
Gren Redbridge |

Here is the application for TheWanderer123. Meet Gren Redbridge.
Defense
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AC 15, touch 12, flat-footed 12 (+2 armor, +3 Dex)
hp 17 (8+d8+2)
Fort +1, Ref +6, Will +3
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Offense
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Speed 30 ft.
Melee
MWK Rapier +5 (1d6+1 18–20/×2) P
Ranged
Darts +4 (1d4+1 x2) P
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Statistics
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Str 13, Dex 16, Con 12, Int 14, Wis 11, Cha 12
Base Atk +1; CMB +2; CMD 15
Traits: Student of Philosophy, Courageous
Feats: Weapon Finesse, Combat Reflexes
Skills: Acrobatics +7, Appraise +6, Bluff +3 (+4 to convince others that a lie is true), Craft Alchemy +7, Diplomacy +5 (+6 for persuading others), Disable Device +7, Knowledge Dungeoneering +6, Knowledge History +6, Linguistics +6, Perception +5, Sense Motive +4, Spellcraft +6, Stealth +7, Use Magic Device +5
Languages: Common, Celestial, Elven, Abyssal
Gear: MWK Leather Armor, MWK Rapier, Belt Holster w/ 10 Darts, MWK Backpack, a Belt Knife in a well worn sheath upon which is series of very small markings, alchemy crafting kit, a bedroll, a belt pouch, flint and steel, ink, an inkpen, a mess kit, soap, torches (2), trail rations (5 days), and a waterskin, Thieves' tools, a bundle of 4 small books tied together with a leather strap and belt buckle
Cash:30p, 78g, 10s, 8c
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Special Abilities
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Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in his investigations, but can also use these flashes of inspiration in other situations.
Trapfinding: An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Poison Lore (Ex): An investigator has a deep understanding of and appreciation for poisons.
Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the investigator gains immunity to poison.
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Formula List
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First Level
Adhesive Spittle
Long Arm
Cure Light Wounds
Monkeyfish
Endure Elements
So it is not surprising that Gren refers to his uncle, Wim Redbridge as the only family he's ever had. After all, it was Uncle Wim that took the three boys off the street and put them to work in his partially legal and mostly non-violent business organization. Wim proved especially good at finding uses for the three. Vin and Karn were easy. They joined the muscle he already had in place to support some of his businesses. Gren on the other hand did not fit neatly in any of his businesses. Once off the street, the boy stayed out of trouble and devoured books at a voracious rate. It wasn't until a few year later when Gren identified the markings on an old painting as the secret symbol of a long lost order of paladins that Wim knew what to do with the boy. Antiquities was actual a fairly lucrative business with families of old and new money alike looking for items (whether they be items of power or historical significance) to show off their wealth. So with funding from his uncle, Gren Redbridge began a small business recovering and restoring novelties of the past.
Personality:
Gren is a good natured type prone to cracking jokes once he gets to know his companions. He does not generally share feelings nor deep information on his past but this is rarely an issue in social situations. Most people find Gren easy to get along with. That being said, after a knowing him a while, people generally come believe that he is not entirely truthful. This is usually taken to be just an aspect of his secretive nature and not something more sinister.
Appearance:
Physically, Gren has short, black hair with light gray eyes and is usually clean shaven. He is generally fit although not overly tall nor muscular. On the left side of his neck just visible over the top of his clothing is a tatoo which appears to be a pink carnation. He has a scar on the inside of his right forearm running from his wrist in a straight line up toward his elbow where it disappears beneath his clothing. There is something that does not look quite right about his palms although without a closer look it is difficult to determine what or even if there is something different about them.
He is nearly always smiling.

Red DM of Doom |

AGamer70 wrote:Still working on an alchemist. If I take the Grenadier archetype, am I able to take brew potion as a feat? Alternatively, do I get a reduction in cost for any potions I create before we start?GM - reposting in case you missed my questions.
Yeah, I missed that. I thought up a reply, but never got around to actually posting it before now.
Regarding brew potion, If you give it up you can't take it until you meet the prerequisites (CL 3).
If you have Brew Potion or Scribe Scroll, then yes. You can craft potions or scrolls for which you meet the prerequisites.
You can't use craft skills to get a reduction in price on nonmagical goods before the game starts though. This probably won't apply to characters who enter the game at higher levels, either.

Tazo |

[dice=HP]1d8
[dice=HP Reroll]1d8Not sure if you've already closed recruitment or not, but here is my application for Zatinya, an Ifrit juggler who heads into the tombs in search of her lost father, an Ifrit paladin of Muir and Thyr. To Zatinya, it makes no sense that a good man would abandon his daughter for the sake of such a mission, so she explores the Tomb of Abysthor to seek out the reasons. More details in her profile.
Mechanically, Zatinya is a juggler bard who fights with improvised torches. The single-level dip in Monk of the Empty Hand is so that Zatinya can access the Throw Anything feat and Flurry of Blows with the torches. The remaining archetypes are also directed to this fire theme--Monk of the Four Winds gives her Elemental Fist in the rare event she wants to punch something with fire. Flame Dancer gives the bard growing abilities to control fire.
Okay, sorry for the last minute change, but just saw a better way to allow the juggler bard to effectively fight with torches - a single dip in Makeshift Scrapper. It's cleaner than trying to use the Monk dip. The backstory doesn't change as she's still a fire-loving juggler, but wanted to make the announcement before I made the mechanical changes. Zatinya should be ready within the hour.
*Edit* - Okay, profile updated!

Albion, The Eye |

Ok, so first draft for my character - Raziel - is done.
Raziel
Male tiefling unchained rogue 1/diviner 1 (Pathfinder RPG Bestiary 264, Pathfinder Unchained 20)
CG Medium outsider (native)
Init +11; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 14, flat-footed 12 (+1 armor, +4 Dex, +1 natural)
hp 18 (2 HD; 1d6+1d8+4)
Fort +2, Ref +6, Will +3
Resist fire 5
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Offense
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Speed 30 ft.
Melee short sword +4 (1d6+1/19-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—darkness
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 2nd; concentration +5)
. . 1st—anticipate peril[UM] (DC 14), feather fall, vanish[APG] (DC 14)
. . 0 (at will)—acid splash, mage hand, message
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 13, Dex 19, Con 14, Int 16, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Alertness, Point-Blank Shot, Scribe Scroll, Weapon Finesse
Traits magical knack, reactionary
Skills Acrobatics +9, Bluff +6, Diplomacy +4, Disable Device +12, Escape Artist +8, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Linguistics +7, Perception +8, Sense Motive +3, Sleight of Hand +9, Spellcraft +7, Stealth +11; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Infernal
SQ arcane bond (Sting, greensting scorpion), forewarned, prehensile tail[ARG], trapfinding +1
Combat Gear alchemist's fire; Other Gear haramaki[UC], arrows (20), short sword, shortbow, bedroll, bell, chalk (10), flint and steel, grappling arrow[UE], grappling arrow[UE], grappling hook, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), smoked goggles[APG], trail rations (5), waterskin, wire[UE], 142 gp, 3 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (6/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 1 (Su) Can always act in surprise rounds.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Fluff to follow ;)

Red DM of Doom |

Still working on my archaeologist - should have it all wrapped up later this eve- oh s#+~, GMT! Well, it'll be there by morning GMT if that works...
I'll let people submit characters tomorrow too, if they want. I didn't get quite as many completed characters as I'd hoped for, possibly because I decided to put recruitment on top of the easter holidays. In the face of that, I feel it's okay to let recruitment slide a day or so.

Yokaiboy |

So I'm not too late
Harriet Bell
Witch (gravewalker)2
Lawful Neutral Medium humanoid
Init: 4 Senses: +3 darkvision
DEFENSE
AC: 14Touch: 13Flat-Footed: 11
HP: 13
Fort: 2 Ref: 3 Will: 4
OFFENSE
Speed: 30
Melee: +1
Ranged: +4
Witch spells prepared (CL 2; concentration +6)
1st (3/day)- Cure Light Wounds (DC 15), Mage Armor (DC 15), burning hands(DC 15),
STATISTICS
Str 10Dex 16Con12 Int 18 Wis 12 Cha 12
Base Atk: +1CMB +1CMD 14
Skills: Heal +5; Intimidate +6; Knowledge (arcana) +9; Knowledge (nature) +9; Knowledge (planes) +8; Perception +3; Spellcraft +9; Stealth
+4;
SPECIAL ABILITIES
Feats: Extra Hex;
Specials: Altered Patron Spells; Aura of Desecration; Spell Poppet; Witch Hexes: Cackle; Evil Eye; Witch Patron: Ancestors
Traits
Deathtouched, creepy
Henry Bell was quite surprised when he found a softly crying bundle outside his door, while by no means a bad man, everyone in bards gate knew that his hands were hardly clean of blood. In spite of whoever seemed to hate the baby girl he decided to take her in be as good a father as he could be. Thus Harriet became the hangman's daughter.
Living near the slums as the child of a headsman is not easy for a waifish girl but even the older kids learned that trying to beat up a girl with the sharp claws and tough skin of a changeling is not something you walk of unscathed from. The lonely girl, following some kind of instinct started to craft a doll to be her friend, which in and off itself wouldn't be odd, but her choice of materials were, her father's old executioner hood, filled with bits and pieces collected when she accompanied her father to his work.
When the call reached her she didn't leave home as Blair and her father asked her not to go. While her father is about as helpful with feminine problems as a sieve with carrying water he doesn't believe in white lies and is brutally honest, a trait his daughter shares.
The dark aura that seemed to surround her brought her the attention of some of the bards, the type that seems to like writing depressing poetry and contemplates the endliness of live. Most of them didn't take her criticism of their creations too well. With one exception, he is among the few people she calls friend. While he boasts from time to time with having the creepiest muse, she is more of a sounding board for him, honest critique is something quite valuable to a bard.
Lately Blair has been asking her to travles to the temples of two dead gods.
Harriet is fair skinned, a bit frail looking with pitch black hair, and amber and a violet eye.
She is around 16, wears a dark colored dress and carries Blair on a loop on her belt.

Lorien Lightbringer |

Applicants so far:
Martial:
Drakkuskail Tiefling Iorian Paladin 2
Arianna Moonwood agathion-blooded aasimar ranger 2
Golem Wyrwood warpriest of Myr 2
Keshokkar wyvarran Bloodrager2
Lier Drow magus (kensai) 2
Caster:
Rhiannon human geokineticist 2
Harriet Bell Changeling Witch (gravewalker)2
Divine:
Lorien Aasimar Cleric (herald caller) 2
Support:
Zatinya Ifrit Ifrit Bard (Flame Dancer, Juggler) 1 / Rogue (Makeshift Scrapper) 1
Gren Redbridge Investigator? 2
Raziel Tiefling unchained rogue 1/diviner 1

Blackacre |

Should be all done. DM, please let me know if you have questions, etc. Thanks for the opportunity and good luck to all the other applicants!
lvl 2 HP: 1d8 ⇒ 3
reroll lvl 2 HP: 1d8 ⇒ 7
Bernalillo (Bernie) Heck
Male Human Bard (Archaeologist) 2
CG Medium Humanoid (Human)
Combat role: (mostly ranged) skirmisher
Non-combat role: knowledge, skill monkey, maybe scouting
Init +4; Senses Perception +7
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 dex, +1 shield)
Armor: Studded Leather (mwk) (+5 max dex bonus), buckler (-1 ACP)
hp 17 (8+7+lvl 1&2 class bonus)
Fort +3, Ref +7, Will +4
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OFFENSE
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Speed 30 ft.
Melee
Dagger +4 1d4+4 19-20/×2 (P or S)
Kunai +4 1d4+4 ×2 (B or P)
Kunai, cold iron +4 1d4+4 ×2 (B or P)
Longsword +4 1d8+4 19-20/×2 (S)
Ranged
(add +1 to hit and damage within 30')
Shortbow, composite (+3) +5 1d6+3 x3 70 ft. P
Dagger +5 1d4+3 19-20/×2 10 ft. P or S
Kunai* +5 1d4+3 ×2 10 ft. B or P
Kunai*, cold iron +5 1d4+3 ×2 10 ft. B or P
*kunai is from Pathfinder Player Companion: Ranged Tactics Toolbox
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STATISTICS
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Str 16, Dex 19, Con 11, Int 17, Wis 13, Cha 15
incl. human bonus to dex
Base Atk +1; CMB +4; CMD 18
Traits
Life of Toil (+1 Fort Save)
Trap Finder (+1 Disable Device, class skill, Can Disarm Magic Traps)
Feats
Point Blank Shot (level 1)
Great Fortitude (human)
Weapon Proficiencies: All Simple weapons, longsword, rapier, sap, short sword, shortbow, whip
Armor Proficiencies: light armor, shield
[later: Precise Shot@3, Extra /Lingering Performance, Skill Focus (Perception), Combat Casting, Rapid Shot, Dodge]
Skills (6 + 3 (Int) +1 (human) per level) +2 background skills/level
Acrobatics* +9 (2 points; +3 class, +4 DEX)
Appraise +7 (1 points; +3 class, +3 INT)
Climb* +7 (2 points; +3 class, +3 STR)
Diplomacy +6 (1 points; +3 class, +2 CHA)
Disable Device* +11 (2 points; +3 class, +4 DEX, +1 trait +1 Clever Explorer)
Escape Artist* +7 (1 points; +3 class, +3 DEX)
Handle Animal +3 (1 points; +2 CHA)
Knowledge (arcana) +8 (1 points; +3 class, +3 INT +1 BardKnow)
Knowledge (dungeoneering) +8 (1 points; +3 class, +3 INT +1 BardKnow)
Knowledge (geography) +8 (1 points; +3 class, +3 INT+1 BardKnow)
Knowledge (history) +8 (1 points; +3 class, +3 INT +1 BardKnow)
Knowledge (religion) +8 (1 points; +3 class, +3 INT+1 BardKnow)
Linguistics +7 (1 points; +3 class, +3 INT)
Perception +7 (2 points; +3 class, +1 WIS +1 Clever Explorer)
Profession (goatherd) +5 (1 points; +3 class, +1 WIS)
Stealth* +8 (2 points; +3 class, +3 DEX)
Swim* +7 (1 points; +3 class, +3 STR)
Use Magic Device +7 (2 points; +3 class, +2 CHA)
[Class Skills - Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). add Bluff later
Background Skill points - lvl 1 - profession(goatherd), handle animal; lvl 2 - appraise, kn (geography)]
ACP -1 (with buckler)
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, Dwarven, Elvish, Necril, Cyclops [others of interest - abyssal, celestial, draconic, infernal]
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SPECIAL ABILITIES
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Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Archaeologist’s Luck (Ex) 6 (4+Cha) / day: As a swift action, gain +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. must use free action to maintain luck. Treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance.
Clever Explorer (Ex): +1/2 class level to Disable Device and Perception checks. Can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
Uncanny Dodge (Ex): as the rogue class feature - cannot be caught flat-footed; does not lose Dex bonus to AC if the attacker is invisible; still lose Dex bonus to AC if immobilized.
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Spells
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Can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance
Spontaneous casting
Base spell DC = 12+spell level
0th (at will)
Dancing Lights
Read Magic
Prestidigitation
Ghost Sound
1st (1/day)
Grease
Heightened Awareness
Silent Image
other 1st lvl spells: detect secret door, ear-piercing scream, feather fall, invigorate (for bbn), nature's paths, remove fear, solid note, summon monster I, touch of gracelessness, unseen servant, vanish
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
With Masterwork Backpack: Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 85 lb.
explorer's outfit (wearing)
GEAR
backpack (mwk) 4lb 50gp
bedroll 5lb 1sp
pouch 0.5lb 1gp
chalk (10) - 1sp
compass 0.5lb 10gp
flint and steel - 1gp
grappling hook 4lb 1gp
ink - 8gp
pen - 1sp
journal 1lb 10gp
mirror 0.5lb 10gp
mess kit 1lb 2sp
rope, silk (50') 5lb 10gp
sack (2) 1lb 2sp
spell pouch 2lb 5gp
thief tools 1lb 30gp
twine (50') 0.5lb 1cp
rations (6d) 6lb 3gp
waterskin 4lb 1gp
wire (6') 0.5lb 5gp
alkali flask (2) 2lb 30gp
alchemical fire (2) 2lb 40gp
antiplague (3) - 150gp
WEAPONS
kunai 4 lbs. 4 gp
kunai, cold iron 4lb 8gp
(note: can be used like a crowbar or piton)
dagger 1lb 2gp
comp. shortbow (+3) 2lb 300gp
arrows (20) 3 lbs. 1 gp
silver arrows (10) 1.5lb 20.5gp
longsword 4lb 15gp
ARMOR
Studded leather (mwk) 20lb 175 gp
Buckler 5lb 5gp
ANIMALS
Brutus (goat) 6gp
harness 2gp
PERSONAL
an old mummified finger with a ring inscribed in odd runes that the professor gave him when he decided to set out ("never did figure out what those etchings meant").
Money 95 GP 7 SP 9 CP
Bernalillo Heck grew up a goatherd near a well-worn trade route. He found goatherding generally dull, but was captivated by the strange folk that took the road into the city.
One season was particularly good for the health and fecundity of his herd. Having arrived at the county fair and market, he ran into an old archaeology professor who told stories of archaeological digs and past civilizations. Bernie saw instantly that this was his destiny, and that Providence (or Desna, whatever, he's not picky) had provided him this great opportunity to take life by the horns and let someone else take his goats by the horns.
Bernie sold his remaining flock (except for Brutus, his not-so-faithful companion) and ran off to learn from the old professor. During his studies, he heard tell of the Tomb of Abysthor and the esoteric, possibly eldritch, ruins surrounding the old shrines of Thyr and Muir. Bernie has become intrigued by the possibilities of this site, be they for discovery, adventure, or fortune.
After a brief apprenticeship, Bernie has convinced the old man that it is time for him to make his own finds. Despite Brutus's bleating to the contrary, Bernie set off to find his fortune in the Valley of the Shrines.
Age 20
6 ft. 3 in. 205 lbs.
tough brownish skin; bright, intense eyes
bold, enthusiastic, curious

Red DM of Doom |

All right. I've made my choices.
I'm going with the following, in no particular order:
Keshokkar of the Fireclaw tribe
Rhiannon
Arianna Moonwood
Zatiana
Lorien Lightbringer
Gren Redbridge
But this was a hard choice to make. Thanks to all who applied.
Those of you who were chosen, if you could please check in at the discussion thread, that'd be great!