
Drausk Bloodreaver |

Yeah figured with the way the world is set up the more savage orcs are more of pirates and raiders. Taking weapons, armor, food, slaves and whatever else they want. He was an apprentice to become one of their greatest shamans but left as he did not like the senseless killing. He is still chaotic neutral so he is not opposed to it all together he just thinks it's not the only thing to do to appease the gods.
Though he also left because his gut told him too. Not enough steady food coming too him.

Zanbabe |

Zendara is okay with Pirates, because to her they represent freedom (She was saved from Hell by a raid from the Pirate Queen herself, Besmara, and she became a pirate in her service for a long time). Is kind of a pirate herself, now. (It's the only occupation she knows.)
She's chaotic good. Kind of neutral on the whole stealing thing... stealing from disgusting nobles seems perfectly fine to her. Just doesn't like people oppressing the innocent, or taking over other people's lives, because she had to suffer for someone else for so long. I think they can probably find some common ground.

Grimdell the Griffon |

Okay, here's my lizardfolk slayer/hunter I'm working on. Basic concept is that he was part of a tribe that had managed to survive on an isolated island until a cataclysm destroyed it, wiping out most of his tribe. The survivors were picked up by an airship that had been watching the calamity after the crew noticed there were survivors, and Sithinelor has been trying to adapt to civilization ever since. Does that seem like it would work?

DM-Salsa |

Sithinelor, just a heads up, but you can't multiclass in hybrid classes that share the same base or core class. Slayer and hunter are both hybrids of ranger. Since gestalt is kind of a super multiclass, the rule still applies. Slayer/Druid should work just as well and gets you better spell casting.
Other than that, I like the sounds of him.

Grimdell the Griffon |

Ah, I'd forgotten about that. Hmm... druid doesn't work quite as well as hunter, stat-wise if nothing else, but there are some interesting ideas there... I'm kind of tempted to drop slayer for something else, but I want to keep the good skill points per level and high attack bonus and the only other class that does that is ranger, which doesn't work... I'll give it some thought.

Zendara |

Zendara, fully updated:
Zendara, a Shabti Divine Marksman/Freebooter Ranger Arrowsong Minstrel Bard 4 Gestalt
Alignment Chaotic Good / Deity Milani, but also Besmara. She never would have escaped her suffering if it hadn't been for Besmara, and although Milani reflects her ideals, she respects and admires Besmara, and would never do anything against her.
Occupation Pirate
Str 14 +2
Dex 16 +3
Con 15 +2
Int 14 +2
Wis 10 +0
Cha 18 +4
AC 18 = 10 +5 Armor Bonus +3 Dex Modifier
Touch 13 / Flat-Footed 15
HP 40
Saves
Fortitude +7 = + 4 Base + 2 Con + 1 Deflection
Reflex +8 = + 4 Base + 3 Dex + 1 Deflection
Will +5 = + 4 Base + 0 Wis + 1 Deflection
BAB +4 / CMB 6 / CMD 19
Initiative +3 = + 3 Dex
30 Base Speed / 30 With Armor
Melee
Masterwork Morningstar
+7 Attack Bonus 1d8+2 Damage
x2 Critical B&P Type
Ranged
Masterwork Composite Longbow (+2 Strength bonus)
+11 Attack Bonus (W Attunement, W Focus, Vicious Aim)
1d8+4 Damage (W Attunement, Vicious Aim) x3 Critical
MCL Bullseye +15 Attack Bonus (uses move action for +4)
MCL Focused Shot 1d8+6 Damage (uses standard action for +2)
MCL within 30 feet Attack +12/+16 (bullseye) Damage 1d8+5/+7 (Focused)
(44 skill points, 8 of which are background skills)
Acrobatics +7 |+3 Dex +1 rank +3 class skill
Appraise +6 |+2 Int +1 rank +3 class skill
Artistry +6 |+2 Int +1 rank +3 class skill
Bluff +8 |+4 Cha +1 rank +3 class skill
Climb +6 |+2 Str +1 rank +3 class skill
Craft +6 |+2 Int +1 rank +3 class skill
Diplomacy +11/+13 |+4 Cha +4 ranks +3 class skill [+2 v Slavers]
Disable Device* +4 |+3 Dex +1 rank
Disguise +8/+10 |+4 Cha +1 rank +3 class skill [+2 with Kit]
Escape Artist +10 |+3 Dex +4 rank +3 class skill
Fly +3 |+3 Dex
Heal +0 |+0 Wis
Intimidate +8/+10 |+4 Cha +1 rank +3 class skill [+2 v Slavers]
Knowledge (Arcana)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Dungeoneering)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Engineering)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Geography)* +6 |+2 Int +1 rank +3 class skill
Knowledge (History)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Local)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Nature)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Nobility)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Planes)* +9 |+2 Int +4 rank +3 class skill
Knowledge (Religion)* +6 |+2 Int +1 rank +3 class skill
Linguistics* +6 |+2 Int +1 rank +3 class skill
Lore: Shabti +9 |+2 Int +4 rank +3 class skill
Perception +4 |+0 Wis +1 rank +3 class skill
Perform: Song +8 |+4 Cha +1 rank +3 class skill
Profession* Pirate +4 |+0 Wis +1 rank +3 class skill
Ride +3 |+3 Dex
Sense Motive +4 |+0 Wis +1 rank +3 class skill
Sleight of Hand* +7 |+3 Dex +1 rank +3 class skill
Spellcraft* +6 |+2 Int +1 rank +3 class skill
Stealth +3 |+3 Dex
Survival +4 |+0 Wis +1 rank +3 class skill
Swim +6 |+2 Str +1 rank +3 class skill
Use Magic Device* +8 |+4 Cha +1 rank +3 class skill
Languages Common, Elven, Celestial, Infernal
Traits
Enemy of Slavers [Diplomacy and Intimidate bonuses vs Slavers]
Two-World Magic [Gives zero level spell from another class]
Feats
Bullseye Shot [Add +4 to ranged attack as a move action]
Endurance [+4 bonus on Swim exhaustion; Constitution checks to continue running / forced march / held breath / starvation or thirst; Fortitude saves vs hot or cold environments or suffocation.
Can sleep in light or medium armor without becoming fatigued.]
Focused Shot [Adds Int bonus to bow damage if it is a standard action]
Point-Blank Shot [+1 attack and damage within 30 feet]
Precise Shot [no penalty shooting into melee]
Weapon Focus [+1 attack with longbow]
Special Abilities
Arcane Archery [Makes some Sorcerer spells into Bard spells, allows somatic components even when using a bow in both hands]
Archery Style (Ex)
Weapon and Armor Proficiency [Bard: Can cast bard spells while wearing light armor without spell failure. Ranger: Adds Martial Weapons and Medium armor]
Bardic Performance
Bullseye Shot (Ex) [free feat w/no prereqs]
Cantrips (Sp)
Combat Style: Archery [allows choice of combat style archery feats]
Countersong (Su)
Darkvision [60 feet]
Diminished Spellcasting [removes one spell/day per level]
Endurance [free feat]
Freebooter’s Bane (Ex) [As a move action, choose an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. Applies only to allies who can see or hear the freebooter and who are within 30 feet at the time she activates this ability. At 5th level and every 5 levels thereafter the bonus increases by 1. The bane lasts until the target dies or the freebooter selects a new target.]
Freebooter’s Bond (Ex) [Bond with crewmates: spend a move action and all allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability.]
Immortal [do not age, cannot die of old age]
Immune to Undeath [can't be turned undead]
Inspire Courage (Su) [Performance grants +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4. Inspire courage can use audible or visual components. The bard must choose which when starting his performance.]
Past Life Knowledge [all Knowledge skills as class skills]
Precise Minstrel (Ex) [Precise Shot bonus feat. In addition, any creature that is affected by bardic performance does not provide soft cover to enemies against ranged attacks.]
Resist Level Drain [No penalties from energy drain, but still killed if more negative levels than Hit Dice. In 24 hours, any negative levels a shabti takes are automatically removed without a saving throw.]
Shattered Soul [Shabti who are killed are exceptionally difficult to return to life. Those who attempt to return a shabti to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the shabti’s Hit Dice. If this check fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).]
Spell-Like Ability [Shabti can use suggestion once per day as a spell-like ability, with the caster level equal to the shabti’s class level.]
Vicious Aim (Ex) [adds half favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons.]
Arrowsong Strike (Su) (6th level)
Fast Swimmer (Ex) (7th level)
Divine Influence (Ex) (8th level)
Pinpoint Targeting (Ex) (11th level)
Spells Known 6 Cantrips, 4 1st, 2 2nd
Spells Per Day 3 1st, 1 2nd
Spell-Like Power
Suggestion [1/day racial ability]
Cantrips
Arcane Mark
Detect Magic
Mage Hand
Message
Open/Close
Read Magic
Spark
1st Level Spells
Detect Secret Doors
Gravity Bow
Shocking Grasp
Touch of Gracelessness
2nd Level Spells
Silence
Sonic Scream
Masterwork Composite Longbow (+2)
Bandolier (5 silver)
Bard's Kit (41 gold)
Bottle (2 gold)
Canteen (2 gold)
Disguise Kit (50 gold)
Entertainer's Outfit (3 gold)
Explorer's Outfit (free)
Grappling Arrow (1 gold)
Ink (8 gold)
Masterwork Cold Iron Morningstar (316 gold)
Mithril Chain Shirt (1,100 gold)
Noble's Outfit (75 gold)
Quiver with blunt arrows (100) (10 gold)
Quiver with durable arrows (100) (100 gold)
Scrivener's Kit (2 gold)
Silk Rope (100 feet) (20 gold)
Silver Holy Symbol of Milani (25 gold)
Waterproof bag (2) (1 gold)
Starting Gold = 3,000
Remaining Gold = 653.5
Zendara can't trust her memories. After basically being created as someone's clone slave to suffer for them eternally, she did suffer, at first, in Hell, not knowing she was different from her memories, feeling it was justified... and then, after years of torture, being told that she was not that person, and that she hadn't actually done the despicable things in her mind. It made the suffering worse, that knowledge, but it also planted a seed that she didn't understand then, but as it grew she recognized it as a desire for justice, and a desire for freedom.
There is no telling how long she was in Hell, for one day melts into another in the midst of eternal suffering. The beginning of any real timeline in her mind is when Besmara raided Hell and she suddenly had an opportunity to escape. She took it. Even working as a Galley Slave on Besmara's ship at first was so much better than where she had been, with less torture, that she rejoiced to be there. It wasn't the life of luxury that her clone memories envisioned, but it was better than anything *she* had known, and in time, as she worked and learned and became a crewmember and then a true pirate, she started to feel that there was a self within her apart from the planted clone memories that caused her self-loathing. That she could actually be a different person and choose a life for herself.
Who knows how much later, after serving on Besmara's ship for a time, Besmara dropped her off in Spindle, giving her a Mithral chain shirt as her pay This is flavor only to explain how the rare material was obtained. I deducted it from starting wealth, and telling her to find her own way.
After arriving in Spindle, she got a job on a ship because that is what she knew... at least the "she" that was separate from the clone. Living in Spindle, she learned many things, including what freedom truly is, and why it is so necessary for all people, and she was converted to the Faith of Milani, who seemed to believe in the important things, like freedom and hope, and making things right.
She started to research the creation of the Shabti however she could, determined to stop the people who create them. She also learned many other things. She took up archery, which she is excellent at, not so much because she has a natural talent but because she doesn't age, and practice really does make perfect, if you have enough of it, and she dabbled a little bit in magic, which does seem to come naturally. She isn't sure if that is from the clone or not. Over the years some people have noticed that she doesn't age, but usually only her employers or friends, and she would reluctantly explain a little bit of her background to them if they seemed open to it.
Zendara serves the cause of freedom and fights against Slavers and all who would bind others to their will. She also despises Nobility because of what was done to her, and sees their casual attitude of expecting to be able to buy their way out of everything as one of the cancerous roots of the injustice she is trying to destroy. She sees them as the oppressors of the poor. Her primary goal is to track down and destroy the people who create Shabti in the first place, but along the way she also enjoys freeing slaves, tricking the rich into destroying or wasting their wealth, shaming slavers, and doing whatever it takes to destroy the industry, short of harming her oppressed brothers and sisters or getting herself killed.
Zendara considers herself a pirate, although she doesn't actually work on a pirate vessel... just a trading vessel. Her self-image was ingrained on Besmara's ship when she first escaped, and it is one way that she sets herself apart from the clone memories inside her. Pirate kind of equals independence in Zendara's mind--Pirates seem noble and ideal to her, because they are free, and can do whatever they like. She fears being enslaved again more than anything else, and would rebel against, and maybe even fight anyone who tried to confine her or restrict her choice to be what she chooses. At her core she is a good person, but she has gone through some very bad things, and is still learning how to find herself amidst everything else in her head.
Height 6' Weight 200
Hair dark Eyes green
She looks around 29, but she isn't really sure. Could be over 100. She doesn't remember. Time kind of blurs when you are being tortured for eternity.
Zendara dresses like a pirate most of the time because being a pirate is one of the few things she knows is hers, and no part of the clone. She is also outrageously beautiful in a very idealized way, which she mostly plays down because it is part of the clone, but she will use it as needed if it helps her accomplish something she cares about.
Her personality is fairly intense when she is talking about something she believes in strongly (like freedom), but she has also learned to relax a little and just enjoy the ocean and the lack of bad things happening. In that way, her years of torture are almost a blessing. Because of those memories, nothing else seems all that bad to her by comparison, and she is able to see past immediate hardships and focus on the long-term. She still wants to destroy the people who are creating Shabti, but it isn't so much hatred of them as individuals... after all, the ones who created her are likely long dead. It is the idea of saving others from suffering as she did, for other's sins. The injustice of that still sickens her when she thinks about it.

Grimdell the Griffon |

Ah, well... after building him with druid as his second half I found I liked how it worked, so I stuck with it. :D
I've roughed out his background, appearance, and personality now. I'm not entirely happy with it all, but it's late. I may come back and clean it up later, but I've got all the main points down now.

Arkanost Greatcog |

Here is my completed submission.
My eventually plan is to add some more trickery based fighting stuff. But overall this is how the character will be. :)
Class: 4th Gestalt Warpriest (Champion of the Faith)/Swashbuckler (Veiled Blade)
Race: Male Aasimar (Azata-Blooded)
Type: Medium Outsider (Native)
Senses: Darkvision 60 feet
Initiative: +7 [+5 DEX, +2 Misc]
AC: 21 [+5 DEX, +1 Dodge, +5 Armor]
Touch: 16; Flat-footed: 15
HP: 43
Resistance: Acid 5, Cold 5, Electricity 5
Fortitude
[+4 Base, +2 CON, +1 Resistance] = +7
Reflex
[+4 Base, +5 DEX, +1 Resistance] = +10
Will
[+4 Base, +2 WIS, +1 Resistance] = +7
Speed: 30 feet
::Attacks::
Masterwork Mithral Dagger (+1)
[+11 melee (1d6+9/19-20x2)]
[+11 ranged (1d6+4/19-20x2) Range: 10 feet]
Masterwork Dagger
[+10 melee (1d6+8/19-20x2)]
[+10 ranged (1d6+3/19-20x2) Range: 10 feet]
::Special Attacks::
Smite (Su) (1/Day)
[Swift Action: The champion of the faith chooses one target within sight to smite. If this target is of his opposed alignment (Evil), the champion of the faith adds his Charisma bonus (+3) to his attack rolls and adds his warpriest level (+4) to all damage rolls made against the target of his smite. If the target of his smite is an outsider with the subtype corresponding to his opposed alignment, the bonus to damage on the first successful attack increases to 2 points of damage per warpriest level the champion of the faith possesses. Regardless of the target, smite attacks automatically bypass any DR the target possesses.
In addition, while smite is in effect, the champion of the faith gains a deflection bonus equal to his Charisma modifier (+3) to his AC against attacks made by the target of the smite. If the smite targets a creature that’s not of the champion of the faith’s opposed alignment, the smite is wasted with no effect.
The smite effect remains until the target of the smite is dead or the next time the champion of the faith regains spells. Using this ability consumes two uses of his fervor ability.]
Precise Strike (Ex) (Deed)
[While she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon, adding her swashbuckler level (+4) to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).]
Holy Strike (Su) (Blessing)
[You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.]
::Warpriest Spells Prepared::
[Caster Level 4th; Concentration +6]
Level-0 (4)
Detect Magic, Create Water, Guidance, Stabilize
Level-1 (4)
(2) Divine Favor, (1) Weapons Against Evil, (1) Tap Inner Beauty
Level-2 (2)
(1) Ironskin, (1) Suppress Charms and Compulsions
::Spell-Like Abilities::
[Caster Level 4th]
1/Day - Glitterdust (DC 15)
BAB: +4
CMB: +4 [+4 BAB, +0 STR]
CMD: 20 [+4 BAB, +0 STR, +5 DEX, +1 Dodge]
::Skills:: (ACP: 0)
[Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (engineering, local, nobility, religion), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Survival, Swim]
Acrobatics
[2 Ranks, +5 DEX, +3 Class] = +10
Bluff
[4 Ranks, +3 CHA, +3 Class] = +10
Climb
[1 Rank, +0 STR, +3 Class] = +4
Diplomacy
[2 Ranks, +3 CHA, +3 Class, +2 Racial] = +10
Disguise
[1 Rank, +3 CHA, +3 Class] = +7
Escape Artist
[2 Ranks, +5 DEX, +3 Class] = +10
Knowledge (local)
[1 Rank, +1 INT, +3 Class] = +5
Knowledge (nobility)
[1 Rank, +1 INT, +3 Class] = +5
Knowledge (religion)
[1 Rank, +1 INT, +3 Class] = +5
Perception
[4 Ranks, +2 WIS, +3 Class] = +9
Perform (Comedy)
[2 Ranks, +3 CHA, +3 Class, +2 Racial] = +10
Profession (gambler)
[1 Rank, +2 WIS, +3 Class] = +6
Sense Motive
[4 Ranks, +2 WIS, +3 Class] = +9
Sleight of Hand
[4 Ranks, +5 DEX, +3 Class] = +12
Spellcraft
[1 Rank, +1 INT, +3 Class] = +5
Swim
[1 Rank, +0 STR, +3 Class, +1 Trait] = +5
Languages: Common, Sylvan, Celestial
::Feats::
Weapon Focus (Dagger), Slashing Grace (Dagger), Extra Panache, Weapon Specialization (Dagger)
::Traits::
Fate's Favored
[Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.]
River Rat
[You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.]
::Special Qualities::
Favored Class Bonus: (Swashbuckler)
[+4 Skills]
Celestial Resistance
[Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.]
Skilled
[Aasimars have a +2 racial bonus on Diplomacy and Perform.]
Spell-Like Ability
[Aasimars can use Glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).]
Aura (Ex) (Good)
[A warpriest has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment.]
Blessings (Su) (Good & Luck) (5/Day)
Lucky Presence (Su) (Blessing)
[You can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.]
Sacred Weapon (Su) (1d6)
[In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type.
Any sacred weapon wielded by a champion of the faith counts as having his chosen alignment (Good) for the purposes of overcoming damage reduction]
Spontaneous Casting
[A good warpriest can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.]
Chosen Alignment (Good)
Detect Alignment (Sp) (Evil)
[A champion of the faith can detect his opposed alignment. As a move action, the champion of the faith can focus on a single item or creature within 60 feet and determine whether it possesses the opposed alignment, as Detect Evil, learning the strength of the aura as if he had studied it for 3 rounds. The champion of the faith does not detect alignment in any other object or creature when using this ability in this way.]
Fervor (Su) (4 Points)
[Swift Action: A warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.]
Panache (Ex) (5 Points)
[At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (3+2). A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.]
Swashbuckler Finesse (Ex)
[A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.]
Charmed Life (Ex) (3/Day)
[Immediate Action: Before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made.]
Nimble (Ex)
[A swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus.]
Quick Draw (Ex) (Deed)
[Whenever she has at least 1 panache point, a veiled blade gains the benefits of the Quick Draw feat.]
Derring-Do (Ex) (Deed)
[A swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (5).]
Dodging Panache (Ex) (Deed)
[When an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (+3) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.]
Kip-Up (Ex) (Deed)
[While the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.]
Hidden Blade (Ex) (Deed)
[Whenever she has at least 1 panache point, a veiled blade can hide any light or one-handed piercing melee weapon using Sleight of Hand, and she receives a +4 insight bonus on her check to hide the weapon.]
Swashbuckler Initiative (Ex) (Deed)
[While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.]
Weapon Attunement (Masterwork Mithral Dagger)
Armor Attunement (Mithral Chainshirt)
[Carrying Capacity: Light 38 lbs, Medium 76 lbs, Heavy 115 lbs]
[Used: 30 lbs]
Masterwork Mithral Chainshirt (+1)
Pickpocket's Outfit
[Outfitted with concealed pockets, this clothing gives you a +2 bonus when hiding small objects on your person.]
Silver Holy Symbol of Thalion (Compartment)
[Detecting the compartment requires a DC 20 Perception check.]
-Potion of Invisibility
(x2) Wrist Sheath
[You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath.]
-(x2) Masterwork Dagger
[You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.]
Bandolier
-Flask of Holy Water
-Silver Dust (75 Gold worth)
-Spell Component Pouch
-Masterwork Mithral Dagger (+1)
[You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.]
-Spool of Twine (50 feet)
-Magnet
Belt Pouch
-(x2) Dice (D6)
-(x4) Gold Coins
-(x8) Silver Coins
Masterwork Backpack
-Flint & Steel
-Canteen
-(x10) Sheet of Parchment
-(x2) Stick of Charcoal
Rhyn was born of a tryst between his father Erevan, a bralani azata, and his mother Elda Laelithar, an elven woman. A chance encounter that led to a brief but intense love between them.
His mother was from Akiheton, the City of Crossroads, she was a priestess of Thalion, and helped tend to a temple within the cities limits. While his father was from the Wandering City of Emerald Song, within Elysium, and by chance was searching in Akiheton for information on his next crusade against evil.
Erevan whisked away Elda after a night of dancing, laughter, and drink through a portal in the city to Elysium. They spent many months basking in the beauty of the plane and were greatly in love. But the whims of an azata are fickle and while he claimed to still love Elda, he could no longer hold off on his crusade. He returned her to Akiheton and promised to return one day when the fates had decided to reunite them.
It was shortly after his father left that Rhyn was born, while pained to be without her love, she smiled and thanked Thalion for the blessing of her child.
Many years passed within the City of Crossroads without any sign of his return. Elda eventually took young Rhyn and moved to a small island named Spindle that was connected to the city through a portal. She hoped to raise her son here away from the bustle of Akiheton and teach him the ways of Thalion.
So it was that Rhyn helped his mother tend to a shrine on the outskirts of Spindle in the name of the Laughter of the Heavens. Rhyn had little trouble making friends, his mother always claimed this was from his father heritage, always laughing, and cordial with all.
As he grew older he became skilled at telling jokes and pulling harmless pranks upon others, eventually being known as a bit of a trickster, to those that knew him.
When he came of age his mother took him aside and told him a story about his father. She told him that as they spent time within Elysium his father had claimed to know that Rhyn would be born while he was away. It was his destiny to lead a crusade against a devil who had wronged him personally many years ago. A great horned devil called "Vistharax the Chained" who had raided his home many years ago.
He left his mother with a small locked chest and told her to give it to his son when he was of age and to teach him how to defend himself from the evil in the world.
Rhyn was shocked that his mother had kept this a secret for so long, but also felt a warmth of love and pride for his father. He opened the chest and found a dagger and suit of chain made of pure mithral, with a sealed piece of parchment on top.
It was a note from his father and explained why he had to leave and how much it pained him to not see his son grow up. That he burned with love for Rhyn and Elda and that he hoped to see them again.
After Elda had delivered this message and gift to her son she told him that within the next few years so would return to the City of Crossroads and seek to find his father. Rhyn decided to stay within Spindle when his mother left, tears in is eyes, but happy to see his mother go looking for her love.
Rhyn spent the next few years within Spindle practicing with daggers learning from sell-swords that passed through and mixing his love of trickery and fighting together.
Rhyn is a charming and good spirited man. He enjoys finding new companions to spend time with, if even for a brief time, finding comfort in the moment. He deems love and laughter to be paramount to happiness and seeks to bring that joy to himself and those he calls friends.
While Rhyn holds these values close to his heart he is not naive. The world isn't always filled with good intentions and he is quick to defend the innocent from bullies or worse.
Rhyn is lithe in build with golden-yellow hair that falls down upon his pale skin. His eyes are filled with vibrant colors, due to his bralani heritage, and a smirk is usually found upon his face.
A gleaming shirt of mithral can be seen underneath a yellow tabard, while a white gambeson provides comfort underneath. A dark brown leather bandolier crosses his chest, holding an assortment of pouches and a beautiful mithral dagger, while a silver holy symbol hangs from his neck in the shape of a laughing fox dancing among the stars.

Joseph Soltz |

Joseph Soltz wrote:Darn. Oh well. I haven't really had the time to get a gestalt character ready, so I'll go ahead and officially back off. Have fun, all who've put in applications!Recruitment ends Friday.
Shows me to post after midnight. I can still try to get something together, but the concept I had wanted to go for, I just couldn't seem to coalesce into anything interesting.

Morgan Vestalis |

Whew - made it! Had a hard time pulling it together, but I think I'm pretty happy with the build now. Everything should be here, let me know if you have any questions.
Morgan Vestalis
Male aasimar telekineticist 4/paladin (chosen one) 4/gestalt 4
LG Medium outsider (native) humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +7
Aura courage (10 ft.)
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Defense
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AC 22, touch 11, flat-footed 21 (+10 armor, +1 Dex, +1 shield)
hp 57 (4d10+24)
Fort +13, Ref +10, Will +9; +2 vs. death
Defensive Abilities resolve 1/day; Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Special Attacks channel positive energy 3/day (DC 16, 2d6+1), kinetic blast, smite evil 2/day (+4 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—summon nature's ally II
Paladin Spell-Like Abilities (CL 4th; concentration +8)
. . At will—detect evil
Paladin (Chosen One) Spells Prepared (CL 3rd; concentration +7)
. . 1st—divine favor
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—blade rush, kinetic blade, pushing infusion
. . Blasts—telekinetic blast (2d6+7)
. . Utility—basic telekinesis, kinetic healer, telekinetic haul
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Statistics
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Str 17, Dex 12, Con 18, Int 8, Wis 10, Cha 18
Base Atk +4; CMB +7; CMD 18
Feats Fey Foundling[ISWG], Weapon Focus (kineticist blast)
Traits blessed touch, magical knack
Skills Acrobatics -4 (-8 to jump), Diplomacy +11, Handle Animal +13, Intimidate +11, Knowledge (nobility) +6, Perception +7, Survival +2; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Common
SQ burn (1 point/round, max 7), divine guidance, domain influence, elemental bastion, elemental blade, elemental overflow +1, gather power, lay on hands 6/day (2d6+1), lay on paws, mercy (sickened), share will
Combat Gear wand of cure light wounds; Other Gear mwk full plate, mwk light steel shield, hemp rope (50 ft.), masterwork backpack[APG], trail rations (5), wooden holy symbol of Albia, 386 gp, 5 sp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Guidance (Sp) An emissary can cast guidance at will.
Healing Domain Influence (Sp) Familiar can use Rebuke Death once per day
Elemental Bastion (- Custom / magic armor -) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blade Telekinetic Blast (Sp) Level 2; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Lay on Hands (2d6+1 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 2d6+1 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Pushing Infusion (CMB +8) Your kinetic blasts makes Bull Rush CMB using Con.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Smite Evil (2/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
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Alexander
Thrush (Pathfinder RPG Ultimate Magic)
LG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +12
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Defense
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AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
hp 26 (1d8-2)
Fort +2, Ref +6, Will +6
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +3 (1d2-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +4; CMB +2; CMD 7
Feats Skill Focus (Perception)
[b]Skills Acrobatics +2 (-6 to jump), Diplomacy +2, Fly +12, Handle Animal +2, Intimidate +2, Perception +12
Languages Common
SQ domain influence, improved evasion, share will
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Special Abilities
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Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Domain Influence (Healing, 1/day) (Sp, Su) Familiar can use Rebuke Death once per day
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Morgan was raised in the town of Spindle as an orphan. For what felt like the longest time, he had no idea who his parents were or what happened to him before he was found at the age of six, curled up and cold in the street. He still has no memory of that time, but he knows a bit more about it now, thanks to Alexander.
The tiny bird showed up one day, when he had just come of age, standing above an old, battered looking wand. The bird had an oddly captivating gaze, and just stared at him for a minute, as if taking his measure. Then it began to speak. It told him that Morgan came from a long line of defenders, people who upheld the ideals of Albia and dedicated their lives to living out her principles in the heat of battle. The wand had once belonged to his mother, who was a fierce warrior and merciful healer. The wand could provide healing, but in the right hands it can be so much more - it can be a great and varied weapon. If Morgan was willing, the bird said it could train him, show him how to access the same abilities that his mother had, and fulfill his destiny as a chosen one of Albia.
Naturally, upon hearing all of this, Morgan assumed he had lost his mind. One too many drinks last night, clearly - he had told Oscar that they were going too far, but he insisted on continuing their celebrations. You only come of age once, he said. Calls for more ale, he said. Now he was hallucenating a bird talking to him. As the days passed, though, and the bird didn't go away, he came hesitantly to the decision that he had not in fact gone crazy. If this bird really had known his mother, and this wand really was an artifact of hers, it was more than he had ever hoped he would learn.
So he began talking to the bird, who confided that his name was Alexander. He began to learn about his heritage, about how distant angelic blood ran in his veins, and that given enough time he could begin to access latent abilities greater than he could ever have dreamed.
Going for a very tanky build, someone able to bring a lot of staying power to the field, as well as pack a pretty solid punch. As a telekineticist kinetic knight, he needs to form a kinetic blade out of an object held in the hand, so I thought it was a neat idea thematically to use the wand as that object - essentially, the wand becomes the hilt of the aether blade that he forms when he attacks. Even though technically he can form a kinetic blade out of any hand held object, in-character he will believe that there is something about the wand itself that allows him to form his blade. He could potentially discover down the road that the wand itself doesn't matter to his blade, but at least at first he has no idea.
Morgan is a large and strong man, lots of muscles, and a fair number of scars. He has clearly seen a lot of battle before. Yet despite that, there is a kindness and an understanding in his eyes. He is a conciliator at heart, always trying to resolve issues diplomatically, but certainly not against a good battle if the need arises. He had a rough childhood, and that has led him to have a somewhat cynical personality, but he actively chooses to try to overcome that natural tendancy and act in a way more fitting to his position as a champion of Albia.

Zanbabe |

So, so far we have
- Drbuzzard playing Lucius Human fighter 4/slayer 4/gestalt 4
- Grumbaki playing Khurgan Ironhammer Dwarven Spellbreaker Inquisitor of Arabar / Two Handed Fighter (4)
- Brain_in_a_Jar playing Rhyn Laelithar Aasimar (Azata-Blooded) 4th Gestalt Warpriest (Champion of the Faith)/Swashbuckler (Veiled Blade)
- Stormraven playing Issengrim Angel-blooded aasimar (angelkin) Ranger 4 / Unchained Rogue (Scout) 4 / Gestalt 4
- Raisse playing Prim Female gathlain druid (nature fang) 4/samurai (yojimbo) 4/gestalt 4
- Spazmodeus playing Sannah Trexl Female aasimar bard (archaeologist) 4/monk 4/gestalt 4
- Zanbabe playing Zendara Shabti Divine Marksman/Freebooter Ranger Arrowsong Minstrel Bard 4 Gestalt
- FangDragon playing Dr Xavier Munroe Male human brawler 4/bard (archaeologist) 4/gestalt 4
- Almonihah playing Sithinelor Humanoid (Reptilian) Slayer 4/Druid (Ancient Guardian) 4
- Dwilhelmi playing Morgan Vestalis Male aasimar telekineticist 4/paladin (chosen one) 4/gestalt 4
(I think I got everyone, but if I left anyone out, let me know.)

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Been having a few issues, so no crunch here but here's this
We all know how prized knowledge and artifacts became after the Sundering, and, subsequently, how prized those who were adept at procuring such things became as a result. Although it was debatable whether Kiss Ka'Boom was actually the best, she was never left out when the discussion of "those most adept at the recovery of lost treasures" was brought to the table.
No one knows what Goblin-settled land she came from, but they all know she started her career as an Alchemist Trap Breaker in the small town of Spindle. Yeah, she made her bones on small crap runs to begin with...she paid her dues...but when you come back from the "Triple T Suicide Run" (what raiding parties referred to as the Temple of a Thousand Traps), mostly unscathed-with full party and a generous bag of goodies in tow-you make a name for yourself quickly! After that, she seemed only unemployed when she wanted to be...that is, until, yeah...you guessed it...what was to be known as "The Bhaak Toba Incident."
Not a lot of details are known about the whole thing-the employer, the location, even the rest of the party would be, historically, mostly conjecture. The only thing that was for sure was her being found dazedly staggering about by a traveling monk-priest of Irori. When said priest turns out to be one of those tiefling-types, that detail doesn't go unrecognized or unremembered! From her stumbled ravings, a much incomplete version of the whole story could only be pieced together. Babblings of "trick trap!" and " No boom left...they all just laugh at me..." followed by "Giant...Bhaak Toba...Kar'Dikki Ball"(a rudimentary Goblin golf-like game involving clubs and giant rodent skulls) would always disintegrate into uncontrollable sobs of "I...I save no one!" Now, Kiss Ka'Boom was no stereotypical uneducated Goblin-type...so for her diction (and the storyteller's abysmal punctuation!) to have disintegrated into such savagery, she must have had one rough run.
The story goes, depending on which version you hear, that wherever the clandestine run ended up taking her and her raiding party, she had a unique off-day and missed something in her trap detection. Whoever, or whatever resided there, was accompanied by someone on the large side- someone who obviously, at some point within the fiasco, introduced themselves as Bhaak Toba. (Since that doesn't translate to anything in Goblin, or any other known language for that matter.) The only one left alive and out of bombs, the goblin was then subjected to a generous round of mocking laughter for her inherited situation. From the good-sized dent left in her head, it is told, she was then smacked a good distance "like a Kar'Dikki Ball on a Goblin's Sunday!"
Now, we all know Goblins can roll with it, but Brother Shobaru wasn't that far from his home monastery. As nowhere on that particular island was found to even remotely match a place which held such treasures, let alone be the residence of such a massive beast that Bhaak Toba must be, it is widely surmised that Kiss Ka'Boom was, in fact, smacked from one of the neighboring islands-"by a swing only Irori himself must have saved her from." To go through all that, and, upon being taken back to the monastery, find yourself with child, no one was shocked that she never fully recovered, nor made a temple run again.
Born to a broken mother, and without any recorded biological father to speak of (though, Kiss Ka'Boom was always fond of the intellectual types-especially those Goblins who were (or convinced her they were) wizards-and she wasn't bashful those times she found herself between runs, mind you!), Kitten Ka'Boom's work was well cut out for him.
His mother never formally taught him, but as a testament to how good of a teacher she was meant to be, and how sharp of a learner Kitten was, stumbled mutterings and a recovered handbook-in-the-works (complete with names of a few-as-they-were known Alchemists) was enough for Kitten to become a pretty damn good Trap Breaker-if he did say so himself! He was also initiated as a Sacrament Alchemist of Irori-for a compatible archetype-stack and trained as a Monk of the Healing Hand by Brother Shobaru himself-the Tiefling monk who found his mother, and adopted Kitten as his own. He even formed adventuring parties to raid ruins, most of which had already been raided and re-inhabited by various unsavory(though sometimes wealthy) beings.
Had she the piece of mind, or the strength to do so, Kiss Ka'Boom would, most likely, have put an end to any of this-as she named Kitten for the human pet "whose place was to stay home and out of trouble!" Kitten would always say that it was because he was born with the luck of nine lives and always landed on his feet. Finally, though, kitten decided it was time to go out and make his own way, as well as regain the proper respect his family name once held.
"Where will you start, Kit?" Bahn Shoburu asked the little goblin boy.
"I will start where she did...Spindle!"
As Kitten walked in his mother's bedside to say his goodbye, Kiss Ka'Boom grasped at her son's hand...
"Promise me one thing Kitten! Promise me you will save them!"
Kitten's eyes welled up...
"I will Mama...I will save them all!"
His drive comes from keeping his party members alive, even to the point of believing it his his destiny to ultimately use the Healing Hand's True sacrifice to save his comrades in the end believes this will end up curing his mother of all her affliction. In the meantime he is looking to find the source of his mother's run gone bad and rectify that at all costs He is an archetype stacked Alchemist- Trap Breaker/Sacrament Alchemist and Monk-Monk of the Healing hand

DM-Salsa |

So, so far we have
- Drbuzzard playing Lucius Human fighter 4/slayer 4/gestalt 4
- Grumbaki playing Khurgan Ironhammer Dwarven Spellbreaker Inquisitor of Arabar / Two Handed Fighter (4)
- Brain_in_a_Jar playing Rhyn Laelithar Aasimar (Azata-Blooded) 4th Gestalt Warpriest (Champion of the Faith)/Swashbuckler (Veiled Blade)
- Stormraven playing Issengrim Angel-blooded aasimar (angelkin) Ranger 4 / Unchained Rogue (Scout) 4 / Gestalt 4
- Raisse playing Prim Female gathlain druid (nature fang) 4/samurai (yojimbo) 4/gestalt 4
- Spazmodeus playing Sannah Trexl Female aasimar bard (archaeologist) 4/monk 4/gestalt 4
- Zanbabe playing Zendara Shabti Divine Marksman/Freebooter Ranger Arrowsong Minstrel Bard 4 Gestalt
- FangDragon playing Dr Xavier Munroe Male human brawler 4/bard (archaeologist) 4/gestalt 4
- Almonihah playing Sithinelor Humanoid (Reptilian) Slayer 4/Druid (Ancient Guardian) 4
- Dwilhelmi playing Morgan Vestalis Male aasimar telekineticist 4/paladin (chosen one) 4/gestalt 4
(I think I got everyone, but if I left anyone out, let me know.)
You did, which is fortunate because I missed a few on my run through. Thank you very much for doing this and I appreciate the help! I am sorry for not saying this sooner.

DM-Salsa |

Apologies for the wait, but I have who's in.
Congratulations to:
- Sannah Trexl (Spazmodeus)
- Zendara (Zanbabe)
- Dr Xavier Munroe (FangDragon)
Thanks to all of you that submitted characters. I'm sorry that I can't pick more of you, but that's the way it goes. I wish you luck in whatever games you're playing.
I'll be sending PMs to those of you that made it.