
Spirit of Kotei |
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When a storm wrecked the indomitable galleon Salvation off the coast of Kotei, Ancient Lands of the East, your stories came to an end. Your corpses were gathered up however by an esoteric order of monks known as the Path of Seiki.
Entombing you all within enchanted tombs that would forever preserve your bodies, you gaijin (strangers) to this land have been at rest for over three centuries.
Now, it is time you rise from your slumber. Your life will be given back, and you will be expected to repay your debtors.
Kotei faces a new darkness and it has need of your services... blank slates devoid of any living sense of allegiance or bias. You will cast aside your distant paths and become the Dragons of the West
===
CHARACTER CREATION RULES
- 1st level
- 25 point buy
- average starting gold. You do not begin with your purchased equipment but you shall receive it not long after the campaign begins
- only human races, however you qualify for any feat/traits/archetypes that require different races.
- 2 traits, you may take regional traits regardless of origin since all of you no longer have a "homeland"
- 1 drawback maximum
- Divine domain spellcasters may select any two domains, since as per my norm, there are no deities.
- All Paizo published material is allowed, 3PP material on a case by case basis.
- This takes place in a land very similar to Tian Xia. As such, Samurai and Ninja are available classes as are Gunslingers, with firearms being emerging.
Any further questions can be asked below. I will be taking a maximum of four PCs and I will be choosing the final crew on June 8th.

Kor - Orc Scrollkeeper |

I would like to apply with, Edrick, 1st level, Samurai (Order of the Sword).
Male Human (Tian-Shu) Samurai 1
LN Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0; +1 trait bonus vs. divine spells
Defensive Abilities resolve
--------------------
Offense
--------------------
Speed 20 ft.
Melee katana +5 (1d8+4/18-20)
Special Attacks challenge
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Combat Expertise, Mounted Combat
Traits fencer, history of heresy
Skills Diplomacy +4, Handle Animal +4, Intimidate +4, Knowledge (nobility) +5, Ride +1, Sense Motive +4 (+5 when opposing a Bluff check); Racial Modifiers ride mount, sword's skills
Languages Common, Osiriani, Tien
SQ orders (order of the sword)
Other Gear kikko armor, heavy steel shield, katana, 20 gp
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Special Abilities
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+5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Fencer +1 to hit with dagger or sword AoOs.
History of Heresy +1 save vs. divine spells
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Sword's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
Sword's Skills +1 (Ex) +1 to Sense Motive opposing Bluff.
--------------------
Edrick's parents were very poor and they could not afford to feed another mouth. They sold him to the Guardians of the Celestial Eagle soonafter he was born.
The Guardians of the Celestial Eagle were the ultimate protectors of the realm. Their actions were spurned only by honor and justice. The Guardians of the Celestial Eagle sided neither with good or evil, though most of their actions did detriment the bringers of evil. They could not be bought, nor did they act out of charity. The Guardians simply served causes which were right and just.
Very few people understood the Guardians, and in truth how could they. Unbeknownst to the populace, the Guardians were founded by a traveller from a the far east. He taught the guardians their traditions and culture. Guardians had no family. Their order was the only family they would know or need.
Edrick has been a loyal follower of the Guardians and knows only obedience and honor.
One evening, Edrick was summoned to see the master. This was unheard of for a low ranked initiate! Edrick was advised that the Guardians had capured a man who was wanted in a distant land for heinous crimes. They wished to keep the matter a secret and decided it would be best to send someone very inconspicuous to take him back.
Edrick was suprised to learn that he would be taking him to the unknown lands of the east, where his master was born. Also of suprise, was when the master bid his farewell to the stranger and whispered, "goodbye brother".
Edrick booked passage on a ship and set off on what seemed to be a most honorable and intriguing quest.
The last thing Edrick remembers, was sleeping fitfully during a raging storm and then hearing a call for "all hands on deck". He remembers rolling out of his hammock, but the rest is all foggy.
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Spirit of Kotei |

I would like to apply with, Shiang Ji, 1st level, Tian-Shu Samurai (Order of the Sword).
** spoiler omitted **...
As mentioned in the story, all characters are gaijin/strangers to this land. Feel free to use Shiang Ji as a new name but he would need his former name too.

![]() |
Interesting concept.
- only human races, however you qualify for any feat/traits/archetypes that require different races.
I'm sure the above caveat is going to make things very interesting...Humans with anything goes in them.
I'd like to follow gameplay if I'm not chosen or if I even have any inspiration to make a character. Reminds me of the movie with Jackie Chan and Jet Li. Poor gajin lost in a non gajin land.
Will the features of the PCs actually be obviously different from the locals?

ToxicDragon |

I'd like to submit Ysanne the Witch!
Ysanne Nightweaver
Female Human-Witch 1
LE Medium humanoid (human)
Init +6; Senses Perception +1
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Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 9 (1d6+3)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +0 (1d4 dagger or 1d6 shortspear)
Ranged +2 (1d4 dagger or 1d6 shortspear)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 19, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Extra Hex-Evil Eye, Ability Focus-Evil Eye
Traits Blood of Dragons-Low Light Vision, Honeyed Words
Skills (6): Diplomacy +7, Intimidate +6, Knowledge (arcana/planes/nature) +8, Perception +1;
Languages Common, Osiriani, Tien, Infernal, Draconic
Other Gear Haramaki, Shortspear, backpack, bedroll, belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin, scroll of cure light wounds, scroll case, 54gp
--------------------
Special Abilities
--------------------
Cantrips, patron spells (Time),witch’s familiar (Greensting Scorpion), Sleep hex (Wil DC15), Evil Eye hex (Wil DC16),
--------------------
Spells
--------------------
Cantrips: Daze, Detect Magic, Read Magic
1st:Charm Person, Sleep
Ysanne was once a powerful world witch capable of manipulating time. Many lifetimes ago she conquered several dragon kingdom's controlling them through puppet leaders until an order of monks used the Reversing Mirror and a Sapphire Time Dragon's powers to defeat her. Ysanne's power and potential were irrevocably diminished leaving Ysanne with hardly a shadow of a memory of what she has done or is capable of, and because of the Reversing Mirror, she is doomed to relive the same fate until time itself is shattered, or the Reversing Mirror is destroyed.
Upon her most recent reawakening, she remembers little to almost nothing or her past aside from her death aboard the Salvation...

ElMustacho |

I present a ninja.
Jian Min
Ninja 1 (Chaotic Good)
Init +4;
Perception +4
AC 16, touch 14, flat-footed 12 (+4 Dex, 2 Armor)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +0
offense
(One weapon fighting)
Melee katana +2 (1d8+2/18-20)
Melee wakizashi +2 (1d6+2/18-20)
(Two handed fighting)
Melee katana +2 (1d8+3/18-20)
Melee wakizashi +2 (1d6+2/18-20)
(Two weapon fighting)
Melee katana +0 (1d8+2/18-20) and wakizashi +0 (1d6+1/18-20)
Statics
Str 14, Dex 18, Con 14, Int 15, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats: Combat Reflexes, Two-Weapon Fighting
Skills: Acrobatics +8, Appraise +6, Climb +6, Disable Device +8, Disable Device (Traps) +11, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +4, Sleight of Hand +8, Stealth +10, Swim +6
Traits:
Color thief
You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.
Second Chance
Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Languages Common, Draconic, Undercommon
Special Abilities
Poison Use, Sneak Attack, Favored Class Bonus (+1 hp)
Gear
katana; wakizashi; barding (leather); bedroll; flint and steel; mirror (small/steel); rations (trail/per day) (x6); torch (x10); Backpack, Common ; Belt Pouch; 178 silver coins (17,8 gp)
-------------------------------------------------------------
Background
Jian Min grew as a childish person. His only interest was having fun, until his brother was caught by guards while he tried to pickpocket from a weapon merchant. There were no time left, law was very strict, and brother's death the immediate fate. Even by thinking twice, Jian couldn't permit it. He had to help the brother. He covered his face, in that way he could't be recognized, and in a surge of heroism he picked up two slashing weapons from the merchant. He threatened the guards, and the brother escaped in their distraction. Angered, guards attacked. Surprisingly, Jian was quick enough to evade some attacks from the charging guards, while in the same time he badly injured two of them. Frightened by the boy, guards ran away. Jian then waited for some seconds, which appeared as years to him. A men spoke to him: "I'll take care of the wounded guards. Now leave, before they return." Jian ran away. He left his old life in that occasion.
Many years later, protecting poor people from the rich ones, Jian found himself on a ship. He was trying to convince the merchants on that ship to revise their business in his country, because the local economy was damaged by a plague, and local people could't buy food and cures. The answer didn't mattered, because they all died.
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I'll tell you now: I don't have a splendid English (I'm Italian, and that hurts). I apologize now for future syntactical and/or grammatical errors. Supposing I'll have a chance to do them.

Spirit of Kotei |

can we take different favored class bonuses?
Say I wanted to take the Half-Elf favored class of 1/4 evolution point instead of the human option of +1 skill or HP to the Eidolan.
This is mini btw
That sounds fine. Essentially, you are allowed access to any other race's options except their racial class features of course.

Spirit of Kotei |

Interested, blank slates is confusing me. They remember their formal lives right? If so I'd lice to play a bard. Is this going to be more combat or more investigation or more role play or a bit of everything?
You remember your former lives, but 300 years into the future, the people, nations and governments you once knew are changed or gone.
In other words, you are as close to a blank slate as they can hope.
And to answer another question asked, assume you all look like westerners in an eastern land. It is obvious. However, you are far from the only gsijin in Kotei.

Steve the Black Mage |

And here he is!
Kite Exeter ( Name Changed to Kaito for easterners to understand more easily. )
Male Human Swashbuckler/1
Init +3 Senses Perception +5
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Defenses
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AC: 13 / 13 / 10
HP: 14 (1d10+1+3)
F: 3 R: 5 W: 1
Evade +1
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Offense
///////
Speed: 30ft
Melee: Rapier 1d6+1+3 Crit: 18-20/×2
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Statistics
////////
Str: 13 Dex:16 Con:13 Int:13 Wis: 13 Cha: 15
BAB: +1 CMB: 2 CMD: 15
Feats: Evade, Two Weapon Fighting, Weapon Finesse, Toughness
Skills: Acrobatics +3, Bluff +5+2, Climb +5, Diplomacy +5, Escape Artist +7, Handle Animal +1, Intimidate +5, Profession (Sailor) +1, Ride +3, Sense Motive +5, Swim +5.
Languages: Common, Read Lips
Gear: Rapier x2, Puffy Shirt, Leather Armor, Hooded Cape, Pirate Garb
Traits: Scoundrel's Luck( Cheat Death Trait ), Fast-Talker
///////////////
Special Abilities
///////////////
Evade: A swashbuckler is a fluid combatant, relying on quickness rather than heavy armor to deflect blows. When wearing no or light armor, the swashbuckler adds his Evade bonus to his armor class. This is considered a dodge bonus and whenever the swashbuckler is denied his Dexterity bonus to armor class he also loses his Evade bonus.
Evade may be substituted for the Dodge feat as a prerequisite for other feats (for example, a swashbuckler with Evade +1 need not take the Dodge feat in order to select the Mobility feat).
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
///////////
The Skinny
//////////
Pirate, Adventurer, Thief, Scoundrel, Ladies Man, Kite has done it all in his adventures. Born in a coastal town, he signed on for a position as a sailor when he was a boy and never looked back. He sailed all across the world and back again, gaining and losing fortunes at the whimsy of the sea. A suave talker and expert fencer, he can cut his way out of any situation he can't talk himself out of. He is generally jovial and gets along well with others, although he can certainly be snide when the mood takes him. Never one to worry too much about morality, he takes what he wants when he wants, although he shows loyalty to those he considers friends and allies, and isn't above a good turn now and again. He signed on to the Salvation due to the captain, an old friend of his from his early pirate days who was desperate for experienced sailors, promising him one last big score he can finally retire on.

Zayne Iwatani |

I am no novice to pathfinder. Here is my character:
Zayne Iwatani
Male Human Fighter (Polearm Master) 1
N Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +1 Trait, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1
--------------------
Speed 20 ft.
Melee (reach) Fauchard +5 (1d10+6/18-20)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 13, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Combat Expertise, Exotic Weapon Proficiency (Fauchard), Improved Trip
Traits Defender of the Society, Threatening Defender
Skills Climb +4, Survival +4, Swim +4, Knowledge (Dungeoneering) +4
Languages Common, Minkaian
Other Gear Steel Lamellar, Fauchard 11 gp
--------------------
Zayne Iwatani is the eldest son of a trader in the land of Minkai. As such his father expected him to learn the family business so that one day he could take over.
However, Zayne grew bored and restless during of the endless hours of studying. He slept through entire lessons or, when he could, he would disappear into the city to explore.
His favorite perch was atop a two-story tavern that overlooked the training grounds of the Prestigious Academy of the Five, a school founded centuries ago by five legendary Ronins.
Zayne had always been a rather quiet and carefree individual. The only thing he every really showed interest in was the Academy, something his father didn't miss.
So in an effort to see his son actually show some initative, his father allowed him to go to the Academy on one condition. As long as he stayed top of the class he could continue to be enrolled. If, however, at any point he dropped below 5th, he would have to come back home and study.
When his son graduated top of the class he was both happy and disappointed. His son had found a calling but it wasn't the one his father had hoped for.
But as with most happy stories there has to be some sadness.
Zayne had two sisters and a younger brother. His youngest sister was dearly fond of the sea and eventually worked her way up to captain of the ship Salvation (hope you don't mind this. I can edit it out if necessary) and his first duty as a warrior after graduation was as a guard to his sister's ship. As the ship set sail with two of the Iwatani children, the rest of the family bid them farewell, not knowing they would never see the ship again.

Thorrpe |

ok here we go!
Thorrpe is a bit of a melee summoner, high STR, he uses his eidolon as a scout, and later on skill monkey of sorts, and will usually dismiss him in combat to summon something else to help him fight, unless he just wants something that has reach.
The idea is that the eidolon is Thorrpe's shadow...or sorts.
Thorrpe (Dual Talent human
STR 16
DEX 14
CON 14
INT 10
WIS 10
CHA 18
[spoiler=Favored Class]
+1 HP to Eidolon
0: Acid Splash, Resistance, Light, Detect Magic
1: Unfetter, undecided
[spoiler=Traits]
Perception +1
UMD +8
Shadow (Serpent)
STR 12
DEX 16
CON 13
INT 7
WIS 10
CHA 11
Skill Focus: Stealth
Thorrpe was born in a land far from here. In his youth he was always fascinated by his shadow. He always felt it could do things that he could not. Little did he know that, that was actually the case. He was always muscular and approached things head on, growing to love smashing things with his morning star, yet when the time came to sneak about, he was always woefully incompetent.
In his dreams he imagined his shadow separating, and turning into a large feathered serpent. This creature would go all the places Thorrpe could not, find out all the things he wished he knew, then return to him and share the knowledge.
As a young man he joined the army and it was in the heat of battle that he learned that his shadow was more than just that. Quickly being raised as an officer Thorrpe found himself alone in the wilderness when he unit was ambushed. Desperately out numbered he hunkered down and tried to puzzle out which way he could go. Which way might offer a chance to escape. This is when it happened. His shadow uncoiled from him and reared up. It promised that if only Thorrpe would release him, he could find out all that he needed to know.
Having no idea how he did it, Thorrpe cast his first spell, his Eidolon, as he know has learned it is called, was free from his master, it raced off into the night and found the quickest way out, with only a single guard. Thorrpe easily overpowered him, with the help of his Shadow and he was free.
Thorrpe never returned to the army. He left that land for parts unknown. For years he traveled the world, and in that time he learned that he had a deep connection with nature, he could call natures servants to fight for him, or help him. Though even that ability did not save him for long when the ship went down.

Bane88 |

Male Human Monk (Master of Many Styles, Qinggong Monk) 1
LN Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+1 shield, +2 Dex, +2 untyped)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d6+4)
Special Attacks stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 18
Feats Combat Reflexes, Improved Unarmed Strike, Scorpion Style, Snapping Turtle Style, Stunning Fist
Skills Acrobatics +6, Climb +8, Escape Artist +6, Perception +6, Stealth +6
Languages Common
SQ ac bonus, fuse style, stunning fist (stun), unarmed strike
Other Gear 35 gp
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Scorpion Style (DC 12) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 2 rds (Fort neg).
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Yuri is a wandering monk on the quest for enlightenment who boarded the Salvation on a whim, he had never sailed before and wanted to see what it offered. To his surprise it offered demise and he thought himself a goner, tossed amongst the crushing depths of the black waves.

Ysanne Nightweaver |

Ysanne character submission again under the alias user.
Ysanne Nightweaver
Female Human-Witch 1
LE Medium humanoid (human)
Init +6; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 9 (1d6+3)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +0 (1d4 dagger or 1d6 shortspear)
Ranged +2 (1d4 dagger or 1d6 shortspear)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 19, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Extra Hex-Evil Eye, Ability Focus-Evil Eye
Traits Blood of Dragons-Low Light Vision, Honeyed Words
Skills (6): Diplomacy +7, Intimidate +6, Knowledge (arcana/planes/nature) +8, Perception +1;
Languages Common, Osiriani, Tien, Infernal, Draconic
Other Gear Haramaki, Shortspear, backpack, bedroll, belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin, scroll of cure light wounds, scroll case, 54gp
--------------------
Special Abilities
--------------------
Cantrips, patron spells (Time),witch’s familiar (Greensting Scorpion), Sleep hex (Wil DC15), Evil Eye hex (Wil DC16),
--------------------
Spells
--------------------
Cantrips: Daze, Detect Magic, Read Magic
1st:Charm Person, Sleep
Ysanne was once a powerful world witch capable of manipulating time. Many lifetimes ago she conquered several dragon kingdom's controlling them through puppet leaders until an order of monks used the Reversing Mirror and a Sapphire Time Dragon's powers to defeat her. Ysanne's power and potential were irrevocably diminished leaving Ysanne with hardly a shadow of a memory of what she has done or is capable of, and because of the Reversing Mirror, she is doomed to relive the same fate until time itself is shattered, or the Reversing Mirror is destroyed.
Upon her most recent reawakening, she remembers little to almost nothing or her past aside from her death aboard the Salvation...

ElMustacho |

I revised Jian Min, there was something I disliked.
Jian Min
Ninja 1 (Chaotic Good)
Init +4;
Perception +4
AC 16, touch 14, flat-footed 12 (+4 Dex, 2 Armor)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +0
--------------------------------------------------------------------------- -----------------------------
Offense
Melee
(One weapon fighting)
Wakizashi +4 (1d6+1/18-20)
(Two weapon fighting)
Wakizashi +2 (1d6+1/18-20) and wakizashi +2 (1d6/18-20)
Ranged
Shuriken +4 (1d2/20)
--------------------------------------------------------------------------- -----------------------------
Statics
Str 12, Dex 18, Con 14, Int 12, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 16
Feats: Weapon Finesse, Two-Weapon Fighting
Skills: Acrobatics +8, Climb +5, Disable Device +8, Disable Device (Traps) +11, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Sleight of Hand +8, Stealth +10, Swim +5
--------------------------------------------------------------------------- ------------------------------
Traits:
Color thief (racial, goblin)
You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.
Second Chance (faith)
Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
--------------------------------------------------------------------------- ------------------------------
Languages:
Common, Undercommon
--------------------------------------------------------------------------- ------------------------------
Special Abilities
--------------------------------------------------------------------------- ------------------------------
Poison Use, Sneak Attack, Favored Class Bonus (+1 hp)
--------------------------------------------------------------------------- ------------------------------
Gear
shuriken (20); wakizashi (2); barding (leather); bedroll; flint and steel; mirror (small/steel); rations (trail/per day) (x6); torch (x10); Backpack, Common ; Belt Pouch; 178 silver coins (17,8 gp)

Vem |

Submitting Vem, the ninja.
Vem
Ninja 1
CN Medium humanoid (human)
Init +4; Perception +3
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
HP 11 (1d10+3)
Fort +2, Ref +6, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20)
Ranged dagger (thrown) +4 (1d4+1/19-20)
Melee TWF dagger +2 (1d4+1/19-20)
Melee TWF dagger +2 (1d4+1/19-20)
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 14, Int 10, Wis 9, Cha 14
Base Atk +0; CMB +4; CMD 15
Languages Common
--------------------
Feats
--------------------
Weapon Finesse
Two-Weapon Fighting
--------------------
Traits and Drawbacks
--------------------
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Magical Talent (Ray of Frost) Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast Ray of Frost once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
--------------------
Skills
--------------------
Acrobatics +8
Bluff +6
Climb +5
Disable Device +8
Disable Device (Traps) +14
Disguise +2
Escape Artist +4
Fly +4
Perception +3
Sleight of Hand +8
Stealth +8
Swim +5
Use Magic Device +6
--------------------
Gear
--------------------
studded leather
dagger(x3)
caltrops
Coin (Copper Piece) (x8)
Coin (Silver Piece) (x8)
Coin (Gold Piece) (x6)
Coin (Platinum Piece) (x7)
Backpack, Common [
Bedroll
Flint and Steel
Halfling Trail Rations (x5)
Rope (Silk/50 ft.)
Waterskin (Filled)
Whetstone
]
Wrist Sheath [ Dagger ]
Wrist Sheath [ Dagger ]
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Special Abilities
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Bonus Feat Humans select one extra feat at 1st level.
Ninja Weapon Proficiencies Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
Poison Use At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual −4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
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Backstory
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Do the dead dream? I did; I dreamed of cold lakes that reached into the hearts of fire and sang out like birds in autumn morning. The depths of things black and old and of the beings that lurk beneath the shadows of thin veils and portents of things yet to come. Seas of gossamer wrapped in pallid tones and tepid pools of glass that ring out in silence.
I dreamed of Gods long dormant in the spaces between that which cannot be and the mountains of madness between words unspoken. In the hearts of men I saw the depths of sorrows yet to be plumbed from arteries that still flowed.
I dreamed of foul tempests that carried with them the acrid stench of burnt things and sacrifices made to powers that wane in agony and torment; of slumbering giants that lash out against chains of hair and black blood. I saw the greatness of kings whose children lay in ashen tombs of white marble and stained with the tears of the lamb. Endless suffering of ignorant men struggling to flay their own backs in knife wounds of silver and brutal gladness.
I saw the umbral agents of cruel fates who conspired against the treatise of man and taught them to fear the night. Clouds of bile that swept along the dust of bones put to rest in shallow graves and greedy worms.
Emerald oceans of vastness that pulled the horizon into sour death and the call of the dirge in winter at places that lie empty. Footprints of beasts that tracked the snow left melting in the heat of life so easily spilt from the mewling. Innocence lost long before the warmth of a mother's milk and the nightmares of anything ever evil.
Sins of siblings long forgotten in the currents beneath rivers that drew deep and thirsty. I dreamed of bruised skys that wept tears of molten carnage that scarred the faces of heroes who would never be. The morose languish of space unused left to the ravages of time's devices. Eyes that pierced the masks of the unfaithful whose false worship laid the weak across stone tables framed in lust. I saw a great many things when I dreamed, but I awaken once more.
Vem...They called me that once.

Alexander Sabadosa |
I have an Alchemist, no name or backstory but i can make one if necessary, or if my other choice doesn't get picked.
Unnamed Hero
Male Human (Tian-Shu) Alchemist 1
NG Medium humanoid (human)
Init +6; Senses Perception +4
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +0
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Offense
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Speed 30 ft.
Melee shortspear +0 (1d6)
Ranged bomb +5 (1d6+3 Fire)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist Spells Prepared (CL 1st; concentration +4):
1st—cure light wounds, identify
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Statistics
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Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Traits criminal, reactionary
Skills Appraise +7, Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +6, Heal +4, Knowledge (nature) +7, Perception +4, Spellcraft +7, Survival +4; Racial Modifiers alchemy
Languages Common, Samsaran, Senzar, Tengu, Tien
SQ human alchemist, mutagen
Combat Gear potion of cure light wounds (2); Other Gear hide shirt, shortspear (5), 30 gp
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Special Abilities
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+1 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
2nd choice, if possible id like to play a Dragon Rider from Super Genius Games. I could set up the back story so that the dragon was hurt in the wreck and managed to go to a cave when he thought the PC was dead only to find that the link was still there. Maybe have the link affect the dragon so that it puts it to sleep. Something along those lines. Again unless asked im just going to provide crunch.
Unnamed Hero
Male Human (Tian-Shu) Dragon Rider 1
(not sure of Alignment) Medium humanoid (human)
Init +6; Senses Perception +1
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee Lance +3 (1d8+3)
Ranged Longbow +5 (1d8)
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Statistics
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Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 17 /13
Feats Point-Blank Shot, Precise Shot
Traits Blood of Dragons, reactionary
Skills Ride +7, Diplomacy +5, Perception +1;
Languages Common, Senzar, Tien
Combat Gear Longbow, Lance, Arrows (40),
Other Gear hide shirt, 38 gp
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Special Abilities
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Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
If your interested let me know.

Milah Shadow-Blade |

Elena Layke Cleric
Elena was always a free spirit going wherever her whims took her. Wherever she went she was willing to help whether it be healing the sick or wounded or taking care pesky goblins. Elena much prefers to solve problems through talking rather than fighting but will regretfully close to those who fail to accept peaceful negotiations. Elena believes that power means you should wield it to help others. Saddened when awakening that all her friends have died, she however sees this as an opportunity to to make new friends and a whole new world to explore.
NG Medium Humanoid (Human, Dual Talent +2WIS/+2CHR)
Cleric (Healing Defense) 1
Init +1, Perception +4
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DEFENSE
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AC 19, Touch 11, Flat-footed 18
HP 11 (1d8+3)
Fort +4 Ref +1 Will +6
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OFFENSE
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Speed 20 ft.
Melee Morning Star +2(1d8+2/20x2)
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STATISTICS
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STR 14,DEX 12, CON 14,INT 8, WIS 18,CHR 16
Base Attack +0 CMB +2 CMD 13
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Special Abilities
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Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Healing Domain
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.
Defense Domain
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.
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Traits
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Beacon of Faith: You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
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Feats
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Extra Channel.
You can channel energy two additional times per day.
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Skills
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Diplomacy +8
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Gear
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Four Mirror Armor (45gp), Heavy Steel Shield (20), Morningstar (8gp), Cleric's Kit(16gp)
51 gp remains

Anderlorn |

Since a Dragonrider was proposed and the GM is actually interested in running such a campaign, I suggest all or most of us are Dragonriders. And I have another idea of Dragonriders being an archetype of the Magus. If you think about it, a Magus would be a or almost perfect fit and the Dragonrider rules at d20pfsrd are kind of lame. And regardless of the Dragonrider, all Dragonriders are OP. After all, it's a dragon and not a flying pinto.
On a side note, are Psionics from Dreamscarred or Advanced Classes from the beta permitted such as the Bloodrager?

Spirit of Kotei |

Spirit of Kotei wrote:Bloodragers from the Revised Advance Class Playtest Guide permitted?@General Public
I have permitted psionics however I'd much prefer without them seeing as they add another level of complexity not needed in PbP. And no Dragonriders I'm afraid.
I'll say a tentative yes though I'm not sure how well he'll fit into the Campaign.