
Rocan |

Indras Heskel
Male Tiefling, Ranger (Witchguard)1 /Jinx 1 (Gestalt)
NE (may change depending on the witch) Medium Outsider (Native)
Init +5; Senses Perception + 4 , Darkvision 60 ft
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+ 3 armor, +4 Dex, +1 NA)
hp 12 (10+1+1)
Fort +3 , Ref +6, Will + 3
Cold Resistance +5
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OFFENSE
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Spd ft. 30 ft (20ft when fully packed)
Melee: + 3 Greatsword (2d6+3, 19-20/x2)
Ranged: + 6 Longbow (1d8, x3) 100 ft
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STATISTICS
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Str 15, Dex 18 (16+2), Con 12, Int 16(14+2), Wis 13, Cha 10 (12-2)
Base Atk +1; CMB +3; CMD 17
Feats: Weapon Focus (Longbow),
Traits: Warded Against Witchery: +1 to saving throws vs spells,spell-like abilities cast by evil arcane casters and +1 bonus on Spellcraft checks vs Evil Arcane spellcasters
Survivor: +1 to Sense Motive and Initiative checks, Sense Motive becomes a class skill.
Hunter’s Knack: You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action.
Skills: Heal 1 rank (+4), Perception 1 rank (+4), Sense Motive 1 rank (+5), Survival 1 rank (+4) Knowledge (Geography) 1 rank (+7), Knowledge (Nature) 1 rank (+7), Craft (Woodcarving) 1 rank (+7), Spellcraft 1 rank (+7), Stealth 1 rank (+8)
Languages: Common, Elven, Infernal, Draconic, Abyssal
Combat Gear: Longbow (75gp, 3lbs), Greatsword (50gp 8lbs), Studded Leather (25, 20lbs)
Other Gear Backpack (2gp 2lbs), Bedroll (1sp, 5 lbs), Belt Pouch (1gp, 0,5 lbs), Flint and Steel (1gp), Mess Kit(0,2 gp,0,5 lbs), 50 ft hemp rope (1gp 10 lbs), 5 torches (5cp, 5lbs), 7 trail rations (3,5 gp 7lbs), Waterskin (1gp 4 lbs), Common Artisan Tools 5 gp 5lbs).
Encumbrance: 70 lbs; Medium Load, (Light Load up to 66lbs)(Medium up to 133lbs, Heavy up to 200lbs)
Money left: 10gp, 1 sp, 5 cp
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SPECIAL ABILITIES
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Alternate racial trait:
Scaled Skin (Cold)
The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Vestigial Wings
Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Favored Enemy: Human
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy
Favored Class Bonus: Ranger (+1HP)
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SPELLS
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0-level spells per day (3+1=4) DC 13
Guidance
Detect Magic
Light
Stabilize
1-level spells known (1+1=2) DC 14
Command
Weasel CR 1/2
XP 200
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
SPECIAL ABILITIES
Attach:
When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
My Tiefling Ranger Witchguard/Jinx for when we have a witch application. Background will be added/adjusted accordingly to the witch's background.
Else I'm changing it to a Skirmisher/Jinx with pretty much the same statistics.

Been-jammin |

Except for black powder and bullets, here's my crunch. Fluff to come soon.
Vanara Expert/Gunslinger (Pistolero) 1
CG Medium Humanoid (vanara)
Init +5; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d10+1d8)
Fort +2, Ref +5, Will +5; +2 trait bonus vs. fear
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Offense
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Speed 30 ft., climbing (30 feet)
Ranged Pistol +4 (1d8/x4)
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Statistics
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Str 8, Dex 17, Con 10, Int 14, Wis 16, Cha 12
Base Atk +1; CMB +0; CMD 13
Feats Gunsmithing, Point Blank Shot
Traits Adopted (Gnome [Excitable]), Restless Wayfarer (Knowledge [geography]), Stoic Optimism
Skills Acrobatics +5, Bluff +5, Climb +7, Craft (firearms) +4, Knowledge (geography) +7, Knowledge (local) +7, Perception +7, Perform (sing) +5, Profession (gambler) +7, Sleight of Hand +7, Stealth +5, Survival +7; Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Aklo, Common, Elven, Sylvan, Vanaran
SQ deed: gunslinger's dodge (+2 ac), deed: quick clear, grit, prehensile tail, up close and deadly +1d6
Other Gear Lamellar cuirass, Pistol, Backpack, masterwork (4 @ 12 lbs), Bedroll, Belt pouch (empty), Gunsmith's kit, Powder horn (empty), Trail rations, Waterskin, 88 GP, 14 SP
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Special Abilities
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Climbing (30 feet) You have a Climb speed.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Stoic Optimism You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair. You receive a +2 trait bonus on saving throws against fear effects.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
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Grayson Thornwarden |

All Crunch typed up in profile for Grayson Thornwarden. Fluff coming in tonight.
General Synopsis: Grayson is the third son of a renowned Northern Ranger, and has sought to prove himself as worthy of the Thornwarden name, and title of Ranger.
He has provided guide services and protection to people to supplement his modest earnings as a Fur Trapper. His most recent trip brought him to Heldren to peddle his heavy, northern animal pelts which are in much demand now that winter has moved south.

GM Æbsolutæxistance |

So here's the submissions we have so far, I'm including the rolls so that I have a single post to check when I'm reviewing characters.
Charlotte Greystone - Bard Warrior 17,16,15,13,10,9
Silver Prince - dot point buy
Grand Moff Vixen - dot 15,15,13,12,12,10
DM Fflash - dot
Nidoran Duran - dot
Indras Heskel - Ranger Jinx 16,15,14,13,12,12
Prophet - Inquisitor Warrior 18,17,14,14,14,12
Ragnarok Fimbulwinter - dot
Grayson Thornwarden - Ranger Adept 16,13,13,13,12,10
Garligos - Fighter Expert 17,15,15,13,12,10
Lumiere Dawnbringer - Rogue Warrior or Sorcerer Expert 16,15,15,14,11,11
Arknight - dot
Amber Dreiling - dot 17,17,14,13,11,10
Been-jammin - Gunslinger point buy
French Wolf - dot 18,15,12,10,10,9
Jarred Henninger - dot point buy
If I missed anyone, please let me know.

GM Æbsolutæxistance |

GM, how do you feel about a kobold? I am looking at trying one out for the first time. I feel I can come up with a background that fits for it. For the class I have decided on the sorcerer/expert with the draconic bloodline. It seems to work the best with a kobold.
Go ahead and try it, it might be interesting having a kobold on Triaxus, if we get to that point.

Grand Moff Vixen |

Another question:
How do you want it to work with two cold resistance abilities?
Example:
The kobold alternate racial trait dragon scaled gives cold resistance 5.
The sorcerer draconic bloodline (white) at level 3 gives gold resistance 5.
Do these stack? If not, which takes over? I would imagine that the bloodline takes over at 9th level which is when the bloodline gets better.
How do you want to work this?

Gimlet Bravo |

4d6 ⇒ (5, 5, 5, 6) = 2116
4d6 ⇒ (1, 5, 6, 6) = 1817
4d6 ⇒ (5, 1, 3, 5) = 1413
4d6 ⇒ (3, 4, 3, 3) = 1310
4d6 ⇒ (2, 3, 1, 6) = 1211
4d6 ⇒ (4, 2, 6, 3) = 1513
4d6 ⇒ (4, 6, 3, 3) = 1613
Sounds decent. Plan is for the armor master fighter.
I want to try a fighter because someone has to!!!
19ST; 16DEX; 13CON; 13INT; 13 WIS; 11CHA
Skills=Linguistics/Perception/Craft(armor)/Craft(weapons)/Ride/Survival/Cli mb/Kn:engineering
Traits=Northern Ancestry/Reactionary
Feats=Improved shield bash, dodge, TWF
Primary=short sword + med spiked shield
Secondary=Longbow

GM Æbsolutæxistance |

Another question:
How do you want it to work with two cold resistance abilities?
Example:
The kobold alternate racial trait dragon scaled gives cold resistance 5.
The sorcerer draconic bloodline (white) at level 3 gives gold resistance 5.Do these stack? If not, which takes over? I would imagine that the bloodline takes over at 9th level which is when the bloodline gets better.
How do you want to work this?
I see no reason why these shouldn't stack, they are both untyped bonuses, and such a character would be fairly adapted to cold environments, which is what I suppose you are wanting from the cold resistance.

Grand Moff Vixen |

Grand Moff Vixen wrote:I see no reason why these shouldn't stack, they are both untyped bonuses, and such a character would be fairly adapted to cold environments, which is what I suppose you are wanting from the cold resistance.Another question:
How do you want it to work with two cold resistance abilities?
Example:
The kobold alternate racial trait dragon scaled gives cold resistance 5.
The sorcerer draconic bloodline (white) at level 3 gives gold resistance 5.Do these stack? If not, which takes over? I would imagine that the bloodline takes over at 9th level which is when the bloodline gets better.
How do you want to work this?
Cool. Thanks!

Grand Moff Vixen |

I have finished.
I present Drazheek, a kobold sorcerer/expert.
I like him. This is my first kobold I have made. I look forward to the opportunity to play one.
Please let me know if I missed anything.

Grand Moff Vixen |

Drazheek needs another trait, you have 1+campaign trait, you need 2+campaign trait.
"Prophet" same thing, you have 1+campaign trait as well.Some people still need fluff, remember, deadline for character submission is tonight at midnight.
Whoops. I am used to 1+ campaign trait. I will fix it tonight.

GM Æbsolutæxistance |

I'd like to take this time to note that we are still missing a primary divine spell caster, we have several characters that can cast divine spells, but no primary divine spell-casters. This complicates things since I am not sure that there would be enough healing to survive some encounters.
If we don't have a primary divine spell caster by the end of the day, I may have to leave recruitment open for divine spell casters, or I may have to GMPC one.

GM Æbsolutæxistance |

If that is really needed I could write up a Divine caster, would a cleric be that much recommended or is an oracle or inquisitor also good enough?
Oracle or Cleric I'd think, wouldn't really have to have channeling since there will likely be a good amount who can cast cure light once or twice a day due to adept or jynx levels. There is an Inquisitor and a Bard submitted at this time, but the Inquisitor doesn't even know Cure Light Wounds, the Bard has 13 charisma and I don't see spells listed.
Actually I think Grayson Thornwarden is the only character that picked Cure Light Wounds...
That being said, I'd rather someone who hasn't submitted a completed character at this point make a divine spell caster then force someone who has already completed a character to change classes.

Rocan |

4d6 ⇒ (3, 1, 1, 2) = 7=6
4d6 ⇒ (4, 2, 4, 6) = 16=14
4d6 ⇒ (5, 1, 3, 5) = 14=13
4d6 ⇒ (5, 4, 6, 2) = 17=15
4d6 ⇒ (1, 1, 5, 6) = 13=12
4d6 ⇒ (6, 2, 2, 3) = 13=11
4d6 ⇒ (6, 4, 2, 3) = 15=13
Hm shame I forgot to substract the lowest first time around, initial stats were pretty good. Is it too late to do 20-point-buy instead?
Tutoring: 1d20 + 7 ⇒ (18) + 7 = 25 x4 = 100
GM here is a 'quick' crunch of my Dwarven Cleric; Thorgrym Aerishand.
If he is not needed anymore I'll keep him standby as a back-up character.
Personality and Appearance aren't flavored in yet, as well as other Gear needs a look through still.
Thorgrym Aerishand
Male Dwarven, Cleric (Divine Strategist)1 /Warrior 1
NG Medium Humanoid (Dwarf)
Init +1; Senses Perception + 3 , Darkvision 60 ft
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+ 5 armor, +1 Dex, +2 Shield) (+4 AC against Giant-type creatures)
HP 12 (10+2)
Fort +4 , Ref +1, Will + 5
Spell Resistance: +6(5+1)
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OFFENSE
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Spd ft. 20 ft
Melee: + 3 Battleaxe (1d6+2,x3)
Melee: + 3 Lucerne Hammer (1d12+3, x2) two-handed reach
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STATISTICS
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Str 15, Dex 12, Con 15 (13+2), Int 13, Wis 16(14+2), Cha 9 (11-2)
Base Atk +1; CMB +3; CMD 14 (+1 to CMB to Sunder attempts, +2 to CMB to Bull Rush or Overrun, +1 to CMD vs Bull Rush and Overrun)
Feats: Power Attack (-1/+2),
Traits: Blood of Giants: You gain a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers.
Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Shield Bearer: When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
Skills: Sense Motive 1 rank (+7), Knowledge (History) 1 rank (+5), Linguistics 1 rank (+5), Profession (Tutor) 1 rank (+7)
Languages: Common, Dwarven, Giant, Orc
Combat Gear: Scale Mail (50gp, 30lbs), Heavy Steel Shield (20gp, 15lbs), Battleaxe (10 gp, 6 lbs), Lucerne Hammer (15 gp, 12 lbs)
Other Gear Backpack (2gp 2lbs), Bedroll (1sp, 5 lbs), Belt Pouch (1gp, 0,5 lbs), Flint and Steel (1gp), Mess Kit(0,2 gp,0,5 lbs), 50 ft hemp rope (1gp 10 lbs), 5 torches (5cp, 5lbs), 7 trail rations (3,5 gp 7lbs), Waterskin (1gp 4 lbs), Common Artisan Tools 5 gp 5lbs).
Encumbrance: 70 lbs; Medium Load, (Light Load up to 86lbs)(Medium up to 173lbs, Heavy up to 260lbs)
Money left: 10gp, 1 sp, 5 cp
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SPECIAL ABILITIES
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Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Domain: Air (Wind subdomain):
Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. CMB +4, 6 times/day
Master Tactician (Ex):
A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flat-footed until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to 1/2 her cleric level. At 20th level, a divine strategist’s initiative roll is automatically a natural 20. Allies able to see and hear the divine strategist gain a bonus on initiative checks equal to 1/4 the divine strategist’s level. This is a language-dependent ability.
This ability replaces channel energy.
Caster Support (Su)
A divine strategist can use the aid another action to assist another divine spellcaster, granting a +2 circumstance bonus on caster level checks and concentration checks until the beginning of the divine strategist’s next turn. This bonus increases by +1 at 4th level and every four levels thereafter (to a maximum of +7 at 20th level). The allied caster must remain adjacent to the divine strategist to gain this benefit. Caster support can be used to assist arcane spellcasters or characters using magical items, but they gain only half the normal bonus.
Favored Class Bonus: Cleric (+1 Skill)
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SPELLS
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0-level spells per day (3) DC 13
Guidance
Stabilize
Purify Food and Drink
1-level spells per day (1+1=2) (+Domain spell) DC 14
Command
Whispering Wind (Domain spell)
Bless
Thorgrym is a grizzled old veteran from Zimar, he had seen his fair share of battle in his life as a battle cleric for fighting groups. His huge stature and muscle build, even for a dwarf made people think he was just a small sturdy human. His pale skin and blueish eyes are a remarkable feature, he is often asked why he looks so differently from other dwarves and he usually just shrugs as he doesn’t know exactly.
Though Zimar had been attacked by ogres before, groups of hunters were sent in to track down the ogre camps close to Zimar and drive them out. Thorgrym, who didn’t leave the city that much, learned a lot from the real trackers, often enough one of them would walk at the rear and talk with the older dwarf about city and soldier life. In the skirmishes with the ogres that ensued it became clear that Thorgrym could oversee many things from the back and jumped in to protect the ones that were about to fall, thereby demonstrating his tactical insights to the Zimar military.
Once he was ordered to stay back as the tracker groups scouted out again after another ogre attack, he was told to spend his time in the church, he had neglected his clerical duties too much and needed the practice. Of course the time he didn’t go with his friends on the tracking mission was the one that everything went wrong: none returned. Furious about the loss of his friends and his disappointment with the military, Thorgrym quit the army and moved to the quieter town of Heldren. There he has been sharing his skills as a veteran and his vast knowledge of history and religious stories to the young folk for a long time, some of his earliest pupils now had children of their own which he tutored now.
Much of Thorgrym’s equipment is still in good shape, though hidden or locked up in a chest at his home, he believes his fighting days are over. Many at Heldren don’t know why he is called Aerishand, his mates knew, but they died, Thorgrym had been blessed by Gozreh with the power of winds, an ability he did not often showed to possess. Even his spellcasting was usely limited to healing, though his studies and prayers offered him more than that.

GM Æbsolutæxistance |

Rocan, I really like your ranger better (mainly because it's finished), as I'm sure you do.
Amber, your link is bad, and even if it worked, the docx format is worse. Also going off that I can actually see your character submission anyway and others probably cannot, I'll add this: a randomly generated background from Ultimate Campaign is not a background, it's only a start, as the randomly generated background tells me absolutely nothing about how you intend to play the character.
I'm going to leave the submission open a couple more days to see if we can get a better divine submission, not that there is anything wrong with Rocan's, aside from missing fluff (more understandable on his part since he created the character in the last day simply because we were lacking a divine). Rocan, please let me know if you would rather play the cleric instead, assuming Amber, or someone else, can get a better submission.

Gaandik Fatebound |

If Gaandik has an acceptable background, I can change to him to make him a cleric/adept following Torag. He easily has the justification to have divine powers in his background (and be an aasimar).
If allowed, I will change him to an aasimar, a better fit with his background and better race for a cleric. Feat=Selective Channeling.

GM Æbsolutæxistance |

Gaandik, a few things. Firstly being the son of an angel would make you half celestial which would not be acceptable. Being an Aasimar would be fine but the history needs to be reworked the woman could appear to be angelic, but Aasimars are typically desended from two human parents. Finally if you wanted to be a cleric of Torag with a similar background that would be fine, but unless you just want a lot of divine spells and not much else I advise against cleric/adept. Cleric/Warrior or Cleric/Expert would likely be a better fit for the background you already have.

Gaandik Fatebound |

Thanks for the feedback.
I will change the background to have Gaandik left as a gift for the father to raise after the battle, making him fully aasimar. I will have the angels be from Iomedae, and the gift from Iomedae in a Torag dominated culture would make Gaandik a poor fit and somewhat hard to swallow for the clan. That easily explains his departure when he spurns Torag for Iomedae.
Given his huge divine gifts, I will stick with cleric/adept and will take my role as a support class seriously. You can never have too many clerical spells and healing abilities. The adept class gives nice defensive abilities unavailable to typical clerics like mirror image and a familiar that will make it quite synergistic. The ability to have my familiar cast healing spells will greatly help the party in combat.
Rocan, I can take the cleric. If you need to see how I can do with an aasimar cleric, you can check out my Diurn alias. He is slowly moving through the Cauldron AP.