
Anisha |

Here is Anisha a human oracle (Spirit Guide) Hoping to join this game.
So I took some liberties with changing fluff a bit:
1º: The Haunted curse: Rather than simply malevolent ones all type of spirits are present, and even if they try to behave the simply fact they're all crowding a single human mean they cause problems.
2º: I took the rescued trait but in Anisha background, Koya didn't save her from near certain death. Yet looking at the benefits it seemed to me that the whole idea is that the PC was singularly impressed by either Koya or Shalelu, and thus works on developing the same skill. Which certainly happens in Anisha's story.
Besides that you requested we explain our choices of archetypes so: I took the spirit guide because I think it's idea combines incredibly with Anisha character, as she is haunted by a lot of spirits taking power from them makes sense, and unlike the shaman class, the spirit guide can change spirits.

Rishana Mvashti |
Finally, submitting Rishana Mvashti for consideration! I think everything is done and in the profile, but let me know if there are questions or if I need to change anything. I left some of the relationship stuff a little vague and will flesh it out further should she be selected; if selected I'm also happy to work out tie-ins and such for any other PCs who have campaign traits that tie them to Koya or Sandru.

Anisha |

Quote:and unlike the shaman class, the spirit guide can change spirits.Err what? I'm pretty sure the Shaman class can change its wandering hex, which is exactly what that archtype gives the oracle lol.
Yeah you're right. not sure why I thought it was fixed, still Anisha whole "thingy" began with a re-interpretation of the haunted curse so I just leave it like that unless the GM's opposed to it. In which case I change the class to shaman while keeping the fluff.

GM Ictoo |

@Adam A shame! Maybe next time.
@Rishana It all looks good to me, and that's all fine I hope to have everyone that gets in do this.
@Rysky Aslong as it's just a reskinned half-orc I don't see a problem with that. Just give me a good reason in your backstory why :)
@Viskous I'd rather you didn't take that trait, I'm sure it won't be long tell you can get a wand if you get in. Can't wait to see what you pick.
Two days left, I'm liking what I see can't wait to have a long look over all your characters.

GM Viskous |

Dwarven Arcanist - Jinda Copperflask
A bit of an outcast, his magic doesn't conform to the normal methods of arcane power, he must study but is able to cast spontaneously as a sorcerer. He has been thrown out of every magical acadamae he's been in. Usually after only several weeks. His spell book and its unparalleled accuracy and orderliness impresses the headmasters. He is able to pass the interview with careful wizard like spell casting. After a few weeks however, he forgets to hide the fact that he can cast spells like a sorcerer, he also has no real aptitude for arcane knowledge or spellcraft. Jinda is however a fabulous calligrapher, the most renowned in Varisia. (Sadly Varisians for the most part are too busy with the frontier aspects of the area to really know or care about well done calligraphy.)
Most dwarfs confronted with so many failures, would turn to ale and bitterness, instead Jinda opted for a life of wandering and adventure, since he couldn't find any formal school that would accept him. He has been staying in Sandpoint lately, worshiping at the feet of his new hero Ameiko, well at least he's been worshiping her at the bar stool of the Rusty Dragon. When he had first arrived in town, he was at a low point after being turned out of the Twilight Academy in Galduria, he was attempting to drink himself into a stupor, but kind words from Ameiko and her acceptance of his peculiar brand of magic brought him back from the brink. This association has truly helped him shed his natural dour state, leaving Jinda a jovial and good spirited person.
As a younger dwarf and a regular traveler to many of the wizard schools on Avistan, Jinda is well experienced with the caravan life. Lately he has been feeling the desire to wander again, this might be subconscious feedback he is getting from Ameikos own need to wander building.
Jinda Copperflask
Dwarf arcanist 1 (Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 10, touch 10, flat-footed 10
hp 10 (1d6+4)
Fort +1, Ref +0, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Special Attacks hatred
Arcanist Spells Prepared (CL 1st; concentration +4)
1st—mage armor, magic missile
0 (at will)—arcane mark, mage hand, prestidigitation, ray of frost
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Statistics
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Str 10, Dex 10, Con 12, Int 16, Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 10 (14 vs. bull rush, 14 vs. trip)
Feats Toughness
Traits hero worship, pragmatic activator
Skills Appraise +7 (+9 to assess nonmagical metals or gemstones), Craft (calligraphy) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Perception +0 (+2 to notice unusual stonework), Use Magic Device +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Goblin, Terran
SQ arcane reservoir, arcanist exploit (dimensional slide), consume spells
Other Gear 150 gp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Dimensional Slide (10 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Worship (Ameiko) (Ex) +1 vs foes threatening hero.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

LetcherMan69 |
Lanton Wiskers IV
Str 13
Dex 14 + 2 = 16
Con 12
Int 10
Wis 10
Cha 14 + 2 = 16
Race: Human
Alternative Race Trait: Dual Talent +2 Dex +2 Cha
Class: Oracle - Heal
Mystery: Lunar
A brooding muscular spiritually oriented male about 5' 11" and hairy. Grew up the son of a librarian in Sandpoint. Pressured into academia by his father he often escaped the his endless reading assignment by going out and staring at the night sky.
Note: somewhat of a noob to rpg in general and have never played pbp.

Fletcher Woodward |

I think the recruitment is due to end in less than 24 hours so this could be the final list.
Scienter Stafford - Wizard - Arcane
Yui Hirasawa - Witch - Arcane
Jinda Coppweflask - Arcanist - Arcane
Eden Nightseed - Druid - Divine
Scar the Silent - Druid - Divine
Sofiel Tupilek - Shaman - Divine
Anisha - Oracle - Divine
Lanton Wiskers - Oracle - Divine
Brom Blackmane - Fighter - Melee
Ikoma Gohei - Samurai - Melee
Tsuyo Kaijitsu - Samurai - Melee
Kveltorin Crassus - Barbarian - Melee
Vanyella Andosana - Monk - Melee
Paavo Lauritz - Alchemist - Melee
Mira - Magus - Melee
Morgrym Stonestepper - Warpriest - Melee
Rishana Mvashti - Hunter - Melee
Fletcher Woodward - Bard - Ranged
Ellowin Jax - Ranger - Ranged
Draniliss Ecthilion - Inquisitor - Ranged (?)
Lawson Gerrard - Rogue - Skills
Liu Na - Ninja - Skills
Eibon Allister - Investigator - Skills
Samduc Dawnbringer - Rogue - Skills
Afli Annar - Bard - Skills
If I missed anyone out, apologies.

Toska |

Rysky here presenting Toska, Half-Bugbear CG Bloodrager.
Ability Score Racial Traits: Half-Bugbear characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Unflinching Valor (from cold regions) [BOG] Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to surpass their fear and fight off these beasts in time for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This racial trait replaces the intimidating racial trait.
Bestial The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
City-Raised Half-orcs with this trait know little of their orcancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge(local) checks. This racial trait replaces weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Weapon and Armor Proficiency
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Bloodline
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage (Su)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatiguedfor a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Your bloodline is destined for great things. When you bloodrage, you exude a greatness that makes all but the most legendary creatures seem lesser.
Bonus Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus.
Bonus Spells: Shield (7th), blur (10th), protection from energy (13th), freedom of movement (16th).
Bloodline Powers: Your future greatness grants you the might to strike your enemies with awe.
Destined Strike (Su)
At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Razortusk
Your powerful jaws and steely teeth are deadly enough to give you a bite attack.
Prerequisite: Half-orc.
Benefit: You can make a bite attack for 1d4 points of damage, plus your Strengthmodifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.
Hero Worship
Everyone in town seems to admire Ameiko and Shalelu—they’re heroes, after all, and played key roles in the recent troubles that plagued Sandpoint. You, though, take this admiration to a new level—you practically worship one of these two. This could be because you saw one of them perform a particularly impressive act of bravery at some point in the past, or maybe they just happened to give you the exact right words of encouragement or a kind gift at some point a few years ago when you were young and impressionable. In any case, you’ve done your best to emulate your hero’s talents at spellcasting or combat. If your hero is Ameiko, you gain a +2 bonus on concentration checks. If your hero is Shalelu, you gain a +1 bonus to your AC against attacks of opportunity. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your hero. NPC Choices: Ameiko, Shalelu.
Cosmic Caravan
The Follower - 30 Neth-17 Kuthona
You are born under the sign of the dark figure that trails the Caravan-the specter of death itself. You receive a +2 bonus on saving throws against death effects. All allies within 10 feet of you take a -1 penalty on saving throws against death effects.
What was to be a sacred omen In Irrisen turned out to be a ruinous portent when a priestess of Lamashtu successfully gave birth to a Bugbear's child not in the month of the Mother, Lamashan, but in dark of the Follower, Kuthona. Disgusted at birthing a creature that looked more human than monster the child's first day would have been its last save for the interjection of one of her acolytes, who suggested an idea of selling the child to one of the traveling fey circuses or a Baroness as an exotic oddity.
Given the okay to dispose of the unwanted child in the suggested fashion the acolyte instead fled when the child was in her care. While the priestess viewed her role as the ability to produce monstrous servants and warriors to do the Demon Mother's bidding, the acolyte, who up to this point had not been blessed with any children, monstrous or otherwise, viewed Lamashtu moreso in her aspect as a mother goddess. So when the priestess was simply going to discard the child the acolyte took it as telltale sign that Lamashtu had finally given her what she wished for most, in a rather unorthodox way.
Fleeing far to the south, lest she bear the brunt of the priestess' wrath when her ruse was discovered, she managed to enter the wilds of Varisia before exhaustion and diseases native to swampy forest lands finally wore her down, making her easy prey to the natural predators of the area. Delirious, exhausted, wounded and hunted by goblins she came across, and running out of life she still managed to run into the presence of hope in her desolation. In her last flight she came across a female half-elf who she begged and pleaded with her to take the child as she collapsed. The last she saw as she slipped away was the the half-elf clutching the swaddled child with a awestruck look upon her face. Happy and content she passed on into the ether, a sense of maternal pride filling her till the end.
Growing up in Sandpoint Toska spent most of his time alone or helping Shalelu patrol, which mostly consisted of him staying as far back as possible without making any noise while Shalelu got work eliminating any threats to the town, mostly really stupid goblins. The average citizen may not know what a Bugbear looked like but Toska looked different enough that his presence put most at unease, even moreso if people thought he was town but could not find anywhere, he seemingly picking up his father's racial knack for being a lot sneakier than someone of his size and build had any right to be.
Most of this burgeoning distrust and morose melt away however when the town came under siege from a Goblin raid. In the ensuing battle the grownups and adventurers did almost all the fighting he managed to help in his own way by sneaking people away from the fighting and approaching Goblins while managing to actually brain one or two with a broken banister railing he came across. Willing to put his life on the line for the people of Sandpoint managed to sway quite a few townsfolk's opinion of him, not all them no, but the oppressive tension he had carried about for most of his life was starting to dissipate.
Ameiko eventually ending up hiring him as a bouncer at her inn, although if this was done to cut down on the bar brawls or start more is a matter of some speculation.
Likes:
Tracking
Following Shalelu
Hiding
Fishing
Watching Goblins
Doughnuts
Dislikes:
Noise
Food cooked well done
Tall and gangly this pale make looks like a human with albinism from further away but the closer one gets the more "off" he seems to get. His skin and hair are closer to a dull grey than actual pale white, but his eyes on the other hand are milky globes of pure white with little dark pinpricks of black in the center. He has a scratchy high pitched when he talks, but whether this is due to his heritage or his age is anyone's guess. When he talks most people tend to focus on the multitude of sharp, needle like teeth filling his mouth rather than his peculiar voice. Even from far away though what most people tend to notice first are his slim and long pointed ears that tend to bob and twitch depending on his mood, or as Ameiko puts it, "Makes him s$+~ a cards."
Edit: Doh! Got the thing finished finally and the GM closed the thread while I was typing. Better luck next time lol

GM Ictoo |

Ok everyone! Sorry this is late, there really were some hard choices and if you didn't get in there still maybe a chance if we ever need to fill a spot i'll be picking from the pool!
So on to my selection - I enjoyed everyones character there was so many combinations i was working with and i couldn't fit it into just 5 so i've decided to pick 6 of you.
Rishana Mvashti
Fletcher Woodward
Ellowin Jax
Anisha
Ikoma Gohei
Yui Hirasawa
Welcome aboard! For those of you picked can you please introduce yourself in the discussion thread and we can start talking about what's planned! Again i'd like to thank everyone who applied and good luck to those who didn't get in.