
DM Mode Activated |

The life of a hero often has humble beginnings. You find yourself in Heron Falls a backwater town that had seen better days. Baron Saben Lumont wasn't half the ruler his father was still not a cruel or petty lord just incompetent. Whether you are a native with dreams or a traveler come for your own reasons you have heard that Baron Lumont has sent out a call for heroes. Be it a life long dream or convenient way to make a few coin you have decided to answer the call.
I will commit to getting the group to 5th lvl if everyone is still into the pbp than lets travel on if not I hope everyone had a fun ride. I don't want players laying out 20 lvls of build and then being bummed later if the pbp meets that dark black fate of dying. I will keep an one on recruitment and announce when it closes. I will be looking toward creating a balanced group so if two good wizard concepts are there then adding a third means you have competition so make um shine. Looking forward to seeing how this goes.

DM Mode Activated |

here is the link to my Falcon's Ho;;ow pbp I ran if you want to see game style.
here

Thorgrund Stormcloud |

I think I'm ready to jump into a game. Consider me interested.
Thorgrund here is a ranger (skirmisher) specializing in axe and shield. I still need to tweak his background, but the crunch is pretty much done. I need another trait. I'll check some out soon.
Basically, he's a front-line warrior. I envision him with the classic "grizzled dwarf" schtick, but with a awkwardness with the ladies (any race). He also tends to sing old dwarvish songs loudly in combat, and not well either.

zomblisham |

So I am very interested in this. My current idea for a character would be a Warebat-kin (bloodmarked) named Cruentus Angealous. His story is a complicated one.
When he was young he was born on a vast estate of a Lord Ackles. Born into the slave class of cheliax (although I can alter this to anywhere that would be convenient). His family was under this mans vampiric spell. His family being the subjects of sadistic experiments of the fiend. They were exposed to lycanthropy to become more akin to the creatures his lord preferred.
When the towns folk finally became aware of the immortal nature of his lord they came knocking at his door step with flames and pitchforks. Mistaking the mutated and twisted servants as spawn of Ackles, they proceeded to slay them viciously before the boys eyes, though they never did find his Master.
Happening upon the boy one of the locals named Gravous Lector took the unremarkable child in, thinking it a miracle that this innocent has been spared the ravages of this cursed place.
Then puberty hit... and the boy was at school when another boy had heard of Cruentus's beginnings and began bullying the thin, pale, large eared, bug eyed boy, and had went too far. He and his friends beat Cruentus within an inch of his life and then all of a sudden his latent genes kicked in.
Growing a maw of razor sharp teeth, his jaw elongating, his nose flattening, appendages becoming longer and more lithe, and his eyes turned milk white. Cruentus lashed out at the boy grabbing him like he had seen his old master do to so many, wrenching his head to the side and sinking his awful teeth into the vein of that ignorant boy.
Cruentus had his first taste of blood that day. A taste that would haunt him, not just because he had killed a human being, but because he had enjoyed it. After he had realized the horror of what he had done Cruentus ran. He ran into the woods to a place he often went when he felt out of sorts.
Scared, tired, and alone Cruentus didn't know what to do and finally decided to go home. When he returned though he was not greeted by the loving arms of his adopted father, but rather the burning flames of what used to be his home, accompanied by the screams of his adopted family.
Fortunately for the townsfolk Gravous was a kind a loving father and had instilled in the boy a solid moral base. Though embittered, Cruentus was intelligent and understood why the townsfolk reacted the way they did. He blamed only two people for his family's death, himself and Ackles. With his guilt, new found blood thirst, and need for revenge, he made a vow. He would seek out his old Master and make him pay for this curse and his family's death.
Sorry for the wall of text but I wanted to get a good back story in along with some characters you could possibly use. That all being said I mostly just want to play this race. I am willing to work around the party as to what class. I will start building the actual crunch of the character today. I just wanted to get the concept to you first.

Alistus |

Would you allow the Mystic Theurge prestige class from the core rulebook? I'd like to use a character I made a while back, an Empyreal Sorcerer/Cleric Mystic Theurge. This requires the Wildblooded archetype for sorcerer, but the only mechanical effect of the archetype is to open up more bloodlines.
The character is built on the basis that racial spell-like abilities and ones granted by domains(or in this case an inquisition) count towards the spellcasting requirements for Mystic Theurge.
The basic character up to level 4:
Cleric 1: Fate Inquisition/Magic Domain(Arcane)
Sorcerer(Wildblooded) 1(2): Epyreal Bloodline
Sorcerer(Wildblooded) 2(3)
Mystic Theurge 1(4)
Meeting the requirements:
3 Knowledge Arcana/Religion ranks gained through levels
2nd Level Arcane casting gained through Half-Elf Drow Magic trait
2nd Level Divine casting gained through Fate Inquisition
I know this all may seem like a lot to digest, but everything meshes perfectly within the characters backstory. Atisael is a Half-Drow from a long line of powerful spellcasters. He believes it is his destiny to become the most powerful spellcaster of all time, and he intends to do so by mastering not only arcane spellcasting but divine as well. He draws his power from Nethys, the god of Magical knowledge, and hopes to one day ascend to exceed even his master's power. I'll start putting the rest of the character now, in hopes that I'll finally be able to play him!

Alistus |

Just a quick, relatively lacking, stat block:
Male Half-elf, Drow Decended Cleric 1/Sorcerer(Wildblooded/Tattooed Sorcerer) 2/Mystic Theurge 1
NG medium humanoid
Init 0 Senses Darkvision (60) Perception +11
DEFENSE
AC 10, touch 10, flat-footed 10
hp 24
Fort 3 Reflex 0 Will 11
OFFENSE
Speed 30 ft
Space 5 Reach 5
STATISTICS
STR 8 DEX 10 CON 12 INT 14 WIS 20 CHA 12
BAB 1 CMB 0 CMD 10
Feats Summon Good Monster, Spell Focus (Conjuration)
Skills Acrobatics 0, Appraise 2, Bluff 1, Climb -1, Diplomacy 7, Disguise 1, Escape Artist 0, Fly 0, Heal 7, Intimidate 1, Knowledge (arcana) 8, Knowledge (religion) 10, Perception 11, Ride 0, Sense Motive 9, Spellcraft 9, Stealth 0, Survival 5, Swim -1
Languages Elven, Common

FangDragon |

GM how do you feel about anti-heros? Specifically a guy who tries to do the right thing but strongly believes that the needs of the many outweigh the needs of the few and has a tenancy of taking things a bit too far particularly if it's to protect the majority. Game mechanic wise I'm thinking of a blaster wizard who found he liked the power a little too much. To be clear I'm not talking about a murder hobo, nor do I want to cause inter-party strife (in fact the character would be loyal to a fault). The character sheet would say LE but I'd be playing as Necessary Evil.
This isn't everyone's cup of tea so I understand if it's not what you're looking for.

Thorgrund Stormcloud |

Thorgrund max starting gold is fine but you have overspent and I believe you have 22 pts. spent.
If we are building from 20 pts, his Cha of 6 offsets to bring the total to 20. Also, the racial bonuses and penalties are added to the final scores.
He also has the Rich Parents trait (if you allow it). Starting wealth increases to 900 gp. I will review the gear to make sure it all adds up.
Thanks for reviewing the sheet! I'll let you know when I think he's ready.

Doomguide |

I will get the crunch done when I get home tonight, but wanted to put the general idea out to check on the archetype and general feel.
Ashar Shirazi, is born to a trading clan out of the hot desserts of the east. Having come of age he must now set aside the minimal duties his family has held him to and seek his own fortune. A long valued custom of the clan to ensure their line is hardy and never becomes to set in their ways.
Personality: A very jovial bearded man, that speaks a thousand words a minute and treats everyone as his best friend. Over dramatic and boisterous, he is still cut-throat in his cheerful way when it comes to bargaining.
Basically looking at an Arabic human bard, arcane duelist if possible. Arcane duelist trades some of the skill bonus options for combat related feats. Built to dual wield. Would like to trade rapier proficiency for Scimitar to match his background if possible. Scorpion whip could be a fun visual if allowed.
Not the standard European fantasy fare but then most shows etc have that one exotic foreigner that helps draw in strange things from outside the setting. Have the stats as current, but the game I tried him in was in Pathfinder Quadira so he was a Iffrit which requires some substantial changes.

Saithor |

Sorry for the double post, for some reason the forums won't let me edit my posts. DM mode activated, how would you feel about having this in your campaign?
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/we apon-property---guided
Also, can anybody be the face of the group? I just want to know before I start Skills.

![]() |

I like to grow my character organically, so there is not a problem of having pregenerated 20 levels, maybe there can be a problem of my characters being under optimized.
Posting every day isn't a problem.
Some question:
- It will be possible to craft magic item?
A sandbox campaign generally is good for that.
- You allow the Advanced class Guide classes?
- You allow the dual talented alternate racial trait from the advanced race guide?
If the reply to the second question is yes, I would make a warpriest of Sarenrae or Cayden Cayillian, with the possible aim to become an evangelist later, if the campaign go in that direction.
If not, I would like a shot at making an alchemist.

DM Mode Activated |

OK
Thorgrund you were right on both counts. I missed the trait and the -2 to chr so that is fine.
Alistus I am sorry, but it is core races only. I am ok with the Mystic theurge prestige class; however it needs the traditional route to qualify for it.
Doomguide your idea for the stranger in a distant land is fine. you would be far from home and a bit of a rarity, but not unheard of. switching the rapier for scimitar is fine. I will need to look up the scorpion whip but my quick guess is it will be ok same with the archetype.
Saithor Yes any of the base classes are ok from core, apg, or the new acg. the only one I am saying no two is the gunslinger because personally I don't care for guns in my games unless they are super appropriate to that campaign like say a pirate theme or a steampunk fantasy campaign. your link didn't work and i didn't find a guided weapon property if that is correct.
Diego yes crafting feats are fine. yes ACG classes are ok. yes I am ok with dual talent.
Ok I think I got to everyone if I missed a question I apologize I will be keeping an eye on the thread so I should be able to get back to anyone in a reasonable time frame.

Saithor |

Huh. the link doesn't fully paste for some reason. Just type in guided into Paizo's search bar and it should pop up. Here's the full entry in case even that doesn't work
Guided Weapon
Source: Pathfinder 10.
Aura moderate evocation; CL 7th; Slot weapon quality; Price +1 bonus.
Description
A weapon with the guided property allows its wielder to use his instinct when striking blows with it.
Attacks from a guided weapon generally don’t strike hard, but they strike at precisely the right moment to maximize damage if in the hands of a particularly wise wielder. A character who attacks with a guided weapon modifies his attack rolls and weapon damage rolls with his Wisdom modifier, not his Strength modifier.
This modifier to damage is not adjusted for two-handed weapons or off-hand weapons—it always remains equal to the wielder’s Wisdom modifier. A guided weapon may be wielded as a normal weapon, using Strength to modify attack and damage rolls, but this goes against the weapon’s nature and imparts a –2 penalty on all attack rolls made in this manner.
Construction Requirements
Craft Magic Arms and Armor, spiritual weapon.

DM Mode Activated |

FangDragon I am so sorry. This sounds interesting I can dig on the anti-hero for the greater good kind of thing. As long as he is a team player for the most part and be aware that your actions have consequences in game I will allow you to give it a shot if you make the six. I cannot guarantee other players reactions should you perform a blatantly evil act in their presence. I will allow you some rope careful you don't hang yourself with it.

Doomguide |

Doomguide your idea for the stranger in a distant land is fine. you would be far from home and a bit of a rarity, but not unheard of. switching the rapier for scimitar is fine. I will need to look up the scorpion whip but my quick guess is it will be ok same with the archetype.
Cool, will put in stats tonight.
Scorpion whip does d4 lethal damage, unlike a normal whip, but it only has a 10 ft range. Also from the Quadiran area of pathfinder. I like the idea of having something to use if we end up to front line heavy. Have run in to that in several games. Plus the mental image of a whirling dervish style fighter with a pair of daggered whips just seems damn cool.

DM Mode Activated |

I like it run with the whips. I have a question for you and Saithor. If Saithor goes with the Sarenra warpriest how do you two feel about having a bit of shared background in that you have been traveling together since you both crossed the Karathi Sand Sea on the same ship. If you all prefer to do your own thing that is cool, but if you are both going for that "middle eastern" feel than knowing each other makes a little more sense with how uncommon your people are this far west.

FangDragon |

Quiznab, a onetime colleague of his father, was a semi-retired court mage and had been keeping an eye on the young Keith for years with the suspicion he was talented, and so he was. In the older Quiznab, Keith found a kindred soul, a man utterly and ruthlessly dedicated to law or at least convictions. Unfortunately Quiznab was the worst kind of tutor the young Keith Flint could have had, with many traits that Keith would later share: outwardly law abiding and respectable yet manipulative, twisting the letter of the law for his own advantage.
Quiznab was a secret worshiper of Asemodeus (although the boy never found out, even if he did have suspicions) and was rather too free with dangerous esoteric knowledge and filled the boy's head with all manner of notions. For example, the great nations of the world are built on the backs of the masses, mortared with law. Each individual element, each person, is individually worthless but together they build something greater than the sum of it's parts: society. Of course according to Quiznab, society is precarious ever beset with scroungers and the lawless who must be expunged.
Under Quiznab's diligent tutelage Keith soon found he could summon all four elements and that he liked using them. At first on animals and later on unfortunates Quiznab was questioning in his private facilities for the criminally insane.
Not so long ago Quiznab had his comeuppance when half the asylum burnt down, during one of the periodic riots, and was lynched by a mob. Realizing he would likely share the same fate, Keith decided a spell in the country would do him some good. He caught wind of the good Baron Lumont's problems and decided to help bring some law to the unwashed masses...
Keith Flint
Human wizard 1
LE Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +2 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged light crossbow -1 (1d8/19-20)
Special Attacks intense spells (+1 damage)
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st - burning hands (DC 16), burning hands (DC 16), enlarge person (DC 15)
. . 0 (at will) - detect magic, detect poison, light
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 10
Feats Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits friend in every town, keeper of the veil, magical lineage
Skills Acrobatics -2 (-6 to jump), Appraise +8, Bluff +7, Diplomacy +7, Disguise +3, Knowledge (arcana) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (planes) +8, Spellcraft +8
Languages Azlanti, Common, Draconic, Dwarven, Elven
SQ arcane bond (ring), power-hungry, versatile evocation
Combat Gear blunt arrows (50), flight arrows (50), alchemist's fire (3); Other Gear light crossbow, - arcane bond ring -, bedroll, belt pouch, flint and steel, ink, black, inkpen, masterwork backpack, mess kit, pot, soap, spell component pouch, waterskin, 39 gp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Magical Lineage (Burning Arc) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder ® and associated marks and logos are trademarks of Paizo Publishing, LLC ®, and are used under license.
In combat Keith will have a mix of blast spells mixed with some crowd control (likely via rime spell from level 3 onward). Out of combat he's got some useful knowledge skills and social skills. Keith will be very loyal to the group and the mission, however he has a ruthless streak and if given the legal opportunity to use his new found magical powers, he will do so with a zeal others may find unnerving...

Doomguide |

Shared background sounds great. I haven't built anything in to his background for it, but the (dark) omen trait sounds like it would be a great start to why a warrior priestess is keeping an eye on him.
Ashar Shirazi
Male human (keleshite) bard (arcane duelist) 1
LN Medium humanoid (human)
Init +3; Senses Perception -1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee punching dagger +1 (1d4+3/×3) or
. . sap +3 (1d6+3 nonlethal) or
. . scimitar +1 (1d6+3/18-20) or
. . scorpion whip +3 (1d4+3)
Special Attacks bardic performance 6 rounds/day (distraction, fascinate [DC 12], inspire courage +1, rallying cry)
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)saving finale (DC 13), windy escape
. . 0 (at will)detect magic, light, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +3; CMD 16
Feats Arcane Strike, Double Slice, Two-weapon Fighting
Traits courageous, illuminator, omen
Skills Appraise +4, Bluff +6, Diplomacy +8 (+6 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +7, Knowledge (history) +4, Knowledge (local) +4, Perform (oratory) +6, Sense Motive -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Use Magic Device +6
Languages Common, Kelish
SQ pride
Combat Gear scroll of cure light wounds; Other Gear lamellar (leather) armor, punching dagger, sap, scimitar, scorpion whip, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, journal, mess kit, mirror, Small Drum, soap, trail rations (5), waterskin, wooden holy symbol of Saerenrae, donkey, pack saddle, saddlebags, 13 gp, 8 sp, 7 cp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Courageous +2 save vs. fear.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Omen (1/day) As a swift action, Demoralize an opponent.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize

Julius Miller |

Her is Diego character proposal:
Luckily for the young Julius he has a birthmark in the shape of a butterfly on the back of his left hand. That birthmark was noticed by a wandering priest of Desna that proposed his father to train the child in the tenets of his faith. his father readily agreed and at the tender age of 10 Julius left his house to wander the world with the old priest.
Julius found the wandering lifestyle and the faith in Desna agreeable with him, less agreeable the interpretation of his mentor, that was heavily in the more mystical and contemplative part of the faith.
The strapping lad was more interested in seeing and experiencing things that that contemplating the stars and studying mystical portents.
After being passed from a teacher to another he finally found his right calling with the more militant branch of the church. He became an inquisitor of the church of Desna, tasked with protecting the travelers, especially against magical treats.
Recently he completed his training and now doing his Wanderjahre along the roads of Thraydria, trying to find people willing to pay him for his protection.
So far he hasn't been very successful has most of the time he has helped poor people in need for free or received promises of pay hat rarely were maintained.
Juilius is still in contact with his family, that includes his father Calvin, his mother Jane, 4 surviving brothers and sisters and a large number of cousins, but he isn't very close to any of them.
His best friend is protector Colson, a aged inquisitor that has teached him the art of his profession.
He is a carefree person, with a tendency to spend his money with ease and a noticeable curiosity about anything.
He keep a traveling journal of his experiences, something that his first teacher strongly urged it to do. He even register his dreams in it.
Male human (taldan) inquisitor (spellbreaker) of Desna 1
CG Medium humanoid (human) (alternate trait: Dual talented)
Init +1; Senses Perception +7
—————
Defense
—————
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +5; +2 trait bonus vs. charm and compulson
—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee morningstar +3 (1d8+3)
Ranged shortbow +1 (1d6/×3)
Special Attacks judgment 1/day
Inquisitor (Spellbreaker) Spells Known (CL 1st; concentration +4)
1st (2/day)— cure light wounds , shield of faith
0 (at will)— create water , disrupt undead , light, stabilize
Domain Travel
—————
Statistics
—————
Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14 (12 vs. dirty trick)
Feats: Toughness
Traits: armor expert, birthmark, hedge magician
flaw: Naive
Skills Heal +7, Intimidate +1, Knowledge (arcana) +5, Knowledge (local) +2, Knowledge (religion) +5, Perception +7, Sense Motive +4, Spellcraft +5, Stealth +0, Survival +7
Languages Common, Dwarven
SQ agile feet (6/day), naive, stern gaze +1, strong-willed
Other Gear chainmail, buckler, arrows (20), morningstar, shortbow, backpack, bedroll, belt pouch, blotter (0.2 lb), chewing stick, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), holy text, inkpen, journal, knife for cutting quills into pens (0.5 lb), mess kit, nail file (0.1 lb), pen nibs, pigment for
making ink (0.2 lb), pot, ruler, small (0.1 lb), scissors (0.3 lb), soap, spell component pouch, sponge, tooth powder (0.1 lb), trail rations (5), vial, waterskin, wooden holy symbol of Desna, 19 gp
—————
Special Abilities
—————
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Armor Expert -1 Armor check penalty.
Birthmark +2 save vs. charm & compulsion
Hedge Magician Magic item gp costs -5%.
Inquisitor (Spellbreaker) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Naive -2 to AC vs. improvised weapons.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a
Will saving throw against a mind-affecting effect. This ability
replaces monster lore.

Shyr Altaien |

Here's my character finished, it is my first Pathfinder character, so something's wrong somewhere, please let me know if you find anything.
Female Human Cleric of Saerenae 1
Neutral Good Medium Humanoid
Glory (Heroisim), Good
Init: +4 (Dex and Reactionary)
Senses: Perception +3
Speed: 30 ft
ATTRIBUTES
Strength 16
Dexterity 12
Constitution 14
Intelligence 7
Wisdom 16
Charisma 12
DEFENSE
AC 16 (10 Base, +1 Dex, +4 armor, +1 shield)
Touch 11 (10 Base, +1 Dex)
Flat Footed 15 (10 Base, +4 armor, +1 shield)
HP 13 Currently: 13 (1d8, +2 Con, +3 Toughness)
Fort +4 Ref +1 Will +5
CMD 16 (10 Base, BAB +1, Str +3, Dex +2)
OFFENSE
BAB +1
Melee
+4 Scimitair (1d6+3, 18-20 x2)
Ranged
+2 Light Crossbow (1d8, 19-20 x2)
CMB +4
Special Attacks
Channel positive Energy 1d6 (5 times a day)
Spells
2 1st level per day, +1 Domain Spell (Shield of faith or Endure Elements)
Feats
H: Toughness
1st: Power Attack
Traits
Exalted to the Society: Can channel one additional time per day
Reactionary: +2 to Initiative
Skills
Sense Motive +7 (1 Rank, +3 Class, +3 Wis)
Spellcraft +4 (1 Rank, +3 Class)
Gold 61
Chainshirt [100 gp, 25 lb]
Scimitair [15 gp, 4 lb]
Light Steel Shield [9 gp, 6 lb]
Light Crossbow [35 gp, 4 lb]
100 bolts [5 gp, 5 lb]
Holy Symbol
Empty Backpack [2gp, 2 lb]
Bedroll [1sp,5 lb]
Sack (x2) [2 sp, 1 lb.]
Whetstone [2 cp, 1 lb]
Grappling Hook [1 gp, 4 lb.]
Explorer's Outfit [10 gp, 8 lb.]
Hemp Rope [1 gp, 10 lb]
Waterskin [1gp, 4 lb]
75 lb
Special Abilities
Class
Orsions
Cleric Domain Glory(Heroisim)
Cleric Domain (Good)
Channel Energy 1d6: Shyr can channel Positive energy up to a number of times a day equal to 4+ her charisma modifier.
Aura: Shyr gives off an Aura of good.
Racial
+2 to one ability score
Medium Humanoid
Normal Speed: 30 Feet
Bonus Feat: Humans have one bonus feat at first level
Skilled: Humans gain an additional Skill Rank at first level and each additional level
Languages: Human start off speaking Common

Xunal |

Xunal it sounds a lot like Doomguide's concept, but I would accept that submission. If there ends up being more subs than spots you may lose out to someone who brings more diversity to the party.
Ooops! Missed that!
It looks like there's a shortage of "muscle", so far.
So, instead of that … How about either a Half-Orc or Half-Elf bloodrager (from ACG) with either the Abyssal or the Arcane bloodline? No archetype, of course.

Medford Shale |

Saw this and would like to join, I have a human Ninja character that I have had made for a while and never used and saw that there had been no rogue type characters.
Male Human Ninja
Neutral Medium Humanoid
Init: +4
Senses: Perception +0
Speed: 30 ft
Ability Scores Modifiers
STR 10 +0
DEX 19 +4
CON 14 +2
INT 10 +0
WIS 10 +0
CHA 12 +1
DEFENSE
AC 16 (10 Base, +4 Dex, +2 armor)
Touch 14 (10 Base, +4 Dex)
Flat Footed 12 (10 Base, +2 armor)
HP 10 Currently: 10 (1d8, +2 Con)
Fort +2 Ref +6 Will +0
CMD 14 (10 Base, BAB +0, Str +0, Dex +4)
OFFENSE
BAB +1
Melee
Wakizashi (1d6, 18-20 x2) (1d4 vs small)
Wakizashi (1d6, 18-20 x2) (1d4 vs small)
Ranged
Shurikens(20)(1d2, 20 x2)
CMB +4
Special Attacks
Sneak Attack- plus 1d6 damage ignore DEX mod to AC
Traits
Carefully Hidden: +1 to Will and other small bonuses.
Reactionary: +2 to Initiative
Skills
Acrobatics (Dex) 1,
Bluff (Cha) 1
Disable Device (Dex) 1
Escape Artist (Dex) 1
Perception (Wis), 1
Sleight of Hand (Dex), 1
Stealth (Dex), 1
Swim (Str) 1
Use Magic Device (Cha). 1
Equipment:
-Gp: 22 Sp: 8 Cp: 0
2 Wakizashis (70gc, 4lbs)
20 Shuriken (4gc, 10lbs)
Leather Armor (10gc, 15lbs)
Backpack Empty (2gc, 2lbs)
Bedroll (1sc, 5lbs)
10 torches (1sc, 10lbs)
Waterskin (1gc, 4lbs)
Thieves Tools (30gc, 1lbs)
Special Abilities
Class:
Sneak Attack-1d6 damage on attack ignore dex mod
Poison Use
Racial
+2 to one ability score
Medium Humanoid
Normal Speed: 30 Feet
Bonus Feat: Humans have one bonus feat at first level
Skilled: Humans gain an additional Skill Rank at first level and each additional level
Languages: Human start off speaking Common