
| GM Schiffer | 
 
	
 
                
                
              
            
            I am Pathfinder deprived. I am currently running this adventure path here on the internet but i have found i have more than enough time to run it a second time. So who wants to play it with me??
I'll be taking on 4 characters, each one with a different campaign trait than the others.
Character creation laws:
15 point buy
core races only, with aasimar and tiefling as well
two traits, one from the campaign guide and one more
No evil alignments (no worshiping evil gods)
average starting gold
no gunslingers, samurai, or ninja and no archetypes involving guns.
One archetype per class that your character has.
A note on Mythic Paths: You will be taking the mythic path associated with your campaign trait.
A note on the ACG: these classes will be allowed (except the swashbuckler) as long as you keep your character updated as the text is updated.
Most of the posting that I do will be done in the evenings, and ill close the recruitment in between Christmas the 29th
Any questions other than this one?

|  Daniel Stewart | 
 
	
 
                
                
              
            
            Interested in playing this AP...here is my submission, a mythic wizard..will work on background ASAP if this character meets with your approval.
Eser
Male Human (Taldan) Wizard 1/Archmage 1
CG Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d6+5)
Fort +1, Ref +1, Will +3
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4/19-20/×2)
Special Attacks mythic power (5/day, surge +1d6)
Wizard Spells Prepared (CL 1st; concentration +6):
1st (2/day)—magic missile [M], sleep (DC 14), mage armor
0 (at will)—detect magic, read magic, prestidigitation (DC 13)
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Statistics
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Str 10, Dex 13, Con 13, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Mythic Spell Lore [M], Scribe Scroll, Spell Penetration, Weapon Finesse
Traits reactionary, riftwarden orphan
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (planes) +7, Linguistics +7, Perception +2, Spellcraft +7
Languages Abyssal, Common, Draconic, Giant, Infernal
SQ arcane bonds (object [ring] [1/day]), force missile, intense spells, opposition schools (illusion, necromancy), specialized schools (evocation)
Combat Gear Potion of cure light wounds (2), Sunrod (4); Other Gear Dagger, Ring, Backpack (8 @ 9 lbs), Belt pouch (15 @ 1.52 lbs), Canteen, Chalk, Chalkboard, Flint and steel, Ink, black, Inkpen, Journal, Mess kit, Parchment (5), Scroll case (5 @ 0 lbs), Spell component pouch, Tindertwig (10), 63 GP, 4 SP, 9 CP
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs SR.
Enduring Armor +4 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

|  Daniel Stewart | 
 
	
 
                
                
              
            
            Ok...non-mythic character...I took the ascendant spell feat to emulate a mythic spell ability, if that is ok.
Eser
Male Human (Taldan) Wizard 1
CG Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d6+5)
Fort +1, Ref +1, Will +3
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4/19-20/×2)
Wizard Spells Prepared (CL 1st; concentration +6):
1st (2/day)—magic missile, sleep (DC 14), mage armor
0 (at will)—detect magic, read magic, prestidigitation (DC 13)
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Statistics
--------------------
Str 10, Dex 13, Con 13, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Scribe Scroll, Toughness, Weapon Finesse
Traits reactionary, riftwarden orphan
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (planes) +7, Linguistics +7, Perception +2, Spellcraft +7
Languages Abyssal, Common, Draconic, Giant, Infernal
SQ arcane bonds (object [ring] [1/day]), force missile, intense spells, opposition schools (illusion, necromancy), specialized schools (evocation)
Combat Gear Potion of cure light wounds (2), Sunrod (4); Other Gear Dagger, Ring, Backpack (8 @ 9 lbs), Belt pouch (15 @ 1.52 lbs), Canteen, Chalk, Chalkboard, Flint and steel, Ink, black, Inkpen, Journal, Mess kit, Parchment (5), Scroll case (5 @ 0 lbs), Spell component pouch, Tindertwig (10), 63 GP, 4 SP, 9 CP
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Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Ascendant Spell Imitate mythic version of a spell. +5 Levels.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.

| Mad Beetle | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            I have 3 different characters i would like to submit, one sorcerer(DD buffer + close-combat, Taking guardian and maybe dualpathing into archmage) and two Bloodragers( one is basically an angry paladin (Champion) the other is an tiefling with a grudge(Guardian))
Eban Cobberheart
Half-Orc Sorcerer 1 (Dragon, Copper)
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 10, touch 10, flat-footed 10
hp 12 (1d6+6)
Fort +2, Ref +0, Will +0
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee greataxe +2 (1d12+3/×3)
Special Attacks bloodline arcana: draconic, claws
Sorcerer Spells Known (CL 1st; concentration +4):
1st (4/day)—mage armor, burning hands (DC 14)
0 (at will)—daze (DC 13), detect magic, breeze, spark (DC 13)
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Statistics
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Str 15, Dex 10, Con 15, Int 10, Wis 7, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Eschew Materials, Toughness
Traits exposed to awfulness, magical knack
Skills Intimidate +5, Knowledge (arcana) +4, Perception +2; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ bloodlines (draconic [brass dragon [fire]]), orc blood
Other Gear Greataxe, Chalk, Crowbar, Sorcerer's kit, 39 GP, 9 SP, 9 CP
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Korvo
Demon-Spawn Tiefling Bloodrager 1 (Abyssal)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +0
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee greatsword +3 (2d6+7/19-20/×2)
Special Attacks bloodrage, claws
Spell-Like Abilities
. . 1/day—shatter (DC 12)
Bloodrager Spells Known (CL 0; concentration +0):
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Statistics
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Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Traits anticipate evil, exposed to awfulness
Skills Climb +4, Knowledge (arcana) +3, Perception +6
Languages Abyssal, Common
SQ bloodlines (abyssal), fast movement, prehensile tail
Other Gear Hide armor, Greatsword, Barbarian's kit, Crowbar, Flint and steel, Mirror, 18 GP
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Special Abilities
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Anticipate Evil You can read subtle clues in the body language of fiends, allowing you to react just a bit faster than normal when dealing with such beings. You gain a +1 trait bonus on opposed Dexterity-based skill checks against outsiders with the evil subtype. In addition, when your tied on initiative with such an creature, you always win initiative, regardless of who has the higest initiative modifier.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Alendi Nebuchanazza
Angel-Blooded Aasimar (Angelkin) Bloodrager 1 (Celestial)
LG Medium outsider (native)
Init +1; Senses Perception +4
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +0; +2 circumstance vs. blinded or dazzled
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Offense
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Speed 30 ft.
Melee heavy shield bash +2 (1d4+4/×2) and
. . longsword +2 (1d8+4/19-20/×2)
Special Attacks angelic attacks, bloodrage
Spell-Like Abilities
. . 1/day—alter self
Bloodrager Spells Known (CL 0; concentration +1):
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Statistics
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Str 15, Dex 12, Con 16, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Power Attack
Traits planetar’s visions, stolen fury
Skills Climb +0, Intimidate +5 (+7 circumstance vs. evil creatures), Knowledge (arcana) +4, Perception +4
Languages Celestial, Common
SQ bloodlines (celestial), celestial crusader, fast movement, halo
Other Gear Scale mail, Heavy wooden shield, Longsword, Barbarian's kit, Holy symbol, iron (Iomodae), 19 GP
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Special Abilities
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Angelic Attacks (Sp) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Celestial Crusader +1 att/AC vs evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
HaloAt will Light spell that gives +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Planetar’s Visions On melee critical reduce evil outsider's DR by the weapon's critical multiplier.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stolen Fury +2 trait bonus to CMB vs. Demons
I will begin with backgrounds later today.

|  nightdeath | 
I would like to submit this character.
I admit he's being stat out for a 20 pt buy but that can be easily adjusted as I have submitted this char in other apps as well hoping to get this one in.
STR 16 (10)
DEX 10
CON 14 (2)
INT 10
WIS 15 (3)
CHA 8
Trait is Child of the Crusades.
I'm am in effect attempting to go for a tank build.

| GM Schiffer | 
 
	
 
                
                
              
            
            Esner looks good then. Will be waiting on a background :)
Goron looks good also. Just make sure to adjust your dex bonus to armor and take a different feat if you lower your Dex for the 15 point buy. Also i can't see the background
Dragon, once you look over the player guide and see the background traits, you will see the the associated mythic path, it'll tell you right in the text. As for the ACG, scroll up and look at the original post. I address it in the third line from the bottom.

| Rednal | 
 
	
 
                
                
              
            
            All right, after a whole lot of re-writing and trying to make decisions, here's the statblock for my character!
Female Aasimar Oracle 1
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d8)
Fort +0, Ref +1, Will +4 (+2 against enchantment spells or effects); +2 circumstance vs. blinded or dazzled
Resist acid 5, cold 5, electricity 5
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft.
Spell-Like Abilities
1/day—daylight
Oracle Spells Known (CL 1st; concentration +5):
1st (4/day)— protection from evil, cure light wounds, weapons against evil (DC 15)
0 (at will)— purify food and drink (DC 14), create water, mage hand, ghost sound (DC 14), light, sign of discovery
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Statistics
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Str 8, Dex 12, Con 10, Int 12, Wis 12, Cha 19
Base Atk +0; CMB -1; CMD 10
Feats Extra Revelation
Traits indomitable faith, touched by divinity (Yog-Sothoth)
Skills Diplomacy +10, Heal +5, Intimidate +8 (+10 circumstance vs. evil creatures), Perception +4, Sense Motive +5, Stealth +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic
SQ halo, mysteries (dark tapestry), revelations (pierce the veil, two minds [1/day])
Other Gear Holy symbol, silver (Yog-Sothoth), 150 GP
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Special Abilities
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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.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Pierce the Veil (Su) Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a Deeper Darkness spell.
Two Minds (1/day) (Su) You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.
I'm not sure if I should include the character's background here (which explains quite a lot of why she's built this way), but it's available on request. ^^

| Rednal | 
 
	
 
                
                
              
            
            GM: No problem. ^^b The above statblock has been edited to link Touched by Divinity (and the Divine Focus) to a specific deity from that pantheon.
Character Background:
Sana primarily worships the pantheon of the Great Old Ones, who turned her into an Oracle and more-or-less ordered her to make herself useful. Or not make herself useful. Or do nothing at all. They're usually self-contradictory in their orders anyway, and Sana's often as confused as everybody else is about what exactly they're trying to accomplish.
Simply knowing that she has placed her faith in eldritch monstrosities tends to worry others, which is why she doesn't shout it from the rooftops - indeed, her holy heritage often makes it somewhat easier to lie by omission about how she feels.
More relevantly, Sana doesn't particularly care for the so-called "evil" members of her pantheon, believing them to be lesser existences that aren't as worthy of her praise. She's most attached to Azathoth and (especially) Yog-Sothoth, who are largely above conventional concepts of morality... and like many neutral people she'd rather have decent neighbors whenever possible.
While she understands and accepts that societies often need a form of structure, Sana tends to try and avoid the law as much as she can. Those who love rules and regulations usually don't understand what she's trying to say, and her fascination with the unknown (and unknowable) has caused the occasional awkward conversation. She is, however, VERY loyal to anybody who she sees as a friend, regardless of their own beliefs, and she'll go very far out of her way to help them.
In other words, she's neutral, but leans good.

| The Dragon | 
 
	
 
                
                
              
            
            Arae Garven
CG Medium Humanoid
Init +5; Senses Perception +5
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Defense
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AC 14, touch 11, flat-footed 13 (+1 Dex, +3 studded leather)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee greatsword +4, 2d6+4(19-20/*2) or dagger +4, 1d4+3(19-20/*2)
Ranged light crossbow +2, 1d8(19-20) or dagger +2, 1d4+3(19-20/*2)
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Statistics
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Str 16, Dex 13, Con 13, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Improved Initiative, Power Attack
Traits Chance Encounter, Armor Expert
Skills Acrobatics+5, Bluff+4, Intimidate+4, Knowledge(Planes)+1, Knowledge(Religion)+1, Perception+5, Sense Motive+5, Stealth+5
Languages Common, Abyssal
Other Gear 20 bolts.
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Special Abilities
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Track, +1 to survival when following tracks.
Favored Target, study creature as move action for +1 to hit and damage rolls, bluf, knowledge, perception, sense motive and survival checks.

|  nightdeath | 

| Ashe | 
 
	
 
                
                
              
            
            Race: Azeta Blooded Aasimar {Muse Touched)
•Gliter Dust  1/day CL 1
•Darkvision
•Cure Light Wounds 1/day CL 1
•Celestial Resistance  5 Acid, Cold, Electricity
Classes/Levels: Warpriest 1
Gender M
Size M
Special Abilities : Blessings: Healing, Good 3/Day
Traits: Touched By Divinity, Fates Favored
Alignment: NG
Deity : Saranrae
Languages: Common, Celestial, Abyssal
Strength 10
Dexterity 17
Constitution 12
Intelligence 10 
Wisdom 13 
Charisma 15
Favored Class: Warpriest +1SP
EXP: 0
Hit Points: 9 
Spd: 30' (20') 
Init: +3 
AC: 19 T:12 FF:17 (+7armor,+2Dex) 
BAB: +0 (+1w/Scimitar)
CMB: +0 (+3 Disarm/Sunder with Scimitar)
CMD: 13 (14 while wielding Scimitar) 
Saves: Fort +3 Ref +3 Will +3
Cold Iron Scimitar          +3 1d6+1 18-20x2 
Cold Iron Spiked Gauntlet   +1 1d4+1 x2
Ranged Attacks: 
Chakram                     +4 1d8+1  x2
Skills:  Ranks 3
Linguistics +1 (1rank)
Diplomacy   +8 (1rank,3class,2cha,2race)
K. Religion +4 (1rand,3class) 
Feats: 
Weapon Focus(Scimitar)
Flag Bearer (+1 Morale Att/Dam to Crusaders)
Equipment: Startign: 175gp > 1gp Remaining
33 lbs. or less 34–66 lbs. 67–100 lbs 
Cold Iron Scimitar           30gp, 4lbs 
Four Mirror Armor            45gp, 45lbs 
Chakram x2                   2gp,  2lbs  
Cold Iron Spiked Gauntlet    10gp, 1lbs
Armored Kilt                 20gp, 10lbs
Scroll Cure Light Wounds     25gp
Total Weight Carried               62lbs
Mule                         8gp
Cold Iron Morning Star       16gp  6lbs
Pathfinder Kit               12gp  22lbs
Rope                         5gp   10lbs
Grappling Hook               1gp   1/2lbs
Spells:
Orisions Prepared: Creat Water, Guidance, Detect Magic
1st Level: Divine Favor, Cure Light Wounds
Sveinn grew both in faith and in power. He himself embraced the faith and became a warpriest of Sarenrae. He has stayed in the city wanting to live up to the legacy of his mother and father. He knows being close to the world wound is dangerous but he believes his destiny is here. He will be Sarenrae's weapon when the time comes.
Well slow day at work gave me time to finish up. I hope you take posting habits into consideration as well. I currently play 4 games 1 PFS, Just finished another PFS. 3 others the DM's recently just stopped the games :( I work in IT so am on the boards all day from work and usually check in the evening as well. thanks for the consideration.
Hope your cool with flag bearer working for anyone taking up crusade, I didn't want to force people to worship Sarenrae to get the bonus. Thanks.

| Rednal | 
 
	
 
                
                
              
            
            So, I just got the HL files for "Blood of Angels"... *Coughs a bit* Anyway, I updated Sana a little bit, and everything can now be found in the Alias here. Most notably, I traded the Daylight spell-like ability for +2 INT (and added a language for the Great Old Ones as a result - I thought it would be fitting for her to have a Lovecraftian language to cast spells in... if that will be a problem, though, just let me know and I'll pick something else. ^^). Sana also has a bit of basic adventuring gear now. Otherwise, though, she's pretty much identical to the earlier build.

| GM Schiffer | 
 
	
 
                
                
              
            
            Any problems with Summoners? I see they get a fair bit of *makes a stabbing like motion with hands* on the boards.
I have a couple of ideas and never played one before...
None, just so long as your Edilion is realistic and yo put some thought into why it has the evolutions that it has
That is fine Rednal

| GM Schiffer | 
 
	
 
                
                
              
            
            The current characters I have so far (and the path going with the character) are:
Trickster:
Arae Graven (Human Slayer)
Champion:
None
Guardian:
None
Marshal:
Goron Boulderstep (Dwarf Paladin)
Archmage:
Esner (Human Evoker)
Hierophant:
Sveinn Brynja (Aasimar Warpriest)
Sana (Aasimar Oracle)
Did I miss anyone?

| Rednal | 
 
	
 
                
                
              
            
            If you can't find one, have you considered asking for it as a custom metamagic feat? "Elemental Spell" does something very similar to what it sounds like you want, but with normal elements instead of force, as a Metamagic with a +1 Spell Slot requirement... and doing it with Force instead is probably balanced enough to allow. ^^

|  Daniel Stewart | 
 
	
 
                
                
              
            
            Yeah...I thought I had looked at a feat that did turn energy spells into whichever energy type you wanted, including force, but I might have read it wrong...or it was a 3rd party feat....anyway, its not that important...just thought it would be great to use against planar beings that have resistance to the most common elements...will keep looking though...thanks Rednal for the help!!!

| Irnk, Dead-Eye's Prodigal | 
 
	
 
                
                
              
            
            Also GM Schiffer, this is the second Wrath of the Righteous campaign to start recruiting this week; so several potential applicants may simply not have noticed due to focusing on that one.
Here's my foray, Brud. I originally wrote him up for 20 point. I will adjust him appropriately later today for your guidelines.

| Rednal | 
 
	
 
                
                
              
            
            As alternate options...
4 Winds Fantasy Gaming made "Neutral Energy", a +2 SS that removes the energy type from a spell.
Kobold Press/Open Design has "Penetrating Spell", a +1 SS that ignores energy resistance.
They don't really change it to force, but they do offer other ways to get around the elemental resistance that a lot of creatures have. If you want force spells, I'd probably go for the Custom Feat idea and hope it's accepted. If you just want to get around the problem of blocking elements... well, other options do exist. It all depends on what you want to do, really. ^^

|  Daniel Stewart | 
 
	
 
                
                
              
            
            Well I am looking to be able to bypass or overcome outsider resistance to most elemental damage, as well as get past their SR. So I want a mage that can deal damage and actual have their spells land on these outsiders...to lend a hand to the fighters who will be going toe to toe with the demons and devils of the rift. I know that there is no "magic bullet" that will do all of this, but I am trying to tailor my character to becoming a specialist in dealing with evil outsiders, namely devils and demons.

| Rednal | 
 
	
 
                
                
              
            
            Sana's going the more religious route, so if accepted, she'll probably go for the supporting category. ^^ Dismissal/Banishment, help others overcome DR, etc. Could work fairly well together with a caster specializing in pummeling evil outsiders directly.
It's always fun to see what sorts of character builds other people come up with.

|  PirateDevon | 
 
	
 
                
                
              
            
            Schiffer: Working on my Tiefling and unless there is a problem with it I was planning on having her be kyton spawn. What I am hoping for a ruling on is may I still take an alternate racial ability to swap out fiend sorcery or am I locked out of the alternate traits by having the legacy bloodline? I am fine either way but I wanted to check. Thanks!
 
	
 
     
     
     
	
  
	
 