
| Loreli 'Lo Munte | 
 
	
 
                
                
              
            
            Alright, name down (Most difficult part- Means Know Unknown in Romanian.)
And, the character idea is a woman who's sin is greed- but not of a monetary type. She claws, always, for no information, more, more, more. She claws, always to know more. Enough, that she clawed divine power with ease.
Functionally, she'll be a Cleric 1/Diviner 2/Mystic Theurge 2.
The issue is, it relies on spell like abilities to get off the ground without the Fate domain, and without racial heritage (Or MAYBE believers boon, if it's counted as Arcane), is this- I'd like to request to be able to trade my bonus feat and skill focuses for two spell like abilities.
As such, I've found two spells that fit her excedingly well- She's not exactly the most stable.
Which makes sense, since, at will, she can summon Most written knowledge into her head, and can speak with the bricks. twice per day (Or at will). Cost for them is 4 rp for each spell like ability twice per day, in place of the Skill Focuses and Bonus Feats of the human race.
AKA, she's crazy, and she's obsessively loves knowledge, and hoards it like a dragon holds gold, and defends it just as hard. Out of combat, her primary role will be knowledge monkey, between combat, her primary role will be buff monkey (So those without spells don't have to wait a day for their buffs), and in-combat, battlefield control to make others shine. (I don't like stabbing people.) Fighting is far more entertaining.

| Duboris | 
 
	
 
                
                
              
            
            I did not allow anyone else to trade skill focuses, and I'm against people using racial benefits to prestige class. I'd rather you do it via normal ways, if you could.
Also "Hungry for knowledge" sounds a lot more like Envy to me for some reason. Also the human creation is pretty rock solid, and I don't want anyone to deviate from that race whatsoever. If that's a bit squalid, then I'm sorry.
Also Havoc, there are languages, but they're kind of intelligence based. "Reading" is mostly done in common, but one very intelligent player should be able to "Read" the majority of anything that shows up.
So in a sense, no. Certain players will just be able to read things and others wont. Essentially your "Sin" is your language, if that makes any sense.

| Duboris | 
 
	
 
                
                
              
            
            Oh I'm aware but it basically just translates to two of the game's in-game languages that you get in-order. So you have the 2 languages, but it comes down to intelligence checks to read them because they're cryptic and have a lot of hidden meanings.
Long story short, I wouldn't worry too much about languages. It rarely, if ever, comes into play. I've also yet to get that close to setting it up, and I do apologize.

| Duboris | 
 
	
 
                
                
              
            
            2d8 and 2d10 means 16 and 20 plus whatever your first level is (which could be 10 or 8 I imagine, though probably 10.)
So 10,16,20 which means 46 total. If your hit points are less than 16, you can re-roll, and that assumes a setup with no con.
From the looks of it, you got 4 out of 16 (25%) and 1,8 (9/20) which is about 45% plus a 100%, so I have a feeling you're *just* barely above a third of your health.
Though I can't be sure. Although I am a merciful dm when it comes to rolls, so you would need to clarify how much health you have, versus how much you actually could get total. (Which, with no con, is 46)

| Mahorfeus | 
 
	
 
                
                
              
            
            Well, it took some time, but I've finally went and done it. I never thought I'd use this archetype, but what the heck. In hindsight, it doesn't actually seem so bad.
Here is Edwyn Varro, or at least his crunch. The backstory should be forthcoming. Oh, and I think Wrath would definitely best represent him.
CN Medium humanoid (human)
Init +8; Senses Perception +9
DEFENSE
AC 14, touch 13, flat-footed 11 (Dex +3, natural +1)
hp 33 (5d6+15) 
Fort +3, Ref +5, Will +6
OFFENSE
Speed 30 ft.
Melee dagger +2 (1d4/19-20)
Ranged bomb +5 (3d6+4/x2)
Special Attacks acid bomb (11/day; splash DC 16), point-blank shot
Spell-Like Abilities (CL 5th)
1/day-detect magic
Spells Prepared (CL 5th, concentration +9)
3rd (2/day)-
2nd (3/day)-
1st (4/day)-
Opposition divination, enchantment, evocation, necromancy
STATISTICS
Str 11, Dex 17, Con 12, Int 18, Wis 12, Cha 9;
Base Atk +2; CMB +2; CMD 15
Feats Scribe Scroll, Improved Initiative, Extra Bombs, Skill Focus (Fly), Toughness, Point-Blank Shot, Extend Spell
Skills Fly +14, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +9, Spellcraft +12
Languages Common
Traits Magical Talent, Reactionary
Gear traveler’s outfit, dagger, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, pearl of power (1st), ring of feather falling, mwk backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, spellbook (3rd-fly, haste; 2nd-acid arrow, bull’s strength, glitterdust, resist energy; 1st-alarm, detect magic, endure elements, enlarge person, feather fall, grease, mage armor, read magic. unseen servant, vanish)
Funds 229 gp
SPECIAL ABILITIES
Bomb (Su) As a standard action, can throw a bomb as a ranged touch attack with a range of 20 feet. On a direct hit, the bomb inflicts 3d6+4 points of acid damage to the target. In addition, the bomb deals 7 points of splash damage to creatures adjacent to the target. The splash damage can be halved with a DC 16 Reflex save. Can prepare 11 bomb catalysts per day.
Spellblast Bombs (Su) As a swift action, can sacrifice a prepared spell to empower the next bomb thrown that turn. The bomb gains a bonus to hit equal to the level of the sacrificed spell, and a bonus to damage equal to twice the level of that spell.
As for hit points...
5d6 ⇒ (3, 3, 2, 2, 5) = 15
Eh, slightly below average, but I think it's workable.

| Duboris | 
 
	
 
                
                
              
            
            Hmm... that's about 3 away from half. However you did roll a 1, so I'll allow you to reroll the 1 you rolled. One's are pretty s$%%ty.
Also Mahorfeus you just love Alchemists, don't you? You got exactly 50%
Also you get max for first level. Did no one max out their first health roll? Because you should have. I apologize if that wasn't clear.

| Astrid Brahms | 
 
	
 
                
                
              
            
            4d6 ⇒ (6, 5, 5, 4) = 20 16
4d6 ⇒ (3, 4, 2, 2) = 11 9
4d6 ⇒ (5, 6, 2, 1) = 14 13
1d6 ⇒ 2
4d6 ⇒ (2, 2, 6, 1) = 11 10
1d6 ⇒ 2
4d6 ⇒ (6, 1, 2, 5) = 14 13
1d6 ⇒ 2
4d6 ⇒ (4, 2, 5, 6) = 17 15
4d6 ⇒ (1, 2, 2, 2) = 7 10
1d6 ⇒ 6
So I'll use the 16, 15, 13, 13, 10, and 10. Not a bad stat array.
This is my submission for the game, Astrid Brahms the Prideful Paladin. She's a Paladin Undead Scourge alternate class. Her goal is to destroy evil monsters and end Dracula's cruel necromancing! With any luck she will send all those before her back to hell and free this land of it's chains. She prefers to use her spear which has the power of her Goddess and with it she'll restore the Glory of Light!
I did a short write up of a home-brewed Goddess, which I hope is alright. I can switch to another deity from Paizo if I need to, since it honestly doesn't mean much mechanically as a Paladin. It's mostly just a fluff thing.

| Lizzie "beads" Tamar | 
 
	
 
                
                
              
            
            Hey max, Mia here.
Finalizing some inventory, but rough stuff is here.
Sheet
N(E?) female human
Init +2; Senses Perception +2
Languages: Abyssal, Common, Elven, Necril, Sylvan.
Familiar: Poppet, gravewalker familiar substitute.
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10
Hp 25
Fort +4, Ref +3 Will +6
Spd 30 ft
Fav class bonus: +1 spell per lvl. (Must be 1 below max CL)
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OFFENSE
--------------------
Base Atk +2; CMB +2; CMD 14
Melee :
Touch +2
Ranged:
Touch +4
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STATISTICS
--------------------
Str 11, Dex 15, Con 13, Int 20 (15+2+1+2 headband), Wis 15, Cha 14
Feats:
Lvl 1 Extra Hex: Evil eye.
Lvl 1 Racial: Metamagic [Reach, +1 slot]
Lvl 1 GM 1st lvl boon: Spellfocus: Necromancy
Lvl 1 GM start boon: Great fortitude
Lvl 3 Careful speaker [+2 to Bluff]
Lvl 5 Undead master
Traits:
Social: Clever Wordplay: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. [Bluff]
Faith: Necrotic aura [+1 vs neg energy and necromancy spells]
Religion: Deathspeaker. [+2 on diplomacy vs undead, +2 cha check bonus Command undead]
Drawback: Burned [-1 to rolls vs fire effects, -1 to rolls when adjacent to open fires]
Skills
Skill points per lvl: 7 (2,+3int,+1 racial,+1 GM rule)
[GM bonus class skill, acrobatics]
-Acrobatics 5 [+10]
-Bluff 5 [+9]
-Fly 2 [+7]
-Heal 5 [+10]
-Intimidate 5 [+10] 
-Kn. Arcana 2 [+9]
-Kn. History 2 [+9]
-Kn. Nature 2 [+9]
-Kn. Religion 1[+6]
-Profession Mortician 1 [+6]
-Spellcraft 2 [+9]
-UMD 1 [+6]
Spells
Lvl 0 at will, DC15,  a/day, all cantrips:
Prepared x4: Dancing Lights, Daze, Message, Read Magic
Lvl 1, DC16,  4 a/day:
Adhesive Spittle, Burning Hands, Chill Touch(DC17), Command, Enlarge Person, Mage Armor, Ray of Enfeeblement (DC17), Unseen Servant
Lvl 2, DC17 3 a/day:
Blind/Deaf (DC18), Blood Transcription, Glitterdust, Steal Voice(DC18), Stone Discus, Vomit Swarm, 
Hex DC17
Lvl 1, feat: Evil eye
Lvl 2, Misfortune
Patron:
Occult: 2nd—detect undead, 4th—command undead, 6th—Animate Dead, 8th—black tentacles, 10th—snake staff, 12th—create undead, 14th—Control Undead, 16th—Greater Create Undead, 18th—gate.
Gravewalker abilities]
Spells
A gravewalker replaces some of her patron spells with the following: 4th—command undead, 6th—animate dead, 12th—create undead, 14th—control undead, 16th—create greater undead.
These replace the patron spells. 
Spell Poppet
Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker’s spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet.
This ability replaces familiar.
The following familiar ability works differently for a gravewalker:
Deliver Touch Spells (Su)
At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.
Aura of Desecration (Su)
At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.
This ability replaces the witch’s 1st-level hex.
Bonethrall (Su)
At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.
This replaces the witch’s hex gained at 4th level.
Possess Undead (Sp)
A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.
This replaces the witch’s hex gained at 8th level.
Inventory
Backpack, common            (  2gp 2 lbs)
Book, journal               ( 10gp 1 lb)
Charcoal, 3 sticks          (  1gp 5sp -lb)
Scroll of Burning Hands     x2 50gp
Deathwatch eyes [Constant effect of Deathwatch] 2000gp
Headband of vast intellect +2 int 4000gp
Robe of bones 2400gp

| Duboris | 
 
	
 
                
                
              
            
            Part of me wants to allow dropping the DM feat for an extra trait, but part of me knows no one else has done that, so I can't really allow it. If you have 3 traits you need 1 drawback though.
Option B is just taking the "Extra Trait" feat, so yeah, I guess it works either way, doesn't it?
Feel free to do just that.

| Lizzie "beads" Tamar | 
 
	
 
                
                
              
            
            Yes, that's the feat i was aiming for.
4 traits for a squishy then. Btw don't worry about the whole 'army of the dead'. It's not like i have the opportunity for it with Dracula and an anti-undead fanatic enlisting. *wink at Astrid*
Hopefully i'll be able to bluff aside enough questions from any who look strangely, imagine Belmont's face if he'd ever be rescued by a zombie.

| Edwyn Varro | 
 
	
 
                
                
              
            
            Never had anyone in the Varro Clan possessed any aspirations of conquering evil. There was no grand legacy for them to follow, no chip on their shoulder. Throughout the years and Dracula's earlier rises to power, the family kept to itself, practicing their alchemy and arcane magics in secret. They had been spared from the witch trials, but they nonetheless harbored resentment toward the church. In times of need, they had used their power only to protect themselves.
After all, there was always a Belmont to end the curse. The Varro need not concern themselves with such matters.
Edwyn would insist he chose differently on a whim, that he cared nothing for protecting the innocent. But nonetheless, he was there. Perhaps it was the allure of actually putting his power to use, or perhaps it was the sight of his withered, embittered father, wasting away in his laboratory, pouring acid on frogs. It struck him that whether they were involved or not, the years of lethargy had worn down on their souls. It was not a fate he wished to share.
Hm. I think Sloth works better for this. Wasted potential, and all of that; the sin of his clan, even though he stands here now.

| Duboris | 
 
	
 
                
                
              
            
            Alrighty then, with tomorrow morning being the cut-off day, that means today's the last day for things, and as SOON as 7:00 hits, I'm dropping the abnormally large pair of scissors on the unusually red ribbon that is the finish line for this recruitment.
These are the current people, from what I've managed to find from the recruitment. If you're not in the list, or I got something wrong, for the love of all that is holy/unholy, please speak up.
Cain Sagarna - Sacred Fist 3 / Inquisitor 2 - Wrath
Edwyn Varro - Arcane Bomber 5 - Sloth
Rae Keisinger - Inspired Blade 1 / Empiricist 4 - Sin?
Astrid Brahm - Undead Scourge 5 - Sin?
Landsknetch Doppel - Armored Hulk 5 - Wrath
Lizzie "Beads" Tamar - Gravewalker 5 - Envy
Damon Van Brandt - Infiltrator/Divine Tracker 5 - Pride
Dimitri Moldona - Quingong/Hungry Ghost Monk 5 - Envy
Forewarning; If you're on this list and I have Sin? That means your sin isn't in your profile beside the word "Sin" which I used to try and find it. That said, you should most definitely pick a sin, as that's Integral.

| Duboris | 
 
	
 
                
                
              
            
            Well, the thing is, is that this campaign uses what's called the "Sin Star" for Thassilonian magic as a sort of guideline. Here's how it works.
Greed - Opposed by Pride and Lust
Gluttony - Opposed by Lust and Envy
Wrath - Opposed by Envy and Sloth
Pride - Opposed by Sloth and Greed
Lust - Opposed by Greed and Gluttony
Envy - Opposed by Gluttony and Wrath
Sloth - Opposed by Wrath and Pride
Players in a hall with their sin feel comfortable, extremely so. They receive a +2 to hit, damage, skill checks, and saves, and the DC's of their abilities. while everyone in that players hall with opposed sins receive a -2 on everything aforementioned.
So if everyone goes in with wrath, the wrath hall will be fun and easy, but... That's 2 places where you all kind of flounder about.

| Duboris | 
 
	
 
                
                
              
            
            Basically you guys realize you're in your sin when something that shouldn't have normally hit, does. At that point you become aware of it, but yeah, the comfortable (And likewise, uncomfortable) feelings are always quite present.
Judging from all of the wrath, the Envy and Sloth halls are gonna be quite annoying.
 
	
 
     
     
     
	
  
	
  
	
  
	
  
	
  
	
  
	
 