
Cyrioul Fasar |

STR: 2d6 + 6 ⇒ (6, 3) + 6 = 15
DEX: 2d6 + 6 ⇒ (5, 2) + 6 = 13
CON: 2d6 + 6 ⇒ (1, 1) + 6 = 8
INT: 2d6 + 6 ⇒ (2, 4) + 6 = 12
WIS: 2d6 + 6 ⇒ (5, 5) + 6 = 16
CHA: 2d6 + 6 ⇒ (1, 5) + 6 = 12
The 8 con is a little rough, but otherwise this'd make a pretty good warpriest. :) I'll develop the character further - same name, but likely a very different build.

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stat rolling time: 2d6 + 6 ⇒ (6, 1) + 6 = 13
stat rolling time: 2d6 + 6 ⇒ (2, 2) + 6 = 10
stat rolling time: 2d6 + 6 ⇒ (6, 1) + 6 = 13
stat rolling time: 2d6 + 6 ⇒ (1, 2) + 6 = 9
stat rolling time: 2d6 + 6 ⇒ (6, 2) + 6 = 14
stat rolling time: 2d6 + 6 ⇒ (3, 3) + 6 = 12
So 12 point buy, looks like I am going with 20 pt

JAF0 |

Thought this might help - there are links to die rolls (linked to player name) and profile page or other character info (linked to character name) ... If I made any mistakes, sorry... if any of the links are broken, let me know in the first hour... thanks. They are listed in the order of interest/die roll posting, rather than by character classification because so many haven't submitted actual finished character concepts yet... perhaps next iteration can be so classified.
JAF0, (Gurrr) Blaktalon, goblin ninja
Trinam bard ?
Zin Z'arin, Dori Majeed, suli magus
Edward Sobel, Bahram the rogue, human unchained rogue
Arknight withdrawn
Vrog SKyreaver, Kona, Taninim draconic exemplar
zolexa13, Vayu Dadi, sylph ranger
the chess, Aramant Drakkuskail, nagaji unchained monk
Tundran, samsaran psychic
Oniwaban, dervish bard?
Robert Henry, 'Gnasher' Red Claw, gnoll bloodrager
Magabeus, suli elemental ally druid?
GM 8574, Cyrioul Fasar, warpriest?

Me'mori |

I've usually played characters that are too intelligent, so this is a refreshing concept.
Description: This hulking, sun-weathered, brown-skinned half-orc strides forward with a confidence borne of her sheer size. The parts of her skin that can be seen are weathered by the sun and marked by several visible scars. The spiked chain around her waist still has manacles at either end, and the sides of the greataxe on her back are masterfully etched with the image of a desert vista.
Background:Nur was liberated from her masters when she was younger, almost too young to remember. The faded scars from the manacles on the chain around her waist are one of the memories that she still held —gentle hands removing them from around her bloodied wrists, her blood dripping from her hands as she trembled, an aftereffect of the rage that had held her, fatigue almost dragging her down into unconsciousness as the anger retreated. Underneath it all was a core of enjoyment that should have scared her, but instead it felt good— even if she could not remember his face. Things were unbelievably good, briefly. That much she could recall, but there was a growing sense of something wrong.
In time, they moved to another city, though the reasons behind that were something that she could not recall. She could remember running until they were tired, though. As she grew, finding work was never difficult. Enforcer, Bodyguard, it all meant the same. She was wanted due to her imposing size. When her parent died, she found letters in their effects, letters that indicated that what that there were questions that could only be answered by going back to that town. The greataxe she carried was one of the items, and she was sure the vista was Kelmarane, even if she could barely remember the place. Finding out was something that would perhaps answer the questions that were brought up by the letters.
Crunch:
Nur
CN Female Half-Orc Bloodrager(Draconic, Blue) 1
Init: +1, Perception +5 Darkvision, Spd 30ft
18,13,15,11,12,11
HP: 12
AC:
BAB: +1
Saves: +5/+1/+1
FC: Bloodrager HP 1
SQ: Darkvision 60ft, Intimidating, Orc Boood, Orc Ferocity, Chain Fighter, Draconic Bloodline(Blue), Claws (+5, 1d6+4 x2 S), Bloodrage (6 rounds), Fast Movement
Traits: Reclaiming your Roots, Killer
Feats: Power Attack
Skills: [A]Intimidate +7, K.(Arcana) +4, Perception +5, Survival +5 [B]K.(Geography) +4, Profession(Guard) +6
Equipment:
Greataxe {MW} (+4 1d12+6 x3 S)
Spiked Chain (+5 2d4+4 x2 P)
Scale Mail (+5 +3 -4 25%)
Standard Equipment Pack, Light >>>S.E.P.<<<
Traveler's Outfit

xDeathxDroidx |

Hello, I'd like to join in on this game as a Human Fighter with the Two-Handed Fighter Archetype. I went with the 20 point buy and average starting gold, and the background I have for this character is in the description section on the bottom of the sheet within the link below.
https://www.myth-weavers.com/sheet.html#id=1138675

Abdalrahman |

Abdalrahman, Dervish of the Most Holy and Merciful Sarenrae, at your service.
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 Armor, +4 Dex)
hp 10 (8+2)
Fort +2, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +4(1d6+4, 18-20/x2)
Ranged shortbow +4(1d6/x3, 60 ft.)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 15, Int 14, Wis 12, Cha 16
BAB +0; CMB +1; CMD 15
Feats Dervish Dance*, Arcane Strike
Skills Stealth +7, Climb +4, Diplomacy +7, Intimidate +7, Kn. Local +6, Kn. Nature +6, Perception +5, Perform (Dance) +8, UMD +7
Languages Common, Kelish, Gnoll
Gear Shortbow, quiver w/20 arrows, scimitar, studded leather armor, bard's kit, signal mirror
--------------------
Special Abilities
--------------------
Bardic Performance (Ex) - Battle Dance (Inspire Courage) +2 (self only), Countersong, Distraction, Fascinate, 7 rds./day
-------------------
Traits
-------------------
(Campaign) Gnoll Killer - You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.
(Faith) Blade of Mercy - When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
-------------------
Spells
-------------------
0 level - Light, Detect Magic, Prestidigitation, Message
1st level - Cure Light Wounds, Grease (2/day, DC 14)

Tundran |

This is Poresh, the samsaran psychic slave who yearns for freedom.
male samsaran psychic 1
chaotic good medium humanoid (samsaran)
Init +5; Senses low-light vision; Perception +7
DEFENSE
AC 14, touch 14, flat-footed 13 (+1 dex, +3 wis)
HP 8 (1d6 +1 Con +1 FC)
Fort +2, Ref +1, Will +5
Special Defenses +2 saves vs death/negative energy/negative levels and to stabilize
OFFENSE
Speed 30 feet
Melee longspear +1 (1d8+1, x3, P, brace, reach) or dagger +1 (1d4+1, 19-20/x2, 10’ range, P or S)
Ranged dagger +1 (1d4+1, 19-20/x2, 10’ range, P or S)
Special Attacks phrenic pool 3/3, focused force, physical push 3/day
STATISTICS
Str 13 (+1), Dex 13 (+1), Con 13 (+1), Int 19 (+4), Wis 17 (+3), Cha 13 (+1)
BAB +0, CMB +1, CMD 15
Feats
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Traits
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Earning Your Freedom: You’ve been a slave your whole life, and have passed from master to master more times than you can count. Some of those masters were cruel, others kindly. In all cases, you’ve yearned to be free. When your most recent master fell on hard times, he sold many of his slaves to the city government, and as luck would have it, a recent opportunity to earn your freedom has manifested. The Pactmasters of Katapesh are looking to revitalize an old trade route to Osirion, and a band of mercenaries and guards is gathering to go out and supplement forces already in place near the ruined village of Kelmarane, now said to be infested by gnolls. You’ve secured a place among those mercenaries, under the watchful eye of Garavel. If you help in retaking Kelmarane, you’ve been promised your freedom. In any event, your life as a slave has toughened you and made you more resistant to hardship. Choose one of the three categories of saving throw FORTITUDE; you gain a +1 trait bonus on all saving throws of that type.
Skills 2/level + 4/level Int + 2 background = 8
Diplomacy +5, Knowledge (arcana, history, planes) +8, Linguistics +8, Perception +7, Spellcraft +8, Use Magic Device +6
AC Penalty 0
Languages
Common, Samsaran, Kelish, Draconic, Giant, Ignan, Gnoll
Racial Abilities
Lifebound: Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Mystic Past Life: 5 PSYCHIC SPELLS ADDED TO SPELL LIST You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light.
Samsaran Magic: Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level.
SQ
Weapon and Armor Proficiency: A psychic is proficient with all simple weapons, but not with any type of armor or shield.
Spell Casting: A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier. A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score. The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score. At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Knacks: Psychics learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Phrenic Pool: A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
Focused Force: When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.
Psychic Discipline: SELF-PERFECTION Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier. At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given. Spells learned from a discipline can’t be exchanged for different spells at higher levels.
AC Bonus: When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you’re flat-footed. You lose these bonuses when you’re immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Physical Push: By channeling your psychic energy, You can make your body capable of greater physical feats. When you attempt a Strength-, Dexterity-, or Constitution-based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
SPELLS
Psychic Spells Prepared: Caster Level: 1 Concentration: +4
1 (4/day) – color spray, expeditious retreat, magic missile
0 (at will) – detect magic, light, mage hand, telekinetic projectile
Spell-like Abilities
1/day – comprehend languages, deathwatch, stabilize
GEAR
Combat Gear
2x scroll of mage armor, 3x dagger, longspear
Other Gear
explorer’s outfit, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)
Money 1 gp
FLUFF
Description
Although he shares the trademark Samsaran features, Poresh seems even more disconnected from reality than others of his kind. He often focuses his attention on some unknown thing in the distance. One wonders if he can see things others cannot or if he is just that cluelessly self-involved.
History
In this incarnation, Poresh was born into slavery. In fact, he was born while his mother was literally on the Katapeshi trading block. His natural psychic gifts made him an extremely valuable commodity when they became known, but he changed owners constantly as he would resist using his abilities for other’s purposes. Instead, he focused his time and energy on improving himself with the aim of someday finding freedom. Or if not, to find passage into his next life in the process.
Age 79
Question: With the Mystic Past Life racial ability, do I need to choose the 5 extra spells on my class list right now or can I choose them as we go?

JAF0 |

Ok here is an updated, classified list... If you feel you've been misclassified, or a mistake made, just let me know... didn't know where to put the draconic exemplar, so I gave him his own classification, lol.
***** MARTIAL *****
Zin Z'arin, Dori Majeed, suli magus
zolexa13, Vayu Dadi, sylph ranger
the chess, Aramant Drakkuskail, nagaji unchained monk
Me'mori, Nur, 1/2 orc bloodrager
Robert Henry, 'Gnasher' Red Claw, gnoll bloodrager
xDeathxDroidx, ?, human fighter
***** SKILLED *****
JAF0, (Gurrr) Blaktalon, goblin ninja
Edward Sobel, Bahram the rogue, human unchained rogue
Oniwaban, Abdalrahman, dervish bard
***** DIVINE *****
GM 8574, Cyrioul Fasar, warpriest?
servant6, ?, kobold oracle
***** ARCANE/PSYCHIC/OCCULT *****
Tundran, Poresh, samsaran psychic
***** ??? *****
Vrog SKyreaver, Kona, Taninim draconic exemplar
***** INCOMPLETE *****
Ierox
Trinam bard ?
Spazmodeus
Oauchitonian
Uthraed, aasimar shaman?
Simeon
Tharasiph
Joseph Bonkers
XanaverForgedawn
Nerdzul
Eminem80
Raltus
***** WITHDRAWN *****
Arknight withdrawn
Magabeus, suli elemental ally druid? withdrawn

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Thenlar Blessedhands
Male peri-blooded aasimar (emberkin) paladin (tempered champion) 1 (Pathfinder Player Companion:
Blood of Angels 23, Pathfinder RPG Bestiary 7, Weapon Master's Handbook 7)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +3
—————
Defense
—————
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +4
Resist acid 5, cold 5, electricity 5
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
scimitar +3 (1d6+2/18-20)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—pyrotechnics (DC 15)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
—————
Statistics
—————
Str 14, Dex 10, Con 14, Int 12, Wis 14, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats Healer's Touch
Traits cleansing light, missionary
Skills Acrobatics -4 (-8 to jump), Craft (armor) +3, Diplomacy +8, Knowledge (nobility) +5, Knowledge
(religion) +5, Perception +3, Spellcraft +7; Racial Modifiers +2 Spellcraft
Languages Celestial, Common, Halfling
Other Gear scale mail, heavy steel shield, dagger, scimitar, backpack, bedroll, belt pouch, flint and steel,
hemp rope (50 ft.), holy text (Sarenrae) UE, mess kit UE, pot, soap, torch (5), trail rations (5), waterskin,
wooden holy symbol of Sarenrae, 52 gp, 5 cp
—————
Special Abilities
—————
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Healer's Touch The magic of life flows through your body like a river.
Requirement: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells.
Dealing damage slows progress toward this goal achievement; for every 1 point o
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Whiskey and a Bonesaw |

Making some rolls for a Brass Taninim full spellcaster, using SoP and the Draconic Hero archetype. Need to figure out what stacks with what.
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
...yup, I'll take those.

JAF0 |

Friday update to the applicant list... spoilered to avoid the 'wall o' text'... please note any errors in formatting or listing are mine alone and I'll be happy to correct within the first hour or on the next list.
***** MARTIAL *****
Zin Z'arin, Dori Majeed, suli magus
zolexa13, Vayu Dadi, sylph ranger
the chess, Aramant Drakkuskail, nagaji unchained monk
Me'mori, Nur, 1/2 orc bloodrager
Robert Henry, 'Gnasher' Red Claw, gnoll bloodrager
xDeathxDroidx, ?, human fighter
Raltus, Thenlar, aasimar paladin
Vrog SKyreaver, Kona, Taninim draconic exemplar
***** SKILLED *****
JAF0, (Gurrr) Blaktalon, goblin ninja
Edward Sobel, Bahram the rogue, human unchained rogue
Oniwaban, Abdalrahman, dervish bard
***** DIVINE *****
GM 8574, Cyrioul Fasar, cleric?
servant6, Yrdex, kobold oracle
***** ARCANE/PSYCHIC/OCCULT *****
Tundran, Poresh, samsaran psychic
Whiskey and a Bonesaw, Izem, taninim draconic hero incanter
***** INCOMPLETE *****
Ierox
Trinam bard ?
Spazmodeus
Oauchitonian
Uthraed, aasimar shaman?
Simeon
Tharasiph, ?, gnoll paladin?
Joseph Bonkers
XanaverForgedawn
Nerdzul
Eminem80
Critzible, ?, human cleric?
Yas392
***** WITHDRAWN *****
Arknight withdrawn
Magabeus, suli elemental ally druid? withdrawn

Whiskey and a Bonesaw |

Izem
Background: Some seven years ago, an expedition returned from the Barrier Wall mountains with a strange prize: the egg of a brass dragon. The bidding war it touched off was immense, so much so that the Zephyr Guard were asked to provide security, but in the end the egg was sold to the Church of Nethys for an undisclosed sum. And then, not even a month later, the egg hatched.
Izem, as he was named by the priests, spent his early life wandering the unmortared stone halls of the Nethysian temple and feuding for sunning spots with the temple cat (a prissy creature named Atossa). As he grew, he began to join the priests at their daily devotions but had little patience for a life of study - he loved listening to stories be told and re-telling them himself; bit by bit he grew to resent being cooped up in the Temple's shade.
Magic, perhaps ironically, provided the solution. Like the dragons in stories he learned how to transform himself; taking the form of an ebon-skinned Nethysian acolyte he was at last able to leave the Temple and see the world for himself. After some frightening experiences in Khatapesh, he heard tell of the expedition to Kelmarane and volunteered - hoping that the road would be simpler than the big city and to be able to give back to the priests that raised him.
Personality: Izem tends towards good-natured and garrulous; he loves meeting new people, hearing their stories, and telling his own. He's not particularly far-sighted and can be easily distracted, especially by riddles; the priests used to give him them when they wanted him out of their hair. He's not a fan of combat, but growing up sharing a space with that cat has left him with some taste for it.
Appearance: Four and a half hands high at the shoulder, Izem's scales are a dull brown interspersed with shining brass. His eyes are yellow and his claws sharp. When conversing with people he doesn't know or doesn't quite trust yet, he prefers to keep his human form - a relic of an ill-fated kidnapping attempt by one of the parties interested in his egg. That form is of a young ebon-skinned man, shaved bald above kind eyes and dressed in easy to remove loose robes.
Taninim Draconic Hero Incanter 1
--------------------
Attributes:
--------------------
STR: 12, DEX: 14, CON: 17, INT: 15, WIS: 12, CHA: 19
--------------------
Traits:
--------------------
Fast Talker: +1 to Bluff, Bluff is a class skill.
Missionary: +1 to Diplomacy, Diplomacy is a class skill.
--------------------
Skills:
--------------------
Bluff +8, Dilomacy +8, Fly +6, Kn. Arcana +6, Kn. History +6, Kn. Religion +6, Perform (Storytelling) +5,
Languages: Common, Draconic
--------------------
Defenses:
--------------------
HP: 9
AC: 15, Touch: 13, Flat-footed: 13
Fort: +3 Ref +2 Will: +3
CMD: 12
Immunities: Sleep, Paralysis
--------------------
Offenses:
--------------------
Initiative: +2, Speed: 30ft
BAB: +0, CMB: +0
Melee:
Bite: +2 (1d4, 20/x2)
Claw x2: -3 (1d3, 20/x2)
Ranged:
- None -
--------------------
Feats:
--------------------
Transformation (Anthropomorphic)
--------------------
Spellcasting:
--------------------
Casting Tradition: Shape Focus
Concentration Check Bonus: +7
Spells Points: 5
Talents Known:
Nature: Fire Geomancy, Expanded Geomacing (Earth)
Destruction: Fire Blast, Sculpt Blast
--------------------
Other Equipment:
--------------------
Sorcerer's Kit

Whiskey and a Bonesaw |

regarding Izem, you mention having a cleric domain, but I put him under arcane casters ... I'm not sure which category he actually belongs in... arcane or divine... let me know and I'll make sure he is categorized properly.
Spheres of Power doesn't make the distinction, but Arcane works.

Nox Copperscale |

Alright, this is Ouachitonian, presenting Nox, a gnoll ranger who, afetr being exiled from his tribe, has come to hate his people, and more specifically the demon-worshipping power structure which he thinks holds them back. He now hires himself out as a mercenary who specializes in hunting gnolls (but he refuses to hunt any who aren't Lamashtans or similar evil-worshippers, few as those may be).
Mechanically, he's a Shapeshifter ranger, so at L2 I'll be taking Aspect of the Beast and going to town on the front line with a Bite, Claw, Claw attack routine. As a ranger, he'll soon have access to some basic spells, most importantly letting him use CLW wands and act as a secondary healer, come L4. He also has a decent range of skills. With Favored Enemy (Gnoll) and the Gnoll Killer campaign trait, he'll really be quite helpful against his own kind.

JAF0 |

Saturday update to the applications list, spoilered to prevent wall-o'-text:
***** MARTIAL *****
Zin Z'arin, Dori Majeed, suli magus
zolexa13, Vayu Dadi, sylph ranger
the chess, Aramant Drakkuskail, nagaji unchained monk
Me'mori, Nur, 1/2 orc bloodrager
Robert Henry, 'Gnasher' Red Claw, gnoll bloodrager
xDeathxDroidx, ?, human fighter
Raltus, Thenlar, aasimar paladin
Vrog SKyreaver, Kona, Taninim draconic exemplar
Oauchitonian, Nox Copperscale, gnoll ranger
***** SKILLED *****
JAF0, (Gurrr) Blaktalon, goblin ninja
Edward Sobel, Bahram the rogue, human unchained rogue
Oniwaban, Abdalrahman, human? dervish bard
***** DIVINE *****
GM 8574, Cyrioul Fasar, cleric?
servant6, Yrdex, kobold oracle
***** ARCANE/PSYCHIC/OCCULT *****
Tundran, Poresh, samsaran psychic
Whiskey and a Bonesaw, Izem, taninim draconic hero incanter
***** INCOMPLETE *****
Ierox
Trinam bard ?
Spazmodeus
Simeon
Tharasiph, ?, gnoll paladin?
Joseph Bonkers
XanaverForgedawn
Nerdzul
Eminem80
Critzible, ?, human cleric?
Yas392
***** WITHDRAWN *****
Arknight withdrawn
Magabeus, suli elemental ally druid? withdrawn
Uthraed, aasimar shaman? withdrawn

JAF0 |

DM has not called time yet, so I'll hold off 'publishing' a final list til he does... I will be out all morning for a funeral and luncheon, but will be home by mid-afternoon pacific time and can put out a final list then if DM Waz Up has called time by then. Otherwise it will be later.
Good luck to all!