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Current Submissions
Martial Applications
-Trevor Culexis [Male Half-Orc Fighter Mutation Warrior]
-Nicolae [Male kitsune ranger beast master, infiltrator]
-Ysvigg Redcloack [Female Human Unchained Barbarian]
-Annabel Hardin [Female Human Gunslinger Musketeer]
-"Mr. Clean"[Male Half-Orc Slayer]
-Fifteen (Ivy)[Android Fighter Eldritch Guardian/Two Weapon Warrior]
-Oskar Orekslag [Male Dwarf Hunter]
-Lady Quinn [Female Human Slayer / Sorcerer ( VMC )]
Manius Gallonica [Male Tiefling Inquisitor of Dispater] Need Crunch
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Divine Applications
-Zadok Warren[Male Human Oracle]
-Donnen Phelps [Male Human Paladin]
-Saturday Daud [Male Human Paladin Tortured Crusader]
-Balthazar the Wanderer Male Human Cleric of Nethys 1
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Skilled Applications
-Malevanidorian Ellemenirias [Male Elf Alchemist Grenadier ]
-Grey [Male Human Alchemist Gloom Chymist]
-Jeanne Marrechal [Male Human Investigator Lamplighter]
-Felix [Male Tengu Rogue]
-Heinrich Von Stahl [Male Half-Elf Empiricist Investigator]
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Arcane Applications
-Zelda Tinker [Female Changeling Psychic]
-Horace Day [Male Human Spiritualist Fractured Mind]
-Regina[Female Human Ethermancer]
-Jacqueline Artorias [Female Magus Mindblade Kensai]
-Haroldin [Male Human Psychic rebirth discipline]
--Beatrix The Lost[Female Tiefling Qlippoth-Spawn Spiritualist Ectoplasmatist]
-Era Naucht [Female Human Wizard HH Pact/VMC Rogue]
-Haroldin [Mal Human Psychic, rebirth discipline ]
-Mashiki Malbourne [Human aberrant sorceress]
@inxpitter
No worries! It won't hurt your chances. And that's a good choice.
@Kubular
Androids are fine. Empathy is good by me. Probably best to avoid Rage Cycling.
@Donnen Phelps
It sounds like put a lot of thought into your choice! I feel its pretty appropriate.
@Simeon
You should probably change it if there isn't significant reasoning in your backstory supporting it. The Changes you mentioned have been taken into consideration!
@Hotaru
Of course that's fine! And I like the theme, very haunting .
@Jing The Bandit
I've only seen him once or twice in media, But I appreciate his acting and as well as his pretty face. Lol
@Fifteen
I had totally forgotten about that trailer. I love cyberpunk And the music is well worn in my player. I'll address more of your points via PM.
@Saturday Daud
I listed some guides to describe your character's personality in the character creation post.
@Zahne Iwatani
Buy all of your stuff normally. The adventure path will sort it all out. And knowledge just the same as it does in any other game.
@Jacqueline Artorias
I'm not gonna lie, I have considered it. There is such a plethora of incredible characters that have been put forth for this game. I want each of them to find a home and get a chance to role-play but I am not sure if I will be able to divide my time to two separate tables with Full measure of my attention. Everyone deserves Best game I can provide. So my answer is it this time as I'm not sure. We'll have to see once the application closss.

Fifteen |

I'm going to bow out. Fifteen takes my niche already and I couldn't come up with anything else in the meantime. Happy gaming everyone!
Sorry Kubular! I didn't mean to steal your spot or anything like that! Please do toss yours in, I made Fifteen a while back so its my default SA submission now - don't let me stop you having fun!

Almagafor |

Crunch up.
LE medium outsider (Native)
Str 14, Dex 13, Con 14, Int 13, Wis 16, Cha 10
Base Attack +0, CMB +2, CMD 13
AC 14 (16 Shield), Touch 11, Flat-footed 13 (15 Shield)
Fort +4, Ref +1, Will +5
HP 10 (1d8+2)
Speed 30ft
Init +1
Attacks: 2 Claws (+2, 1d4+2)
Morningstar (+2, 1d8+2)
Dagger (+2, 1d4+2, 19-20/x2) or (+1, 1d4+2, 19-20/x2, 10ft)
Light Crossbow (+1, 1d8, 19-20/x2, 80ft)
Feats: Fiend Sight
Traits: Methodical Mind (+1 to three Knowledge Skills (Nobility, The Planes, Religion) and count as having Skill Focus (Knowledge:Religion) when researching), Wicked Leader (+1 to Cha checks vs Evil, if cohort is evil their max level is 1 higher)
Skills: Diplomacy +6 (1 rank, +2 race, +3 class), Intimidate +5 (1 rank, +3 class, +1 stern gaze), Knowledge:The Planes +6 (1 rank, +1 Int, +3 class, +1 trait), Knowledge: Religion +6 (1 rank, +3 class, +1 Int, +1 trait), Perception +7 (1 rank, +3 class, +3 Wis), Sense Motive +10 (1 rank, +3 class, +3 Wis, +2 race, +1 stern gaze), Stealth +5 (1 rank, +3 class, +1 Dex), Survival +7 (1 rank, +3 class, +3 Wis)
Background Skills: Artistry:Literature +5 (1 rank, +3 class, +1 Int), Knowledge:Nobility +3 (1 rank, +1 Int, +1 trait)
+1 to Cha checks vs Evil
Languages: Common, Halfling, Infernal
Spells: Inquisitor per Day (0th – at will, 1st – 2)
Spells Known: Inquisitor (0th - 4, 1st – 2)
0th – Detect Magic, Guidance, Sift, Stabilize
1st – Divine Favor, Cure Light Wounds
Special Attacks:
Special Qualities: Claws, Darkvision 120ft, Domain (Nobility:Leadership), Fiendish Resilience (Cold, Electricity, and Fire resistance 5), Fiendish Sorcery, Judgement 1/day, Low Light Vision, Monster Lore, Orisons, Skilled (+2 to Sense Motive and Diplomacy), Stern Gaze (+1)
Combat Gear: Morning Star, Heavy Steel Shield, Dagger, Light Crossbow, 20 Bolts
Other Gear: Studded Leather Armor, Explorer's Outfit, Inquisitor's Kit, Dungeoneering Kit, 3 GP

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Male Paladin (Tortured Crusader) 1
Medium Humanoid (Human)
Though tortured crusaders may be beaten and battered, body, mind, and soul, they still somehow continue through torment and hardship. Despite setbacks and impossible odds, they shine like candles even in the darrkest times. Somewhere in their minds, they realize that they can’t win in the end, but this only strengthens their resolve to fight for what is right, rather than giving in to hopelessness.
Strength 15
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 16
Charisma 7
HP: 13
1 = 1d10+3
Fortitude +5
+2 Class
+3 Constitution
Reflex +1
+0 Class
+1 Dexterity
Will +5
+2 Class
+3 Wisdom
MAB/CMB +3
+1 BaB
+2 Str
RAB +2
+1 BaB
+1 Dex
CMD 14
10 Base
+1 BaB
+2 Str
+1 Dex
SKILLS
Perception +10(12)
+1 Rank
+3 Class
+3 Skill Focus
+3 Wisdom
(+2 dim light)
Stealth +5(7)
+1 Rank
+3 Class
+1 Dexterity
(+2 dim light)
Survival +7
+1 Rank
+3 Class
+3 Wisdom
Knowledge (Planes) +4
+1 Rank
+3 Class
+0 Intelliegnce
Sense Motive +7
+1 Rank
+3 Class
+3 Wisdom
Handle Animal +7
+1 Rank
+3 Class
+3 Wisdom
Lore (Ustalav) +4
+1 Rank
+3 Class
+0 Intelligence
1 FCB: +1 Skill Point
CLASS
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Torment
A tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands.
This ability alters the paladin’s spellcasting, smite evil, and lay on hands.
Self-Sufficient
A tortured crusader adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Stealth, Survival, and Use Magic Device to her list of class skills, instead of Diplomacy and Handle Animal. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier.
This ability alters the paladin’s class skills and skill ranks per level.
All Is Darkness
Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st (level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite.
This ability replaces detect evil and divine grace and alters smite evil.
Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Alone in the Dark
Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors she does. She can’t use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount.
This ability alters lay on hands, channel energy, divine bond, aura of courage, aura of resolve, aura of faith, and aura of righteousness.
FEATS & TRAITS
Pugnacious
You awake in the asylum with sore muscles and bloody knuckles, as if you were recently in a fight. You even have a vague feeling that you won. You can’t explain it, but you know that you’ve always been easy to set off, and your first instinct when pressed into a corner is to lash out. Stuck in the asylum sets you on edge, and you not only want to figure out what happened to you, you want to free yourself and find whoever did this to you—and make them pay.You gain a +1 trait bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round.
Broken, Not Beaten
You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.
Guiding Spirit
Few understand the medium’s willingness to harbor powerful spirits, but even if you aren’t one of these talented few, you’ve always identified with their abilities. You’ve always felt that you were not alone in this world and that a mysterious guiding spirit watches over you with singular focus. You may have briefly glimpsed this strange spirit—or maybe you simply feel its presence in times of need. Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.
Foul Brand You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks.
This does not count as a holy symbol for the purposes of a divine focus for spellcasting.
Skill Focus - Perception
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
RACIAL
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet. Source PPC:BoS
Ealdeez Tattoo 20g
Serrated Greatsword 55g
Hide Armor 15g
Silver Holy Symbol of Iomedae 25g
Sacred Text of Iomedae 10g
Silver Bell 5g
Daud Signet Ring 5g
Tabard 5g
Tall and gaunt while possessing sharp, almost feral features and piercing red eyes indicative of the Daud family and preternaturally grey hair Saturday still carries a softness and calm about him, even as he bears the weight of a person's hate a hundredfold. Dark circles accentuate his red eyes, as many thoughts weigh on his mind, or lack thereof, or perhaps he enjoys dreaming more than the waking world (can you blame him?). Whatever the case the young man's favorite pastime is without a doubt napping, and listening to bells and music boxes when he can find them.
Going about he wears layers of dark and dull colors reminiscent of his homeland, in no so part accentuated by his right arm being almost completely covered in tattooed black smoky flames, or is that supposed to be fur, all save for the tips of his fingers, tattooed red. He has a wild mane of unnaturally early graying hair, he keeps it long but he has shaved the sides, leaving him with a feral messy stripe. Beyond the morbid art on his arm he wears the lower jawbone of a bear like a necklace, and his family's signet ring depicting a slumbering wolf with one eye open.
Calm, almost half-asleep unless roused to violence, Saturday possesses a dry response to most verbal situations, though he strives to follow Iomedae's presentability. Despite his appearance his voice is soft, and, like his mood, half-asleep, or half dreaming.
Unsettling rather than intimidating he's obviously not the best around people like he is with beasts, yet he still wishes for human interaction.
Saturday sits in a pew in an ivory temple to the Inheritor, empty, all save the priestess giving a sermon. He tries his best to take it in, to grasp at what she is saying, but only bits and pieces can get through. He know he can do better, so he stays, even though there are other things he rather be doing, long after she has stopped, waiting for her to start again.
The dark woods just outside the doors call and whisper to him. The wolves howl and birds and bats chirp, the woods and the sermon soothing and enraging at the same time. A calming darkness. An inspiring brightness. Hungry fangs. A stern stare.
So he sits, as he called forward and back, admonished and ridiculed, welcomed and Invited. But he knows he can do better. So he stays.
The family signet ring for the Dauds has multiple meanings, as basically a family of Renfields and devoted servants to the Whispering Tyrant they act as guards to those unliving, while also remaining out of sight while awaiting their master's awakening. For Saturday there's the added play of inbetween man and beast, dreaming and living.

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4 people marked this as a favorite. |

So!
I am floored by the amazing and creative submissions you guys have provided. I was warned at the beginning of this thread that there would be a plethora of incredible ones and that I should brace myself. I'm now left with the decision of carefully sifting through all of these to find a group of six.
I will spend the rest of today reviewing them and will have an answer for you tonight or tomorrow at the very latest. Want to give as much consideration to each of these as I did not look over them to heavily as you guys posted them. I like to not be biased early posters when you going in. I thank you all for your patience look forward to gaming with those of you who make it in. And know that those of you who do not have my deepest appreciation for making this stupidly difficult decision.
Good luck everybody!

Rednal |

Incidentally, if you're having a hard time deciding... here's one method. XD I've faced some pretty hard decisions myself as a GM, so having a system has been useful.
Step Two: From the remaining profiles, pick the single best one.
Step Three: Fill out the rest of the party around the one you selected for Step Two, aiming for a well-balanced team. Remember that you're quite likely to lose 1-2 players shortly after the game begins, so if you start with 6, you're probably going to end up with four within two or three months.