
Trinam |

NG Medium Humanoid (Human)
Init +2; Perception +4 (Darkvision 60ft)
Defense
AC 12; Touch 12; Flat-Footed 10; (+2 dex)
HP: 9 (d6+3)
Fort +2 (0 base+2 con)
Ref +2 (0 base+2 dex)
Will +0 (2 base+0 wis-2 penalty)
Offense
Speed 30 ft
Space 5ft; Reach 5ft
Melee
Dagger -1 (d4-1, melee, 19-20/x2)
Ranged
Light Crossbow +2 (d8, 80 ft, 19-20/x2)
Special Attacks
Spells
Touch -1, Ranged Touch +2, DC 14+SL, CL 1, Concentration +8
Spells known: 3/1
0 (at will): Detect Magic, Acid Splash, Prestidigitation
1 (6/day): Magic Missile
Skills
3/level+2 background
Knowledge (Planes) +4 (1 rank+3 trained)
Perception +4 (1 rank+3 trained)
Diplomacy +9 (1 rank+3 trained+5 charisma)
Background
Handle Animal +6 (1 rank+5 cha)
Appraise +4 (1 rank+3 trained)
Statistics
Str 8 -1
Dex 14 +2
Con 14 +2
Int 10 0
Wis 10 0
Cha 20 +5
Base Atk 0; CMB -1; CMD 11
Feats
1 Spell Focus (Evocation)
B Spell Focus (Conjuration)
B Eschew Materials
Traits
Magic's Might (+1 to caster level check to overcome SR..)
Riftwarden Orphan (Archmage path, +2 to all concentration checks)
Racial Modifiers
Skilled
Bonus Feat
Languages: Common
Class abilities:
FCB (1 HP)
Eschew Materials
Cantrips
Bloodline
Crossblooded: Orc/Elemental(Earth)
Bloodline Arcana:
Orc: You gain the orc subtype, including darkvision 60 feet and light sensitivity. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Earth Elemental: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline (Acid). This also changes the spell’s type to match the type of your bloodline.
Bloodline Powers:
Blood Havoc (Mutation): Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
Gear
Combat Gear: 20 bolts
Other Gear: light crossbow, dagger, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, 13 gp
This is someone for another game who didn't get picked so. Might as well try again! Went with 25 point buy, and will roll for all the HPs from there.
As for her backstory? Yai was originally supposed to be a secret weapon made by the Riftwardens for the purpose of extradimensional entity slaying. Very few extraplanar entities were outright immune to acid, so an acid mage would be the best sort of mage to deal with them en mass provided they had enough oomph. To this end, her mom and dad (among others) got paired off by the Riftwarden higher ups to produce a kid. Yai is the result of this process, and due to some strange arcane experiments has wound up having both of the bloodlines of her parents with a positively explosive potential for destruction inside of her. The downside is that since her parents died and left her an orphan when she was less than a month old, nobody ever actually had a chance to tell her any of this.
She's a well-adjusted and cordial person who tries to make friends with everyone, but who says her magic is a little bit weaker than most people. She can't cast as many spells as the other mages she's met, and figures she's just something of a sport sorcerer who is going to wind up as cannon fodder on the front lines dying to protect someone who actually matters.
She's here because she isn't fond of all of herself, but she sure as heck likes other people enough to protect them on the front lines of a crusade!

Auric Lightmane |

My alias is complete now. I edited the crunch a little (mostly just to make it a little clearer/more specific, I didn't make any actual changes) and finished all the fluff. I guess I did edit the fluff that was already up a little too. To make updating your list easier: my campaign trait is Child of the Crusades; my anticipated mythic path is Marshal; and, I'm basically a buffer/support character, really probably looking for one of the 2 'extra' slots (though if you want to sort me into the 4 base rolls I guess I'd be martial/melee).
Good luck with your selecting, DM Raltus! I'm anxious to see what party you assemble.

Kimura Maeda |

Hi all! Always wanted to participate in this adventure, thematically it is one of my most favorite in PF. I hope I'm lucky!
Also, two words about my character, with whom I have something in common. I am very inspired by the Hellknight Order of the Godclaw. This Order was founded during the First Crusade, and its founders were adventurers, who rallied during the battles against the common enemy. It was the five heroes of different talents (that is, classes) that professed various lawfull religions, and they have found strength in the unity of their aspirations in goal to stop the spread of demonic infection. Feel, this sounds like a separate Adventure Path (or marvel-style movie)? As said in the book about the Hellknights, in camps between battles they arranged a hot theological discussions, and in the crucible of debates and deeds was born the Godclaw as Pantheon and as Order. I always wanted to play an acolyte of this Order in some AP, the benefit that for it was written special oracle's mystery, and I think that to follow the route of the founders of the order - that's the best way for my character and for me!
So, here's my character submission, Valeria Barosi:
Campaign Trait: Child of the Crusade (Marshal)
Role: Various (damage dealing with ranged weapons, healing, typical divine full-caster services)
Point Buy: 25
F Human Warsighted Dual-Cursed Oracle (Godclaw) I
LG medium humanoid (human)
Init +4; Perception 0
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Str 10 | Deх 18 (+4) | Con 13 (+1) | Int 12 (+1) | Wis 10 | Cha 16 (+3)
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Defense
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AC 18, touch 14, flat-footed 14 (+4 dex +3 armor +1 shield)
hp 10 (1d8 +1 con +1 class)
Fort +1, Ref +4, Will +2
+2 vs illusion; -1 vs disease; immune to sickeness
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Offense
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Base Atk +0; CMB +0, CMD 14
Speed 30 ft.
Melee Spiked Gauntlet (1d4; 20x2; P)
Ranged Light Crossbow +4 (1d8; 19-20x2)
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Spells:
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0-level:
Detect Fiendish Presence, Light, Guidance, Enhanced Diplomacy
Level 1 (4/day)
Cure Light Wounds [1d8+1], Detect Charm [1 min], Bless [1 min]
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Skills
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Diplomacy +7 (+1 rank +3 skill +3 cha)
Spellcraft +5 (+1 rank +3 skill +1 int)
Knowledge (Religion, Planes, History) +5 (+1[x3] rank +3 skill +1 int)
Sense Motive +4 (+1 rank +3 skill)
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Feats & Traits
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Curses: Plagued, Legalistic
Feats: Point Blank & Precise Shot
Traits: Hellknight Initiate, Child of the Crusade
Racial Traits: Imposter-Wary, Bonus Feat
Languges: Common, Infernal
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Equipment
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Studded leather - 25 gp
Buckler - 5 gp
Club - 0 gp
Dagger - 2 gp
Gauntlet, spiked - 5 gp
Crossbow, light - 35 gp
Bolt(s), crossbow (50) - 5 gp
Kit, Oracle’s - 9 gp
4 gp (current)
--------------------
Her story doesn't look too fancy or dramatic. Valeria grew up in a family of two hellknights. On the maternal side, her roots go back to the two (from five) founders of the order - paladin of Aroden (and later, Iomedai) Seldinin Choaz and his wife, Sarcorian godcaller Renarallie Dinyar-Stareye. She knew who she will become when she grows up since childhood, and after graduating from secular teaching in the school for noble maidens in Egorian, she enthusiastically returned to her native fortress. There, for the years fanatically following all the traditions and requirements of the Order and gradually transforming herself into a living machine (as the Hellknight should be), she didn't notice as she slowly drain herself too. The years of drill led to a serious illness, which strangely was powerless to handle even the best healers of the Order. After several months of fever, when it seemed that a promising future knight Valeria leaves the world of the living, everything abruptly stopped. Still weak in body Valeria announced that urgently needs to go to Mendev, to walk the path of her ancestors. She claimed that she had a vision in which the familiar metal fingers pointed to the North, and thence oncoming huge as storm clouds hordes of demons. Finding the story plausible, as well as having the desire by all means to support such a struggle against chaos, which is conducted by Mendev, Lictor Resac Ountor gave the nod on a personal mission of armiger - with the condition of regular reports.
So the story began...

Hayato Ken |

Halius Glimmerdazzle
Male gnome ranger (ilsurian archer) 1 (Weapon Master's Handbook 6)
NG Small humanoid (gnome)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +1 (+2 Trait bonus vs. mind-affecting spells and effects from demons); +2 vs. illusions
Defensive Abilities bond to the land[ARG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee greataxe +4 (1d10+3/×3) or
. . longsword +4 (1d6+2/19-20)
Ranged shortbow +8 (1d4+2/×3)
Special Attacks favored enemy (evil outsiders +2)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 15, Int 10, Wis 13, Cha 9
Base Atk +1; CMB +2; CMD 15
Feats Bullseye Shot, Deadly Aim
Traits asmodean demon hunter, chance encounter
Skills Acrobatics +2 (-2 to jump), Climb +5, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (planes) +3 (+6 on checks related to demons), Linguistics +1, Perception +5, Stealth +10, Survival +5
Languages Abyssal, Common, Gnome, Sylvan
SQ gnome magic
Combat Gear cold iron arrows (50); Other Gear studded leather, arrows (50), greataxe, longsword, shortbow, backpack, bedroll, blanket[APG], canteen[UE], chalk, 47 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Bond to the Land (Underground) +2 dodge bonus in selected terrain.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to. +4 on ranged attacks as move action.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Born and raised in Cheliax as a slave under the influence of the Asmodean Church, but then freed by the glorious Reclamation. Trained to fight demons, he wants to join the crusaders after joining the Iomedean faith.
Quirky gnome with a sincere heart, loves his freedom, opposed to evil and destruction. Sometimes lost, still searching his place in the world. Not as attached to forests and more socialy awkward than most other gnomes, still managed to fight of the bleaching so far though.

John Gs |

Hi. Kind of a late entry, sorry about that. This is Olesence Morgethai, an elven swashbuckler who is intensely proud of her family name and stubbornly trying to overcome the taint of a tragic event. A 20 point buy with max hit points, using exposed to awfulness as the campaign trait. Good luck and have fun in your decision making process. And thanks for the consideration.
In her youth, her parents choose to engage in trade in remote areas. Unfortunately, Olesence journeyed with them on one such venture. To the Worldwound. A demon tore free of the wardstones, killing many... too many... Little Olesence was found a day later, barely alive without a scratch. She lingered for weeks, before waking with no memory of what happened. At least while awake.
All her life she has tried to overcome the night terrors. Striving to no longer scream awake in sweat soaked sheets. To no longer claw her arms to ribbons in hopes of waking. Half a human lifespan has built so many walls in her mind that the raging pain and horror is.. manageable. But dreams are not her only problem. She had lived, somehow, through that demon attack. A little girl, alone. No one knows exactly what happened and that leaves her people worried. They see her as tainted. No accomplishment has stopped those whispers or sidelong glances. Even training to serve against Treerazer's minions hasn't stopped them. Decades of feeling like those that should love her, truly detest her, has made her come to a conclusion. The problem started at the Worldwound. The only place she will get cleansed is back in that accursed place.
Olesence Morgethai
Female elf swashbuckler 1
NG Medium humanoid (elf)
Str 12, Dex 17, Con 10, Int 14, Wis 12, Cha 14
Feats Iron Will, Run
Traits exposed to awfulness, stoic optimism(+2 vs fear), treerazer's bane(+2 damage to demons) Drawback pride(-2 sense motive and diplomacy to creatures that threaten, accuse, or challenge you and haven't apologized)
Skills Acrobatics +4 (+8 to jump with a running start), Bluff +6, Diplomacy +6 , Knowledge (nobility) +6, Perception +5, Perform (oratory) +6, Ride +4, Sense Motive +5
Alternate Racial Traits envoy(replaces elven magic, gives comprehend languages, detect magic, detect poison, and read magic once a day), fleet-footed(replaces keen senses and weapon familiarity, gives run and +2 init)
Languages Celestial, Common, Elven, Gnome
Combat Gear candlerod (2); Other Gear chain shirt, buckler, dagger, rapier, backpack, bedroll, belt pouch, canteen, tabard with Morgethai family crest, tindertwig, trail rations (5), 7 gp, 4 sp
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Special Abilities
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Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Deeds
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.

AdamWarnock |

Until I can get an answer on the above, I'm rolling with PFS rules for Animal Companions and Eidolons.
Anyway, I present Astra and Stella Vale, summoner and eidolon that pass for twins.
Astra's built on 25 pts and will roll for her HP.
A note on Stella's gear:
I figured that her clothing and her holy symbol would disappear when she's unsummoned. Given that neither really has any mechanical effects, I figured that it'd be okay even though Astra can't really afford it with her starting budget, and since it's mainly for flavor anyway, and Astra wouldn't be able to sell those items, I'm hoping that it doesn't cause an issue. If it does, I'll change it.
Astra Vale
Female demon-spawn tiefling unchained summoner 1 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264, Pathfinder Unchained 25)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +4
Resist cold 5, electricity 5, fire 5
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-1/19-20) or
. . quarterstaff -1 (1d6-1) or
. . unarmed strike -1 (1d3-1 nonlethal)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—shatter (DC 16)
Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—summon monster I
Summoner (Unchained) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—detect magic, light, mage hand, mending
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 13, Int 9, Wis 14, Cha 18
Base Atk +0.75; CMB -1; CMD 12
Feats Extra Evolution[UM]
Traits chance encounter, faithful artist
Skills Acrobatics +0 (-4 to jump), Perception +4, Perform (sing) +8, Perform (wind instruments) +9, Stealth +1; Racial Modifiers +2 Perception
Languages Abyssal, Common
SQ eidolon (unchained), life link, prehensile tail[ARG]
Other Gear dagger, quarterstaff, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, silver holy symbol of Desna, soap, torch (10), trail rations (5), waterskin, 10 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
--------------------
Stella Vale CR –
Female biped
CG Medium outsider (azata)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +2, Will +2
Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +4 (1d8+4/19-20) or
. . unarmed strike +4 (1d3+3 nonlethal)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Power Attack
Skills Acrobatics +6, Perception +4, Stealth +6, Survival +4
Languages Common
Other Gear longsword, explorer's outfit, silver holy symbol of Desna
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Astra's first memories are of the Worldwound and the monsters and fiends that dwell there. She remembers nothing before waking up in the middle of a blasted plain and surrounded by gibbering monsters that looked upon her hungrily. That would have been the end of the young girl if not for a fateful encounter that day. A hauntingly beautiful woman struck down the monsters with a hail of arrows and then carried Astra back to safety, leaving her in a vale somewhere close to Kenebres when a patrol came by. The soldiers took her back to the crusader city where she's lived since.
Ten years have passed since that day. Astra has had to struggle to survive, but the memory of the woman and how she clung to the butterfly-shaped pendant she wore stayed with her and gave her the courage to keep going. It was far from easy since it was easy to see the fiendish blood that flowed through her veins. her eyes glow in the dark, her smile reveals the small fangs in her mouth, and there's the tail that few ever saw since she normally hid it under a sash about her waist.
She tried to be a good person, but at every turn she found that she was denied the one thing she wanted above all else, companionship and family. No matter what she did, or how much she helped, she was eventually turned away from everyplace she'd tried to make home. A few years after her arrival, she broke down crying in an alleyway, only to hear her voice telling her it would be okay. Looking up, she saw that she had a twin who wrapped her in a hug and calmed her down. Shortly after, she discovered she the ability to use magic and could even summon other things for a short time when Stella, her eidolon, wasn't around.
No longer alone, Astra found that she could better weather the trials and tribulations that came her way. Stella became Astra's shield, and Astra became Stella's voice. The two became known around Kenebres as people to hire when an extra pair or two of hands were needed. Still, the townsfolk look upon them with distrust, and wonder when it will be that the twins will turn on them.
Petite with black hair, arctic blue eyes, and porcelain skin. Both Astra and Stella are identical, and the only way to tell them apart is to see which of them has a tail.

DM Raltus |

Good Day All,
we have recently lost a few members of our party to the Horrors of the World Wound. I am presently looking for 2 players possibly 3.
I am going to be strict on recruitment in there are 3 campaign traits that you can choose from for your background.
Rift Warden Orphan
Stolen Fury
Chance Encounter
The Character build stats are on the first page, we have just hit level 3 and are on our way to Defender's Heart. We are looking for a mage as ours just was lost, a trap finder/disabler would be a benefit as well.

oyzar |

If I go wizard I'm considering going into the Riftwarden prestige class. I would then take favored prestige class and eventually prestigious spellcaster 3 times. Riftwarden seems extremely fitting for this campaign, especially given the background trait for my character. I got a couple questions about this though. First, what do you think of the idea, is it ok to offset the drawback in this way? Secondly, can I key the counterport abilities of intelligence rather than charisma (like is done for the Planar Channel ability)?