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Ok, rather then Forgotten Past, as I had previously mentioned, I am going with Nemesis instead. For mechanical benefit, it'll pretty much be the same as fast learner right now.
The idea would be that her Nemesis is the one who burned her alive.
I used the extra skill point from Nemesis to put a rank in linguistics, and decided to make linguistics a class skill by picking up Self Taught Scholar with the bonus trait from taking the flaw, her linguistics language is ancient osiriani. EDIT: Clerics already get linguistics, I'm still looking for a bonus trait.

Kor - Orc Scrollkeeper |

Krig Grimheart
Krig Grimheart
Dwarf Ranger (Dungeon Rover) 1
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) and
. . dwarven maulaxe +1 (1d6+1/×3) and
. . dwarven waraxe +1 (1d10+2/×3)
Ranged heavy crossbow +4 (1d10/19-20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (magical beasts +2)
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Statistics
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Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 5
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Two-weapon Fighting
Traits armor expert, inquisitive archeologist
Skills Climb +6, Disable Device +5, Knowledge (dungeoneering) +5 (+7 vs. magical beasts), Knowledge (engineering) +7 (+9 vs. magical beasts), Knowledge (geography) +5 (+7 vs. magical beasts), Perception +5 (+7 vs. magical beasts, +7 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +5 (+7 vs. magical beasts, +6 to track), Swim +6
Languages Common, Dwarven, Goblin
SQ track, wild empathy -2
Other Gear studded leather armor, crossbow bolts (40), dagger, dwarven maulaxe, dwarven waraxe, heavy crossbow, backpack, belt pouch, blanket, chalk, crowbar, flint and steel, grappling bolt, hammer, rope, - custom gear -, waterskin, whetstone, 28 GP, 9 SP, 7 CP
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TRACKED RESOURCES
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Crossbow bolts - 0/40
Dagger - 0/1
Dwarven maulaxe - 0/1
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Special Abilities
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Armor Expert -1 Armor check penalty.
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.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitive Archeologist +2 to Knowledge (engineering) checks, +2 trait bonus on Perception checks to find concealed or secret doors in Ancient Osirion structures
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy -2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Appearance: Krig's appearance is of little concern to him. If he is not covered in a layer of dirt and grime, something is clearly wrong. He wears light agile clothes which he keeps in good repair. His long brown unkempt hair is always a tangled mess. He keeps his beard well trimmed though -- mainly to prevent it from becoming an occupational hazard.
Motivation: Krig has been a dwarven guide in various subterranean caves and dungeons for most of his life. Krig feels most at home when he is deep underground and eagerly pursues work as a guide in the under-realms. He greatly enjoys exploring and learning new things. His passions have made him stray far from the boredom of the dwarven mountain realms.
Work has been slow as of late for Krig. When he caught news about the lottery and the opportunity to explore areas which have been unexplored for so long, he couldn't resist. He made haste and travelled to Wati to partake in the lottery and a chance to further pursue his passion of exploration.
Personality: Krig is a fairly dull dwarf with little personality. When not underground, Krig seems almost depressed and quite often drinks excessively to combat this.
He is a completely different person underground though. He is quick to take charge as he feels he is responsible for everyone's lives with him. He does not appreciate diplomatic speech and prefers bluntness.

Alzaar Na' Keth |

Alzaar is going to be a skill monkey, a trap smith, and a trip/disarm combatant. I'll end up with every knowledge skill and bardic knowledge, and his whip will give him reach to stay out of danger while doing his combat maneuvers. Hopefully. I hope to make it in this game, it sounds like it's going to be a blast of an AP!

Lucendar |

Updated list of applicants to keep things clear for myself:
Khepri Chitin - Gnome druid (vermin heart)
Ernst Lowfield - Dwarf rogue trapsmith
Ib Brewleaf - Halfling fighter
Aleon Hunter - Elf gunslinger (guntank)
Izora Massri - Human inquisitor (dervish dancer)
Jaran Gates - Human archaeologist bard
Kakra - Human separatist cleric
Krig Grimheart - Dwarf Ranger (Dungeon Rover)
Vidic Votev - Human Ranger (Infiltrator)
Cedric Freeson - Half-Elf Alchemist (Crypt Breaker)
Alzaar Na'Keth - Human bard (archaeologist)
Dashuun - Half-orc fighter (lore warden)
Miss Lori - Human gunslinger
Anka Sarraf - Human Magus (Hexcrafter)
Rhade Poshment - Gnomish Arcanist (Pyromaniac)
Varzel Vinnick - Elf evocation wizard (admixture)

Izora Massri |

My crunch is pretty much complete. Will further my work on Izora's background if I am accepted to the game.
Question: Will characters from Osirion begin the game with Osriani? Will Common for the purposes of this game simply be Osiriani?
It is important to me that Izora be able to speak Osiriani (wouldn't make much sense for someone who grew up in the capital of Osirion not to), so I will need to make some changes to her character depending on the answer.

Thornir Lorebearer |

Throwing in my hat. Only have the crunch on profile while I write up the backstory. Thornir Lorebearer - Human Lore Warden Fighter. Premise of his story is that he has always been a big reader, fascinated with texts of ancient Osiriani and the dangerous depths that lie within. He joined the military in his younger years and carried his experience into a brief period of mercenary work. When the city of Wati decided to open the tombs to the public, Thornir joined the frenzy to enter the merchant scene and buy up the treasures acquired within to resell for higher value. Unfortunately, his lack of experience led to a failing business. With the threat of becoming penniless and moving to Bargetown, Thornir has decided to enter the raffle as an applicant and hopefully snatch of some goods for himself to jump-start his ailing business.

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Changed Name to Harkheb. Being raised by a grandfather living in the past, being told from young age on that he has the blood of godkings in his blood he always felt alienated. The other kids always mocked him and now finally there is a chance to prove his heritage and would do all to prove his ancestry.

DMRaven |

For those of you going gunslinger, I recommend crafting a few silver bullets (2.5 gold a piece crafted) before the game starts, I don't have the book, but the mummy's mask suggests that there will be undead.
For anybody, silvering your weapons might be a good idea if you have the money to do so.
Do any common undead have DR/silver? I thought that was a lycanthrope trait.
GM quick question will be giving us credit for PFS for doing this? Just a though.
Doubtful, as I think that would require every character playing in the campaign to be a PFS character and PFS legal. Not sure on most of the PFS rules though..hard enough focusing on the regular ones :)

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"Alternatively, if you are participating in a Pathfinder
Adventure Path with an ongoing group undertaking the
entire, six-book campaign, you may receive credit for
playing the sanctioned portions of the adventure as if you
had played a pregenerated character. In this case, GMs
running the Adventure Path are not bound to the rules
of the Pathfinder Society Organized Play campaign (such
as 20 point buy, unavailability of hero points, etc...) when
running the campaign or the sanctioned portion of the
adventure.
A player who uses a pregenerated character must apply
the Chronicle sheet to a 1st-level character or hold the
Chronicle sheet until his character reaches the level of
the pregenerated character."
Here is the answer from the latest PFS guide! It is just a matter if the GM wants to give us the Chronicle sheet etc

Ernst "Love" Lowfield |

And the slow, agonizing process of waiting begins....
Just pull up a chair and relax. Maybe that nice Halfling can bring us some nice coffee.
{psst. Your perception skill looks to be 1 off. 3(class)+0wisdom+1rank is +4 but you list +5 where is that +1 I missed?}
Lucendar Changed campaign trait for Love. Inquisitive Archaeologist fit better. Still quite skilled at appraise though.

Alzaar Na' Keth |

Alzaar Na' Keth wrote:And the slow, agonizing process of waiting begins....Just pull up a chair and relax. Maybe that nice Halfling can bring us some nice coffee.
{psst. Your perception skill looks to be 1 off. 3(class)+0wisdom+1rank is +4 but you list +5 where is that +1 I missed?}
Lucendar Changed campaign trait for Love. Inquisitive Archaeologist fit better. Still quite skilled at appraise though.
Ahh you're right. Fixed. Flip flopped int and wis to maintain good perception, and bardic knowledge pretty much offsets low int for knowledge. Will have to play around a little more, might drop str down to get a higher int so I can get combat expertise