
Talinthal Uth Mondor |

This was a very difficult choice to make. You all had some pretty good submissions. I wish I could pick all of you but the module isn't built that way and 9 people would be quite a bunch especially as the mythic tiers advance.
Here are my choices:
Vosshek Firesoul: Tiefling Paladin
Thanguron Silverheart:Elven Cavalier
Windsworn, Human Barbarian
Aladir Cyruthion
Beltin - Human Dragonblood Sorcerer
Dennis: Human Fighter

Nalun Elzrahar |

Awesome, I made this character with a 25 point buy, which is what I saw in the first post. Please look over everything and let me know if its ok.
Also, I used 100gp of my initial cash to make scrolls. Since I took the scribe scroll feat I went ahead and figured the cost as 1/2 per the crafting feat.
I hope this things are ok, if not I will gladly edit anything I need to edit. I am so looking forward to playing in this campaign!

Draconis963 |

Phineas the Grey
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +0
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee shortspear +0 (1d6/×2)
Ranged bomb +4 (1d6+4 Fire/×2) and
light crossbow +3 (1d8/19-20/×2)
Special Attacks bomb
Spell-Like Abilities
1/day—pyrotechnics (DC 13)
Alchemist (Crypt Breaker) Spells Prepared (CL 1st; concentration +5):
1st (2/day)—enlarge person (DC 15), comprehend languages
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Statistics
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Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Throw Anything
Traits chance encounter, schooled inquisitor
Skills Appraise +8, Disable Device +5, Knowledge (arcana) +8, Knowledge (nature) +8, Linguistics +5, Perception +4 (+5 to locate traps), Sleight of Hand +4, Spellcraft +10, Use Magic Device +5; Racial Modifiers +2 Spellcraft, alchemy
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Gnome, Sylvan
SQ crypt breaker's draught, trapfinding +1
Other Gear Lamellar cuirass, Light crossbow, Shortspear, Alchemist's kit, Thieves' tools, 29 GP
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bomb 1d8/1d4 (5/day) (DC 14) (Su) 1d8 acid damage to constructs and undead, 1d4 force damage to all other creatures.
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Phineas the Grey |

After a few years of mastering alchemy, the old Alchemist died suddenly in an explosion. Fearing a return to the orphanage, Phineas ran away. He made a living helping with a small villages needs. Nearby were some ruins that always drew his attention. He explored them, and recovered some useful items, but the townsfolk were afraid that there was a dark presence in the tombs. They found out he was exploring them, and asked him to leave so that he wouldn't attract the ire of the dark forces they thought were there.
After this he wandered and earned money helping out where he could. Money came and went, but he was able to hone his skills in to the abilities that would serve him well.
Eventually, he found himself in the wrong place at the wrong time. The Worldwound sounded like an interesting place to "visit", but turned out to be trouble. There were too many people that he didn't want to run in to there. A servant of Desna (at least that who he thinks she was) helped him get past some of the cultists on the way back toward civilization. Once they started to get close, she disappeared, and a crusader patrol escorted him to Kenabres for his safety.

Phineas the Grey |

I found some flaws in the character build I have... I have updates to it. I think we had some residual things from a prior build.
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +0
Defensive Abilities Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee shortspear +0 (1d6/×2)
Ranged bomb +4 (1d6+4 Fire/×2)
Special Attacks bomb
Spell-Like Abilities
1/day—pyrotechnics (DC 16)
Alchemist (Crypt Breaker) Spells Prepared (CL 1st; concentration +5):
1st (2/day)—enlarge person (DC 15), comprehend languages
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Statistics
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Str 12, Dex 16, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Throw Anything
Traits Chance Encounter, Alchemical Adept
Skills Craft(Alchemy) +10, Disable Device +7, Knowledge (arcana) +8, Knowledge (nature) +8, Linguistics +5, Perception +4 (+5 to locate traps), Sleight of Hand +7, Spellcraft +10, Use Magic Device +4; Racial Modifiers +2 Spellcraft, Craft (Alchemy)
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Gnome, Sylvan
SQ crypt breaker's draught, trapfinding +1
Other Gear Lamellar cuirass, Shortspear, Alchemist's kit, Thieves' tools, 39 GP
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bomb 1d8/1d4 (5/day) (DC 14) (Su) 1d8 acid damage to constructs and undead, 1d4 force damage to all other creatures.
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Alchemical Adept +2 Craft (Alchemy) to make alchemy items, only ruin materials on a 1