-3 for Cha to saves and immunities, Meldshaper levels, etc are all simple and powerful options.
7) Beware Wasting Identical Advantages
-This causes pure waste. A PrC attempting to increase your Wizard caster level on one side and a level of Wizard on the other just lost a caster level benefit. Similar things go for other benefits, such as Uncanny Dodge, high HP/skills, and Proficiencies (not as much a concern as the others).
8) Active/Passive Mix is Typically Best
-Let one side have the abilities which require actions. You can put together cool utility, long-term buffing, bonus feats, and static/reactive abilities on the other side
9) The Very Worst Classes Sometimes Aren't Bad Here
-Monk, with its dominant saves, decent skills, and host of static abilities, is a FAR better choice for support-side levels than it is for single-class. The Expert, despite being an NPC class, notably is able to pick ANY TEN SKILLS as class skills with 6+Int per level, which can be clutch if your prereqs are getting tight. Any class that usually has the phrase "if only it had ___" can easily acquire it. Basically, almost anything can be of benefit to SOMEONE under Gestalt system (other than Commoner)
10) DM/GM Always Has Final Word
-Just like normal, if you are crafting an epic masterpiece of a character but it will outshine the others of the group, expect any sane DM to veto it, or else be ready to throttle back what you can do for the sake of having, you know, fun."

GM Bone Man |

Not sure if you were warning me off or not, however I do assume that's a "up the Creek with no paddle" answer.
I still think I'll mix the two, very different spell list on each side and no real cross over, (save trap finding)
If not that then a fighter
yes I was answering your question sorry with gestalt you take the best of both and if they over lap then that's on you...
One more question
Would a spellslinger(wizard archetype) be okay?
They use a gun as their arcane focus?
im on the wall but I guess it would make sense that a young wizard would take to this new thing called a gun...if your story backs it up then ok..

Seth86 |

Ikit Klaw
Male ratfolk alchemist (plague bringer) 1/wizard (spellslinger) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 150, 153, Pathfinder RPG Ultimate Combat 74)
N Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 9 (1 HD;1d8+1)
Fort +3, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged bomb +6 (1d6+3 Fire) or
. . pistol +5 (1d6+1/×4)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist (Plague Bringer) Extracts Prepared (CL 1st; concentration +4)
. . 1st—expeditious retreat, shield
Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +4)
. . 1st—mage armor, magic missile
. . Opposition Schools Abjuration, Divination, Enchantment, Transmutation
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 13, Int 16, Wis 12, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Brew Potion, Gunsmithing[UC], Point-blank Shot, Throw Anything
Skills Acrobatics +3 (-1 to jump), Craft (alchemy) +9 (+10 to create alchemical items), Knowledge (arcana) +7, Knowledge (nature) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7, Stealth +8; Racial Modifiers +2 Craft (alchemy), +2 Perception, rodent empathy
Languages Aklo, Common, Draconic, Undercommon
SQ alchemy (alchemy crafting +1), arcane gun, cornered fury, mage bullets, plague vial
Other Gear lamellar cuirass, dagger, pistol, alchemy crafting kit, bedroll, belt pouch, fishhook (2), flint and steel, masterwork backpack, mug/tankard, sewing needle, signal whistle, string or twine, thread (50 ft.), trail rations (7), waterskin, weapon cord, whetstone, 20 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Plague Vial (10 minutes, DC 13) (Su) Creatures that harm you with melee attacks must save or be sickened for 1 round/level.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Ikit lived the slums, in the dark, away from the people. He knew if they found him, he would be expelled or killed. That was not his intention. Better alive and unseen, than seen and be dead.
And so he lived his secluded little life alone. Tinkering with the chemicals he could find without people seeing him. With time, he managed to 'build' himself a very crude looking device, that he eventually learned that he could channel magic through it. It was fascinating. It took him a few years to finally 'master' it. Well, he thought he mastered it, bugs and all
He always had an ear to the ground, he didn't want to be found out, so he had to listen and watch, so he could run away quickly from any possible discovery of him. This lead him to find out about a very bad disease that was spreading through the town. He didn't feel it, nor was he affected by it. He figured it was because he lived in such filthy places any way
With his knowledge, he figured out what it was, or at least what was causing it. And knowing if he did nothing, the town would soon spiral into chaos. He didn't want that. So over a period of time, he gathered his resources, the little he had, and risked confrontation with those in the town, the healers was his best bet. It took quite a while, especially with their fear of strangers and outsiders, but eventually he began to work with them to stiffle and stop the spread of the disease

CaptainFord |

I know this would make him stand out very much in normal society, but I have a concept for a kobold cavalier (Takka) who uses a slurk (Sleek) for a mount.
He was dropped as an egg and hatched prematurely, making his leg deformed and difficult to walk. Forced to tend to the slurk tadpoles because of his deformity and mocked relentlessly, he formed a bond with a newly hatched (and very hearty) slurk he named Sleek. Takka trained and raised Sleek with care, eventually learning to ride Sleek and fight on his back. His tribe laughed that not only did his legs not work, he smelled bad thanks to Sleek's slime, and unable to endure the ridicule, left his warren.
He meets Professor Lorrimor on an expedition through his tribe's territory, Greckenmakt Bog, and he safely guided the scholar through so as not to alert any of the local dangers, including his tribe, and after talking with the professor, was grateful not only of his tolerance, but his admiration of his will to succeed in spite of his deformity. Inspired, Takka followed Professor Lorrimor back to Ravengro, whittled out some armor and weapons from an old tree, and became Takka, loyal guardian of the Lorrimor family and champion of knowledge. Granted, he rarely ventured into town because he and Sleek often smelled really bad, but whenever the professor travelled, Takka would follow along to act as his guardian and learn what he could from the professor.
That's the general gist of the concept, anyways. He'd be fine with being considered weird or dangerous because his deformity and love for his slurk have taught him that not everyone will accept him for what he can do. But he still tries to be bold in spite of it.
Too outlandish for this?

HighonHolyWater |

Here is my Ranger/Inquisitor submission for your campaign.
Male Human Ranger 1/Inquisitor 1
NG Medium Humanoid(Human)
Init +5; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 12(1d10+2)
Fort +3, Ref +5, Will +4
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Dagger +3 (1d4+2/19-20x2)
Ranged Longbow +5 (1d8/x3)[DA +4 (1d8+2/x3)]
------------------------------
STATISTICS
------------------------------
Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +3; CMD 16
Traits Chance Saviour, Armour Expert, Indomitable Faith
Drawbacks Vain
Feats Deadly Aim, Weapon Focus(Longbow)
Skills
ACP -0
Bluff -1 (0 points; 0 class, -1 CHA)
Climb* +6 (1 points; 3 class, +2 STR)
Craft +0 (0 points; 0 class, +0 INT)
Diplomacy -1 (0 points; 0 class, -1 CHA)
Disguise -1 (0 points; 0 class, -1 CHA)
Handle Animal -1 (0 points; 0 class, -1 CHA)
Heal -1 (0 points; 0 class, +1 WIS)
Intimidate +0 (0 points; 0 class, -1 CHA, +1 morale)
Knowledge(arcana) +0 (0 points; 0 class, +0 INT)
Knowledge(dungeoneering) +0 (0 points; 0 class, +0 INT)
Knowledge(geography) +0 (0 points; 0 class, +0 INT)
Knowledge(nature) +0 (0 points; 0 class, +0 INT)
Knowledge(planes) +0 (0 points; 0 class, +0 INT)
Knowledge(Religion) +4 (1 points; 3 class, +0 INT)
Perception +5 (1 points; 3 class, +1 WIS)
Profession +1 (0 points; 0 class, +1 WIS)
Ride* +3 (0 points; 0 class, +3 DEX)
Sense Motive +6 (1 points; 3 class, +1 WIS, +1 morale)
Spellcraft +0 (0 points; 0 class, +0 INT)
Stealth* +7 (1 points; 3 class, +3 DEX)
Survival +5 (1 points; 3 class, +1 WIS)
Swim* +6 (1 points; 3 class, +2 STR)
*ACP applies to these skills
Non-Standard Skill Bonuses
Vs undead +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
Tracking +1 to survival when tracking
Monster Lore +1 when identifying abilities and weaknesses of creatures
Stern Gaze +1 on intimidate and sense motive checks
Languages Common
------------------------------
SPECIAL ABILITIES
------------------------------
Favoured Enemy(Ex) The ranger gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
First Favoured Enemy: Undead(+2)
Track(Ex) A ranger adds half his level to survival skill checks made to follow or identify tracks.
Wild Empathy(Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Good Domain An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain.
Touch of Good(Sp) You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Judgement(Su) 1/day Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Proteciton The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore(Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
------------------------------
Inquisitor Spells
------------------------------
0th (at will) Detect Magic, Disrupt Undead, Light, Acid Splash
1st (2/day) Magic Weapon, Protection from Evil
------------------------------
GEAR/POSSESSIONS
------------------------------
Equipment Longbow, Dagger, Spring-loaded Wrist Sheath, Arrows(20), Hide Shirt, Explorer's Outfit, Ranger's Kit, 1gp cheap holy text, spell component pouch, wooden holy symbol
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 65 lb. (drops to 34lbs. if backpack not carried)
Money 1 GP 0 SP 0 CP
Petrov knows Ustulav like an old friend. Growing up on a farm he had to deal with the strange things that prayed upon the livestock in the night. Somehow he made it to adulthood despite the dangers. If it were he who possessed this luck it was his parents who passed it on to him as they were the victims of an unexpected witch hunt. They were judged and found guilty, he couldn't believe it but the evidence was overwhelming. The reason their farm had received so few attacks compared to others in their region was because his mother was a witch and sacrificed the animals to appease those dark powers. The zealous inquisitors took him away with him, it was decided that he had nothing to do with it so they allowed him to live but only under their guidance so that he did not fall prey to the same dark path of his parents.
He was indoctrinated into the Pharasman faith and became an inquisitor himself when he was old enough to take the tests. His first hunt saw to the demise of a old necromancer in the middle of nowhere. Though he did nothing to trouble anyone, it was his duty to Pharasma to destroy such evil. Another such time on his travels across the land he came across another traveller who had been beset by bandits that were looking to rob him for all he was worth. He called them off but they refused until he put an arrow through one of them and they fled deciding the old man was not worth the trouble of fighting an armed and trained inquisitor. The old man was Professor Lorrimor. They kept travelling along and Petrov saw him to the safety of the next city, a thing not all that common for a soldier such as him to do. Lorrimor promised to never forget the kindness he had done for him.
It surprised him to find a notice a year later of a summons to the man's funeral and a mention in his will. Confused, he nevertheless left Vigil where he had been residing for a little time and headed back into the heart of the country that he called home ot solve the mystery of Professor Lorrimor.
Petrov is of average height, 5'7" brown hair and green eyes. He usually wears his large grey cloak while on the road with his bow slung over his shoulder and a quiver next to his pack on his back. He carries a grin most days as he views the work he does a blessing. He had a divine path to follow to bring his land out of the darkness that took over so long ago. He does things slightly differently than other inquisitors he has met and worked with. Making sure beyond a shadow of a doubt that a person is guilty before justice is dispensed. He prefers however, to hunt those creatures that are far more a danger to the land than a rumour about a shady character in town, leaving most of those to others. He believes most other inquisitors are cowards, preying on the weak and not doing their jobs the way they should be doing. He has recently been looking for accounts of a vampire coven and intends to attribute this big score to his faith attempting to gain more respect and shape the way things might be done in Ustulav for the future and the people he serves and wishes to see prosper.

Aestereal |

Will Aasimar work alright, and if so, will you allow the alternate heritages? Link Here. The alternate heritages are toward the middle of the page.

GM Bone Man |

Considering the Victorian theme, I think that Soulknife plus either Aegis or Fighter would be interesting. A deadly warrior who did not need to carry around suspicious equipment.
EDIT: What sort of armor, if any, would not draw attention?
if your walking around the city it would draw attention its like how you would look at some one if they came down the street in a bulletproof vest.. how would you react if you saw that. now out side the city totally different its dangerous out there..