
Lucendar |

Ok, more answers:
1. Drawbacks? Yes, I will allow but I have to approve it. Burned is fine.
2. Feat Taxes? Still on the fence about this - undecided. As for Mythic Legendary Item, will be applying a modified version as PF's Mythic is too OP - so no answer at this time.
The images are super cool so I appreciate it.
One more thing: with your submission and crunch, please drop in a sentence how or why you came to be in Kenabres - the feel I have for this game is that you are part of some a new experimental special strike force/squad of angelic adventurers to fight the demonic forces.

Ellioti |

NG Medium outsider (native)
Init +2
Senses darkvision (60 ft.); Perception +3
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield) (+1 insight vs evil outsider)
hp 22 ((2d8)+2*3)
Fort +2, Ref +5, Will +4
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OFFENSE
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Speed 30 ft.
Melee mw Warhammer +5 (1d8+3)
Melee Mystic Bolt +4 (1d6 electricity)
Ranged Mystic Bolt +3 (1d6 electricity) [+1/+1 within 30 ft.]
Ranged mw Shortspear +4 (1d6+3) [+1/+1 within 30 ft., Range 20 ft.]
Prepared Spells (CL 2; concentration +6)
1st-Enlarge Person, Heightened Awareness, Protection from Evil
0th-Prestidigitation, Detect Magic, Resistance, Message
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STATISTICS
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Str 17 (15+2), Dex 14, Con 14, Int 14, Wis 12, Cha 9 (7+2)
Base Atk +1; CMB +4; CMD 16
Feats Point-Blank Shot
Skills Diplomacy +4, Perception +3, Knowledge (arcana) +7, Knowledge (planes) +8 (+2 evil outsider), Spellcraft +6, Sense Motive +5 ACP -1
Background Skills Appraise +6, Craft (weapons) +7, Knowledge (nobility) +6
Traits Riftwarden Orphan, Scholar of the Great Beyond
Languages Common, Celestial, Draconic, Dwarven
Gear warhammer, mw shortspear, mw leather lamellar, heavy steel shield
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SPECIAL ABILITIES
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Racial
Celestial Crusader Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
Traits
Scholar of the Great Beyond
Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (planes) is always a class skill for you.
Riftwarden Orphan You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has conf irmed that both of your parents were Riftwardens, and has further conf irmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.
Warlock Vigilante
Dual Identity
Seamless Guise A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Spellcasting A warlock casts arcane spells and cantrips as a magus. She prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the sorcerer/wizard spell list; higher-level sorcerer/wizard spells are not on the warlock’s spell list.
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.
Spellbook: A warlock has a spellbook that functions in the same way as a magus’s spellbook but uses the 6th-level and lower spells from the sorcerer/wizard spell list.
Mystic Bolts A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has. The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire. Attacking with a mystic bolt takes the place of one of the warlock’s normal attacks, and she can make a full attack using mystic bolts. The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they’re excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn’t apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts.
Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt. The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.
Social Talents Transformation Sequence
Transformation Sequence The vigilante’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. The vigilante can complete the switch between his identities in 5 rounds, improving to a standard action if he has the quick change social talent, and to a swift action if he has the immediate change social talent. However, the transformation causes quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.
Vigilante Talents Returning Weapon
Returning Weapon The vigilante has a signature type of thrown weapon that returns to him. Choose a type of thrown weapon, such as throwing axes. Whenever the vigilante uses that type of weapon, it automatically returns as if it had the returning property.
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BUILD PLAN
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Warlock 6 / Warpriest 1 rest TBD
Gish with focus on smashing and throwing with a hammer
needs a lesser Belt of Mighty Hurling and a +1 throwing earthbraker at some point
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BACKGROUND
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As the Kenabres-born son of two famous Riftwardens, Irithor was blessed with a significant allowance controlled by his foster parents. He lacked a noble title, but sometimes felt like one. To make matters worse, his foster parents used to be honest working people owning a large weapon smithy. They have now extended their business into weapons trading and have been members of the merchant class for a while now. It disgusted him. So did his money. He usually gave it away, secretely distributing it among those in need. He did so as a child, as a youth and he's still gradually donating his heritage. He sees no need for it for himself and wouldn't want anyone unworthy to get hold of it.
Since most of his donations were anonymously, he's just some random guy to most people - except for his massive stature, long blonde mane and XXX (yet to be rolled). But those who know him better, also know that he's a great warrior. A warrior blessed by the heavens and the arcane to fight in the crusade and eventually end the demon invasion. That's what they hope we will be one day and what they talk about in the Kenabres taverns that he frequents. He doesn't mind boasting about great battles that he fought, although they're not yet very impressive to be honest.
Fighting for the little man is one of his motivations, but not the only one. His parents were Riftwardens, their death not proven, but he felt it deeply. The demons who did this were alive and had to be found. Then he would bring upon them his ruthless and unrestrained vengenace.
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APPEARANCE AND PERSONALITY
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Irithor is large and muscular man with long and wild blond hair. Picture
He rarely bothers to take a bath, as he's gonna get his hands dirty again anyway. He cares a little bit more for his clothes, armor and gear, because a soldier has to. Nobody needs a rusty weapon after all. When not in fighting gear, he dresses like a commoner, mostly representing the weapon smith apprecntice that he once was. If not for the occasional lightning spark that crawl over his body, he'd be quite normal.
Irithor is generous and kind, always helping the weak. He dislikes the arogant nobility and feels it's the duty of the strong and rich to take care of those who are in need.
On the other hand, he often gets frustrated with the neverending fighting. Then he tries to drown his sorrow in beer.
On the battle field he's relentless with raging anger and no mercy for evil.

Kunala |
This is RH's Angelkin Ranger (trapper) he will be a switch hitter who should be able to track and deal with traps. As soon as the website allows I will change the icon to a more appropriate appearance.
Will you allow "lore (Worldwound)"as a background skill or is that too general?
I will have his background with more information posted soon.
If I don't get a chance to say it later, thank you Lucendar for running the game and good luck to everyone.
I don't have a campaign trait posted yet. Since the players guide recomended each party member have a seperate mythic path, I will write his background so he can use one of two:
Exposed to Awfulness: Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Associated Mythic Path: Guardian
or
Child of the Crusade Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Associated Mythic Path: Marshal.
My plan is that his parents are both crusaders, His father Elek is an angelkin paladin of Iomedae . Several generations ago the family were Cheliaxian worshipers of Aroden. When Aroden died and the world wound opened, they came to fight the growing evil, becoming worshipers of Iomedae. His mother Valda is a Musetouched Sorceress who's family hails from Kenabres. They met on the battle field and eventually fell in love. Kunala grew up in the camps. Around the age of nine, he had snuck outside the camp 'tracking' a horned toad and was attacked by a rogue demon. The attack left a horific scar on his face, neck and chest. After nearly dieing, aware of the horrible disfigurement, he became more introvered spending most of his time alone.
He has a couple of alternate race traits, Celestial Crusader and Incorruptible, it is believed that these developed as a result of the attack. They certainly make him a more effective hunter of demons.
While enjoying tinkering ie. building and taking apart traps, Kunala's main desire is to hunt, track and trap demons. He is a follower of Erastil, focussing on the 'hunting aspect' of the god. If he is selected I would like to discuss a drawback for his background and give him a third trait, Deadeye Bowman but I thought that the angelkin trait 'Celestial Tracker' fit the character better as the primary trait.
As for development, I will use the 'favored class' Feats for archery and regular feats for either melee, general survivability or 'angelic' feats. I'm torn between using the feats to develop a more angelic appearance or just letting him muck about on the ground. So future feats will be determined by what best serves the party.
I have not been able to find an 'angelic' image for Kunala, His facial appearance is more akin to the witcher or possibly Jonah Hex. His hair would be a very dark blue, appearing almost black, his eyes light violet. His skin pale. The most oustanding feature is the scar that has ruined his face, voice and sleep. His clothing is functional but dull, attempting to match the terrain. Good or bad, I don't see him looking much like the 'angelic' images that a lot of folks are using for inspiration.

Lucendar |

Okay, here are the submissions so far with a crunch:
Saquiel - Sword binder wizard 2
Rhialla - Archon-blooded aasimar (lawbringers) warpriest of Iomedae 2
Massielo - Aasimar (Angelkin) Oracle (Life mystery) 2
Kinsman - Emberkin Aasimar Occultist 2
Krayn - Azata-blooded aasimar (musetouched) sorcerer 2
Ranek - Aasimar Bloodrager (Primalist) 2
Irithor - Angel blooded Aasimar Warlock Vigilante
Kunala - Angelkin Ranger (trapper) 1

The Archlich |
2 people marked this as a favorite. |

If chosen, if someone else has my trait (Riftwarden Orphan), we can work with the book ideas (siblings, adopted parents etc.) if the GM approves.
A complete list, GM, including interest:
Player - Character - Aasimar Type - Class/Concept - Trait
(KingHotTrash) - Ranek - Idylkin - Bloodrager - Stolen Fury
(Aldizog) - Saquiel - Emberkin - Wizard (Sword Binder) - Riftwarden Orphan
(Robert Henry) - Kunala - Angelkin - Ranger (Trapper) - Exposed to Awfulness or Child of the Crusade
(Vanulf Wulfson) - Rhialla - Archon - Warpriest of Iomedae - Child of the Crusade
(SCKnightHero1) - ? - ? - Paladin of Shelyn - ?
(M Morris) - ? - Archon - Kinetic Knight - ?
(M Morris) - ? - Peri - Investigator (Lamplighter) - ?
(trawets71) - ? - ? - Paladin of Sarenrae - ?
(Spazmodeus) - ? - ? - Paladin or Cleric - ?
(adsapiens) - Krayn La'Jal - Azata - Sorcerer (Solar Bloodline) - Riftwarden Orphan
(Vrog Skyreaver) - Kinsman - Emberkin - Occultist - Riftwarden Orphan
(Ellioti) - Irithor - Angel - Vigilante (Warlock) - Riftwarden Orphan
(Agent Eclipse) - Seren Tawel - Azata - Flying Blade of the Black Butterfly - ?
(Agent Eclipse) - Mahfra Nar - Peri - Sorcerer (Phoenix Bloodline) / Dawnflower Dervish - ?
(Agent Eclipse) - Vigi Fenerod - Archon - Summoner (Herald Caller) of Archeros - ?
(Delmoth) - ? - ? - Rage Prophet or Monk (Drunken Master) - ?
(The Emerald Duke) - ? - ? - Magus or Investigator or Bard (Fortune Teller) - Chance Encounter
(Gavmania) - ? - ? - ? - ?
(ScorchedOne) - ? - ? - Ranger or Inquisitor (Ranged) - ?
(Jereru) - ? - ? - ? - ?
(Ouachitonian) - ? - ? - Magus (Bladebound) - ?
(azjauthor) - Lotho Proudheart - ? - Paladin - ?
(joerice) - ? - ? - Sanctified Rogue - ?
(ToxicStar) - ? - ? - Druid (Green Faith) - ?
(Phntm888) - ? - Azata - Bard - ?
(Anthorg) - Massielo Cirus - Angelkin - Oracle (Life) - Touched by Divinity
(Dread) - ? - ? - Cleric - ?
(oyzar) - ? - Peri - Wizard (Void School) - ?
(Cuan) - ? - Archon - Shifter (Holy Beast) or Druid (Nature Fang) - ?
(eriktd) - ? - ? - Fighter - ?
(grimdog73) - ? - ? - Sorcerer (Solar Bloodline) - ?
(Simeon) - ? - Peri - Bard (Chronicler of Worlds) - ?
(Torilgrey) - ? - ? - Magus - ?

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Here are the two possibilities I'm applying with. (Rough builds.)
1) Jerek Truss, Flame of Justice
Lawful Good Aasimar (Archon-Blooded)
Kineticist (Kinetic Knight) 2
1 Kinetic Blast: Fire Blast; Basic Pyrokinesis; Infusion 1: Burning Infusion. Elemental Focus: Fire.
2 Utility Wild Talent 1: Kinetic Awe.
1 Spell Penetration
Diplomacy +5, Intimidate +5, Knowledge (planes) +2, Perception +5
Background: Profession (soldier) +4, Linguistics +2
Traits: Stolen Fury, Omen
Full build on Pathbuilder Website
2) Bella Glint
Chaotic GoodAasimar (Peri-Blooded)
Investigator (Starwatcher) 2
1 Inspiration, Astrology, Starfinding
2 Poison Resistance, Poison Lore
1 Weapon Finesse
Acrobatics +7, Craft (alchemy) +9, Diplomacy +6, Disable Device +7, Knowledge (arcana) +9, Knowledge (planes) +11, Knowledge (religion) +9, Perception +5, Spellcraft +11, Stealth +7
Background: Knowledge (geography) +10, Sleight of Hand +6
Traits: Chance Encounter, Stoic Optimism
Spells Know: ant haul, comprehend languages, cure light wounds, enlarge person, identify, shield
Spells Prepared: enlarge person, shield
Full build on Pathbuilder Website

Lucky Nick |

This is eriktd-- Here's the alias I'm using for my submission. I believe it's done; all the details are in the profile!
Nick is a Halfling Musetouched Weapon Master Fighter with the Stolen Fury Trait. Born a lowly commoner with otherworldly blood, his angelic nature remained dormant until Desna answered his prayer and rescued him from a terrifying demonic ritual. Now a devout follower of the Lady, he seeks to unlock the secrets of wielding the blessed starknife that she gifted him, and with her divine guidance destroy the awful forces of the Worldwound that threaten Kenabres, Mendev, and all Golarion.

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Seren Tawel
Male azata-blooded aasimar (musetouched) swashbuckler (flying blade) 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 56, 124, Pathfinder RPG Bestiary 7)
CG Small outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 26 (2d10+6)
Fort +2, Ref +6, Will +0
Defensive Abilities charmed life 3/day; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee mwk cold iron starknife +8 (1d3+4/×3) or
. . starknife +7 (1d3+4/×3)
Special Attacks deeds (derring-do, opportune parry and riposte), panache (4)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—glitterdust (DC 16)
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Statistics
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Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +1; CMD 14
Feats Divine Fighting Technique (desna's Shooting Star)
Traits chance encounter, reactionary
Skills Acrobatics +7, Bluff +8, Diplomacy +8, Escape Artist +6, Knowledge (local) +4, Linguistics +4, Perception +4, Sense Motive +6, Sleight of Hand +7
Languages Abyssal, Celestial, Common, Elven, Halfling, Infernal
SQ swashbuckler finesse, truespeaker[ARG]
Combat Gear smelling salts[APG]; Other Gear studded leather, mwk cold iron starknife, starknife, masterwork backpack[APG], 528 gp
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Special Abilities
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Charmed Life +4 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
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.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Truespeaker Learn two languages for each rank you put in Linguistics.
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Seren was born into the life of a slip as was normal for halflings in Cheliax. His owner a cruel and vain man sent away both parents to Isger as punishment for having the child. His own punishments woudl come later as some "mutations" in his bloodline would cause wild changes in appearance.
His hair would flow into streams of deep indigo, iridescent blues, and stark black. It was often shaved down or chemically died by his owner. Locked away during daylight hours and forced to work under the moonlight gave him some semblence of peace when looking to the stars.
With the formation of the Fourth Mendevian Crusade pressure was put on Cheliax to once agains send aid. Seren's owner found this the perfect opportunity to improve his appearance while getting rid of his troublesome slip. He was sent along as a servant to the forces.
In route to the Worldwound they caravan passed through the River Kingdoms. It was here that a detachment of the Bellflower Network released him one night. The next year was spent working for a church of Desna and the Bellflowers in exchange for information on his family. When a letter finally arrived ,stating they were sent to the Worldwound, Seren quickly departed once again for the dangerous location.
His inexperience led him into a demon infested grove almost leading to his death if it wasn't for his savior, a hooded woman who bore some resemblance to himself and carried with her a symbol of Desna. At this point it could not be merely coincidence.
---
His hesitance to speak has stunted his ability to connect to others but not his desire. Supernaturally gifted and picking up new languages has made him valuable to the church and Bellflowers but his parents may have the secret to his appeareance so he departed.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Vigi Fenerod
Male archon-blooded aasimar (lawbringers) cleric (herald caller) of Arqueros 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +2; Senses Perception +4 (+2 when further than 10 feet from a fallen ally)
Aura deflection aura (2 ft.)
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 18 (2d8+2)
Fort +4, Ref +2, Will +8; +2 circumstance vs. blinded or dazzled
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Offense
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Speed 30 ft.
Melee mwk cold iron longspear +5 (1d8+4/×3)
Ranged light crossbow +2 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)
Special Attacks justice/law variant channeling 3/day (DC 11, 1d6 plus 1 channel bonus)
Spell-Like Abilities (CL 2nd; concentration +3)
. . At will—halo
. . 1/day—continual flame
Cleric (Herald Caller) Spells Prepared (CL 2nd; concentration +7)
. . 1st—bless, shield[D], shield of faith, weapons against evil
. . 0 (at will)—guidance, purify food and drink (DC 14), read magic, stabilize
. . D Domain spell; Domain Protection (Defense[APG] subdomain)
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Statistics
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Str 16, Dex 12, Con 10, Int 10, Wis 18, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Sacred Summons[UM]
Traits arcane temper, armor expert, child of the crusades
Skills Acrobatics +1 (-1 when further than 10 feet from a fallen ally), Appraise +0 (-2 when further than 10 feet from a fallen ally), Bluff +0 (-2 when further than 10 feet from a fallen ally), Climb +3 (+1 when further than 10 feet from a fallen ally), Diplomacy +4 (+2 when further than 10 feet from a fallen ally), Disguise +0 (-2 when further than 10 feet from a fallen ally), Escape Artist +1 (-1 when further than 10 feet from a fallen ally), Fly +1 (-1 when further than 10 feet from a fallen ally), Heal +9 (+7 when further than 10 feet from a fallen ally), Intimidate +0 (+2 circumstance vs. evil creatures, -2 when further than 10 feet from a fallen ally), Knowledge (history) +5 (+3 when further than 10 feet from a fallen ally), Knowledge (religion) +5 (+3 when further than 10 feet from a fallen ally), Linguistics +5 (+3 when further than 10 feet from a fallen ally), Perception +4 (+2 when further than 10 feet from a fallen ally), Ride +1 (-1 when further than 10 feet from a fallen ally), Sense Motive +9 (+7 when further than 10 feet from a fallen ally), Spellcraft +4 (+6 to identify evil outsiders or items or effects created by evil outsiders, +2 when further than 10 feet from a fallen ally), Stealth +1 (-1 when further than 10 feet from a fallen ally), Survival +4 (+2 when further than 10 feet from a fallen ally, +6 to avoid becoming lost), Swim +3 (+1 when further than 10 feet from a fallen ally)
Languages Abyssal, Celestial, Common, Infernal
SQ call heralds, celestial crusader[ARG], divine heralds, halo[ARG], overprotective
Combat Gear acid, caltrops, cold iron, holy water, smelling salts[APG]; Other Gear wooden armor[APG], crossbow bolts (20), light crossbow, mwk cold iron longspear, compass[APG], masterwork backpack[APG], silk rope (100 ft.), 491 gp
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Special Abilities
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Call Heralds (+1 concentration) (Su) Concentration bonus to summon monster spells.
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Cleric (Herald Caller) Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (2 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Divine Heralds (Su) Summon creatures appropriate to deity.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Justice/Law Variant Channeling (±1 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth
Justice/Law Variant Channeling 1d6 plus 1 channel bonus (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
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The Fenerod family is native to Taldor where combat was more for power than any true cause. They had a desire to fight for something greater so they left for Lastwall to hold the line against the denizens of Gallowspire.
When he was born his golden skin and alabaster hair showed a spark of divinity. To the crusaders at Lastwall this was a welcome sign of greatness and they vowed to train him well. His training was always to defend his comrades and hold the line which he took to heart becoming protective of those around him.
"Never leave a soul to fight alone" was the oath he chose but with one body he couldn't fulfill it to his expectations. He sought out a connection to the divnity within him and learned to summon heralds of the heavens themselves.
When the Mendevian Crusades took up once again the family found a new cause to rally against and left for Kenebres. There he joined the crusaders, a new family to defend.
---
His demeanor is stoic and he speaks little unless righting a wrong. This earns him respect but little friendship.
He lacks patience for petty squabbles or exertions of energy in the face of greater threats.
The armor he wears is always dyed in elaborate hues of gold and silver even when he cannot afford the real thing. He prides himself on it and rarely is seen without it worn. When he takes off his helmet the shaggy mess of alabaster hair framing a golden face is topped with a glowing halo which leads to surprise in newcomers.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Mahfra Nar
Male peri-blooded aasimar (emberkin) bard (dawnflower dervish) 1/sorcerer (crossblooded) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Campaign Setting: Inner Sea Magic 34, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 69)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 17 (2 HD; 1d6+1d8+3)
Fort +1, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee mwk cold iron scimitar +4 (1d6+3/18-20)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1), battle dance: inspire courage
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—elemental ray (1d6 fire)
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—alarm, comprehend languages
. . 0 (at will)—grasp, know direction, lullaby (DC 14), mending
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—burning hands (DC 15)
. . 0 (at will)—detect fiendish presence, detect magic, mage hand, ray of frost, read magic
. . Bloodline Elemental (fire), Phoenix
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Dervish Dance[ISWG], Divine Fighting Technique (sarenrae's Mercy), Eschew Materials
Traits flame of the dawnflower, touched by divinity
Skills Appraise +4, Diplomacy +8, Intimidate +8, Knowledge (arcana) +4, Knowledge (planes) +6, Linguistics +5, Perception +4, Sleight of Hand +7, Spellcraft +4, Stealth +7, Use Magic Device +8
Languages Abyssal, Celestial, Common, Infernal
SQ battle dance, bloodline arcana (change energy damage spells to match bloodline energy), bloodline arcana (heal half damage with fire spells), exalted resistance[ARG], heavenborn[ARG]
Other Gear haramaki[UC], mwk cold iron scimitar, 667 gp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Bloodline Arcana: Phoenix (Su) When casting fire spell, may deal no damage to heal living creatures half the damage normally dealt.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Divine Fighting Technique (Sarenrae's Mercy) No pen using scimitar to deal nonlethal. [fire], [good], or [light] spell can be cast as nonlethal. Advanced: 1/rd deal nonlethal heals self 1d6 (2d6 if scimitar).
Elemental Ray (1d6 fire, 7/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exalted Resistance (7) You have spell resistance 7 vs. evil spells, or any spell cast by evil outsiders.
Heavenborn You cast spells with good or light descriptor at +1 caster level.
--------------------
Mahfra was one of the offspring of a peri community in Nirvana. Unlike their parents they were not tasked with redemption of their ancestors' errors yet ,while his siblings took the offer to remain in the Outer Plains, it was the youngest son that chose to head to leave for the mortal world. There was evil that threatened to turn mortals and celestial beings alike. He prepared for the journey by exploring the realms of Nirvana and learning about the world he was to join. It was in the sanctuary of Sarenrae where he learned of redeeming those that are lost, purging their transgressions through flame, and rising again. He took an oath to Sarenrae and prepared to answer the calls of those in Mendev.
Mahfra had skin that rivaled marble and bronze hair that was pulled back into a ponytail that reached his waist, the sides of his head were shaved down into intricate designs of flame. His eyes did not flicker wildly like his siblings but were a simple and warm brown.
His outlook is driven by a desire to connect with those that are in difficult situations and to see the right choices be made. His unfamiliarity with the material plane makes him somewhat ignorant of things resulting in awkward situations but his demeanor keeps people enjoying his company. Redemption is an option for any creature he fights that can make decisions for itself and even in death he takes strides to understand why.
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The Emerald Duke |

Still hammering out the backstory, spells, and equipment, but here is who I am going to submit: Barius Karth Bard (Fortune Teller) Musetouched Aasimar.

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I've reworked the character concept based on the build requirements. Archon-blooded, Traits: Child of the Crusades, Demon Smiter
His father was a bloodthirsty orc chieftain who attacked Rubyblossom, taking what he wanted ... and leaving his mother behind with a child.
Rather than leaving Lotho to the elements, she found a way to love him and raise him within Rubyblossom, learning the importance of community, peace, and freedom. Lotho grew to enjoy the simple work of farming, finding that it helped to quell the fury that he felt flowing through his blood. Still, his mother recognized that someday he would be called to the life of a warrior, so taught him to channel that anger in battle against the forces of evil.
One day, Rubyblossom was attacked by a group of minor demons. Lotho felt the divine call of Erastil and organized a defensive force, fighting the demons off in the Battle of Fallowleaf Field. Though they defeated the enemy, he saw in the eyes of his family and friends that the ferocity he exhibited on the battlefield had frightened them.
At his mother's recommendation, Lotho set out on a pilgrimage into the wider world, to learn more about his new powers and how to balance the light and the darkness within him. He made his way toward the Worldwound, to resume the crusade that his mother had once fought in, hoping that the divine blood within him wins out.
Archon-blooded aasimar (lawbringers) paladin 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 24 (2d10+4)
Fort +6, Ref +3, Will +7
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee handaxe +5 (1d6+3/×3) or
. . light hammer +5 (1d4+3) or
. . longspear +5 (1d8+4/×3)
Ranged javelin +3 (1d6+3) or
. . longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks smite evil 1/day (+2 attack and AC, +2 damage)
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—continual flame
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 10, Wis 15, Cha 14
Base Atk +2; CMB +5; CMD 16
Feats Improved Initiative
Traits child of the crusades, demon smiter
Skills Acrobatics -2 (-6 to jump), Diplomacy +6, Handle Animal +6, Intimidate +4, Knowledge (religion) +4, Profession (farmer) +6, Sense Motive +4; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common
SQ lay on hands 3/day (1d6)
Other Gear mwk scale mail, arrows (20), flight arrows[APG] (20), handaxe, javelin (2), light hammer, longbow, longspear, masterwork backpack[APG], 658 gp
Thanks for the consideration! Best of luck to whoever gets chosen.

Jereru |

Ok, for now, here's the crunch:
Male Aasimar (Plumekith) Warpriest (Arsenal Chaplain) 2
NG Outsider (Native), Humanoid (Human)
Init +4 Senses Darkision 60ft Perception +4
--------------------------------
Defense
--------------------------------
AC 18, Touch 14, Flat-Footed 14 (+4 Dex, +4 Armor)
HP 18
Fort +4 Ref +4 Will +6
Resist acid 5, cold 5, electricity 5
--------------------------------
Offense
--------------------------------
Speed 30ft
Melee Cestus +2 (1d3+1)
Ranged Mwk Composite (+2) Longbow +7 (1d8+2/x3)
Special Attacks Blessings 4/day (War: war mind), Fervor 4/day (1d6)
Spell-like Abilities (CL 2nd; concentration +2)
. . 1/day—See Invisibility
Warpriest Spells Prepared (CL 2nd; concentration +5)
. . 1st—Divine Favor, Divine Favor, Protection From Evil
. . 0 (at will)—Create Water, Detect Magic, Guidance, Read Magic
--------------------------------
Statistics
--------------------------------
Str 14 Dex 18 Con 12 Int 10 Wis 16 Cha 8
BAB +1 CMB +3 CMD 16
Feats Weapon Focus (Comp Longbow), Point Blank Shot
Traits Fate’s Favored (Faith), ?
Skills Kn Religion +4, Perception +4, Spellcraft +4, Survival +7; Racial Modifier +2 Acrobatics, +2 Fly
Languages Common
Gear Mwk Chainshirt, Mwk Composite Longbow (+2 Str), Arrows(x60), Cestus, Backpack, Bedroll, Belt Pouch, Flint and Steel, Silver Holy Symbol of Iomedae, Canteen, Knife, Gear Maintenance Kit, Blanket, CLW Potion, 53 gp, 4 sp
--------------------------------
Special Abilities
--------------------------------
Blessings (4/day) (Su)
Darkvision (60 feet)
Energy Resistance, Acid (5)
Energy Resistance, Cold (5)
Energy Resistance, Electricity (5)
Fervor (1d6, 4/day) (Su)
Sacred Weapon (Su)
I will work on an adaptation of the fluff, basically he's a Molthuni expat who joined the crusaders. I've also left his campaign trait deliberately open, in case there are problems with other PCs overlapping; he can easily take the Trickster or Champion path (and trait).

SCKnightHero1 |

Alright here we go!
My aasimar paladin of Shelyn, Diasana Brevelre!
Campaign trait: Touched by Divinity
Female Aasimar (Angel-Blooded) paladin 1
LG Medium outsider (native)
Init +1, Senses darkvision (60 ft.); Perception +0
Aura aura of good,
=================================================
DEFENSE
=================================================
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex, )
hp 12 ((1d10)+2)
Fort +4, Ref +1, Will +2
Resistances acid 5, cold 5, electricity 5,
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee cold iron glaive +4 (1d10+4/x3)
Melee buckler +0 (1d3+3)
Special Attacks Smite Evil,
Innate Spell-Like Abilities alter self (DC ,1/day), protection from evil (DC 11,1/day),
Class Spell-Like Abilities detect evil (at will)
=================================================
TACTICS
=================================================
=================================================
STATISTICS
=================================================
Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 16,
Base Atk +1; CMB +4; CMD 15
Feats Persuasive
Skills Craft (Paintings) +5, Diplomacy +9, Heal +6, Knowledge (Religion) +5, Perform (Sing) +4, Sense Motive +4,
Traits Redeemer, Touched by Divinity,
Languages Celestial, Common, Draconic
SQ aura of good, celestial language, celestial resistance, detect evil, skilled, spell-like ability,
Combat Gear Healer's Kit (10 charges), trail ration (5), potion of cure moderate wounds, potion of cure light wounds (4),
Other Gear cold iron glaive, explorer's outfit, banded mail, backpack, masterwork, journal, masterwork painting kit, inkpen, ink (2), waterskin (filled), holy text (typical) of Shelyn, whetstone, healer's kit, silver holy symbol of Shelyn, signal horn, buckler, 23 gp, 3 sp, 8 cp
=================================================
SPECIAL ABILITIES
=================================================
Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma and a +2 bonus to Heal and Knowledge (planes) checks. They can cast Alter Self as a spell like ability.
Aura of Good (Ex) You project a faint good aura.
Aura of Good
Background Skill (Craft (Paintings), Perform (Sing))
Celestial Language (Ex) Aasimars speak Celestial.
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision See in the dark up to 60 ft.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.
Good
Redeemer You've always held the strong belief that morality is everyone's choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action-and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption (see page 18), your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.
Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Skilled (Ex) Angel Blooded Aasimars receive a +2 bonus to Heal and Knowledge (planes) checks.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +1 to all damage rolls made against the target of your 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. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.
Spell-Like Ability (Sp) Angel Blooded Aasimars can use alter self 1/day as a spell-like ability.
Touched by Divinity You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's 1st-level domain spell as a spell-like ability usable once per day (CL 1).
Diasana Brevelre doesn’t remember much of her mother, but she was raised by her father, a kindhearted skilled artist who imparted to Diasana a love of painting and a sense of compassion towards others. It was only later on that as she got older, her celestial heritage began to appear. Living in Mendev, many people would turn and stare at her beautiful, graceful, yet well-muscled body, her unusually colored fingernails, her multicolored eyes, her muscled arms that looked like they were sculptured from pure marble (which was in contrast to the iridescent bronze skin of the rest of her body), her chestnut brown hair that had several streaks of all of the colors of the rainbow in it, and her prismatic shadow, among other things; these traits made her stand out. But many who lived in Mendev always wondered about her, wary that she was actually of fiendish blood and not celestial.
Still, Diasana always showed compassion to others no matter who they were….even if they weren’t human like her. She always believed that everyone has beauty in their hearts. Many who are evil are merely those whose hearts were caged, their beauty longing to be set free. One such person Diasana saw was a tiefling cutpurse named Iyla. At first, the tiefling hated the aasimar, not understanding why the celestial descended woman kept trying to be friendly to her of all people. Eventually, Diasana’s perseverance won out and the two became friends, and eventually lovers (after Diasana helped Iyla get over her kleptomania). Sadly, Diasana was about to see the ugliness and cruelty of the world. One day, when bringing her lover a gift, the aasimar saw a crowd outside Iyla’s hovel. The hovel was on fire and in front of it was Iyla being burned at the stake, already dead. The Inquisition believed that the tiefling was an agent of evil. Diasana knew that they were wrong and when she defended the tiefling’s innocence, she was scolded by the leader of the Inquisition that she was a traitor to her heavenly ancestors. Diasana punched the Inquisitor in the face. She went on a tirade on how everyone deserved a chance at being good.
This event made people wary of her, for how can you trust someone who believes that even tieflings are capable of goodness? Diasana worked hard to try to get people to see the truth: that everyone has the right to walk the path of good and be love. It was later on that she found another lover who helped healed her broken heart after losing Iyla: a half-black dragon mercenary named Dragosis. Diasana saw that deep down he was kind and gentle, despite the façade of his tough and brutal warrior appearance. She turned him to good and they fell in love, and eventually planned to marry, but he too became a victim of the discrimination and shortsightedness of others as he was stoned to death by a mob of bigots. And to make matters worse, her father became ill and passed away. He gave her a silver holy symbol of Shelyn, telling Diasana that she had her mother’s beauty with his last breath. It was strange though, Illirli always had dreams of the goddess; whenever she was scared by nightmares, the goddess would appear in her dreams and chased away the nightmares away and then comfort the aasimar. Diasana always felt…strangely connected to Shelyn. She felt like she understood the pain Shelyn went through when the goddess’s brother Zon-Kuthon broke the Eternal Rose’s heart. Sometimes, she would even dream about the goddess’s sacred animal. Not only that, she felt calm and at ease whenever she visited the Eternal Maiden's temples and shrines.
Her experiences in seeing the beauty of others no matter who they were, as well as the shortsightedness of others, taught her something: the whole world’s beauty was caged by evil. She sought to become a paladin of Shelyn, as she desired to bring the message of love and compassion to others, as well as protect those who had been persecuted by others so that all may embrace the love of each other, be they half-dragon, tiefling, human, aasimar, or half-orc or whatever race they were. She decided to help others, including those who others thought as being beyond help.
After her training had ended, she traveled to Kenabres, guarding Shelynite pilgrims on the way. As she passed through the city’s gate, she thought she saw a white bird with a multicolored tail perched on a nearby tree looking at her…and smiling at Diasana.
She is strongly devoted to the Shelyn and the Eternal Rose’s paladin’s code. She will often whisper or even sing the code while she draws, which she loves to do. To her art and music is an important way to open the hearts of others. She does get embarrass when people point out that she is quite busty a bit.
You did say that we had to pick our variant abilities by rolling right?
Are we allowed to reroll (once I guess) if we don't like what we get?

John Gs |

Hi, I'd like to put Zedna Lark up for consideration for your aasimar army of awesomeness.
Her picture: https://www.artstation.com/artwork/2x065g
In short: a warrior(brawler/ranger) with disabling skills (urban part of that ranger bit) who doesn't look as much like your typical brawler (angel born with a good charisma) with glowing hair (halo alternative racial trait). Stolen fury as her campaign trait. Betrayed as her drawback giving her 'faithful artist', a minor drawback for a minor benefit (since perform sing offers nothing much for beating in faces). But happy to remove it or consider another. Lastly central time zone.
Beauty, Blood, and the Bad. Three things that define Zedna Lark.
Beauty... A beautiful woman of average height and build with graceful curves and blonde hair so luminous it shines honey-gold in the darkness. Her face is soft with full lips and stunning blue eyes. Even marred with scars from a life not meant for her face, she is still breathtaking.
Blood...As an angel born, the blood of a heavenly warrior courses through her. Fighting and righting wrongs is etched into her ancestry to such a degree, she feels it burn at just the passing thought of turning a blind eye. Also, it grants her strength way beyond her smallish frame suggests. Resulting in a simple fact: she gets into a lot of fights.
The Bad... she doesn't know where she came from, because her 'Parents' were cultists who took her from probably Ulfen lands as a baby. They raised her with fear and hate, making her a fertile sacrifice to defile and... well the good is that the ritual was broken up by knights, and the fortunate teenager never did find out the end goal. Confusion, nightmares, and a deep rage still linger insider her about that day.
Description: She is an approachable beauty who does not look like she should be nearly as strong as she is. Shoulder length gold hair that glows like dawn's light and blue eyes as bright as a clear day combined with her inhuman strength tells anyone with half a brain that she is a much more than normal.
Her face and body are dotted with small scars. Some from her seemingly constant brawling since that day. Some deep from the ritual that still ache like something is willing it to be finished. Her clothing choices run to blues and steel. Weapons are rarely far from her person.
Personality: Zedna is a warrior born with the emotional scars of an abusive and near-fatal childhood. She will die for any child and wade through blood for a good cause. She has a hard time trusting but has an easy smile when that trust is gained. She also does her best to be normal.
Life Til Now: After work in various bars(barmaid and bouncer all in one), attempts at being muscle for the not so good (which always turned into saving the Okay from those not so good employers), and one brief attempt at being a soldier, she has made her way to the Worldwound. If her blood wants her to break demons, so be it.
Goals: She'd love one day to do nothing more than be left alone, humming with a book in front of a fire with a dog as her only company. Retirement in a world where all the bad things are left broken and whimpering.
Zedna Lark
Female angel-blooded aasimar (angelkin) brawler 1/ranger (urban ranger) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Advanced Player's Guide 129, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 22 (2d10+2)
Fort +5, Ref +6, Will +0; +2 circumstance vs. blinded or dazzled
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+4/19-20) or
. . mwk cold iron tri-point double-edged sword +7 (1d10+6/×3) or
. . silver waveblade +6 (1d6+3/18-20) or
. . unarmed strike +6 (1d6+4)
Ranged sling +4 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron tri-point double-edged sword)
Special Attacks favored enemy (evil outsiders +2), martial flexibility 4/day
Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—halo
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 10, Cha 15
Base Atk +2; CMB +6; CMD 18
Feats Dirty Fighting, Improved Unarmed Strike
Traits faithful artist, stolen fury, trustworthy
Skills Acrobatics +5, Bluff +2 (+3 to fool others), Diplomacy +7, Disable Device +8, Handle Animal +6, Intimidate +6 (+8 circumstance vs. evil creatures), Knowledge (geography) +4, Knowledge (local) +4, Knowledge (planes) +1 (+3 to identify evil outsiders or items or effects created by evil outsiders), Perception +4, Perform (sing) +8, Sense Motive +4, Stealth +5, Survival +4
Languages Celestial, Common
SQ betrayed, brawler's cunning, celestial crusader[ARG], halo[ARG], martial training, track +1, wild empathy +3
Other Gear mwk chain shirt, mwk buckler, dagger, mwk cold iron tri-point double-edged sword[UC], silver waveblade, sling, sling bullets (10), backpack, bedroll, belt pouch, fishhook (2), flint and steel, masterwork thieves' tools, mug/tankard, sewing needle, signal whistle, string or twine[APG], trail rations (7), waterskin, whetstone
--------------------
Special Abilities
--------------------
Betrayed When use Sense motive to gain hunch, roll twice (take low, can't reroll).
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
She'll roll to replace alter self with an assimar ability if picked.
THANKS! I like making characters so this was a blast.

Simeon |

Presenting Zanuk Tabrisos, seeker of knowledge, planar scholar, and disciple of Tabris!
Zanuk Tabrisos
Male Aasimar (Emberkin) Bard (Chronicler of Worlds) 2
Neutral Good Medium Outsider (Native)
Init +2; Senses Darkvision 60ft; Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 14 (2d8+2)
Fort +1 Ref +5 Will +3
Resist SR 7 vs. evil spells and those cast by evil outsiders
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20 x2)
Ranged mwk light crossbow +4 (1d8/19-20 x2)
Spell-Like Abilities pyrotechnics (1/day)
Bard (Chronicler of Worlds) Spells Prepared (CL 2):
Level 0 (at will) dancing light, detect magic, message, read magic
Level (3/day) comprehend languages, grease, heightened awareness
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Extra Performance
Traits Pragmatic Activator, Riftwarden Orphan
Skills 10 ranks/level
Perception +5 (2 ranks, +3 class)
Knowledge (Arcana) +9 (2 ranks, +3 class, +4 int)
Knowledge (Dungeoneering) +9 (2 ranks, +3 class, +4 int)
Knowledge (Local) +9 (2 ranks, +3 class, +4 int)
Knowledge (Nature) +9 (2 ranks, +3 class, +4 int)
Knowledge (Planes) +11 (2 ranks, +3 class, +4 int, +2 racial)
Knowledge (Religion) +9 (2 ranks, +3 class, +4 int)
Spellcraft +11 (2 ranks, +3 class, +4 int, +2 racial)
Use Magic Device +9 (2 ranks, +3 class, +4 int)
Background Skills 2 ranks/level
Knowledge (History) +9 (2 ranks, +3 class, +4 int)
Linguistics +9 (2 ranks, +3 class, +4 int)
Perform (Oratory) +7 (2 ranks, +3 class, +2 int)
Languages Common, Abyssal, Celestial, Draconic, Elven, Halfling, Infernal, Sylvan
Other Gear masterwork studded leather, dagger, light crossbow, light horse; gear w/ horse: bard’s kit, 277 GP
--------------------
Bard (Chronicler of Worlds) Abilities
--------------------
Wanderer’s Insight: Use Int instead of Cha to determine effects of bard class features, and one component of alignment must be neutral
Planar Lore (4/day): Attempt knowledge checks untrained and can take ten on knowledge (planes) along with taking 20 times equal to int mod
Bardic Performance (16/day):
Inspire Courage +1: Bonus to attack, damage, and saves vs fear
Amoral Scholar: No penalties from planar alignment traits, and +4 bonus on saves against spells and effects that vary based on alignment
Scrivener’s Versatility (Sense Motive): Use Linguistics in place of bonus for a chosen skill
--------------------
Racial Traits
--------------------
Exalted Resistance (SR 7): Gain spell resistance vs. evil spells and spells cast by evil outsiders
Skilled (Emberkin): +2 on know (planes) and spellcraft
From the beginning, Zanuk was different. He was tall and thin, with pale skin, white hair, and eyes that looked like a smoldering flame. He was quiet, preferring the company of books over people. It did little to ingratiate him with his foster siblings, and paired with the odd, spiralling birthmark on his shoulder he found himself isolated. He didn’t mind. His deepest passion was learning. All the time that his siblings and peers spent roughhousing and playing, he read. He began with simple texts on history and nature, his interests evolving into religion, magic, and planar lore.
He left his home as soon as he could to travel the Inner Sea, to study at the greatest libraries and archives of Avistan and Garund. The Grand Athenaeum of Egorian, Solku’s Archive of Eminent Tomes, and the archives of Azghaad’s Spire in Sothis. He learned. Learned all that he could. Through his research he deduced that his distinct appearance could be traced back to a peri, a celestial being descended from a fallen angel.
Nothing could escape his desire for knowledge. Like a moth to a flame, the Forae Logos called him. The greatest library in the Inner Sea, the crossroads of all the learning of Avistan, northern Garund and beyond.
Zanuk spent days deep in the sub-levels of that vast library, only interacting with Djavin Vhrest, the Curator of Apocrypha. They struck up a friendship, shared interests providing the impetus. It was this partnership that led Zanuk to his greatest revelation.
Djavin, as one of the greatest scholars of the Book of the Damned, introduced Zanuk to his private collection on the subject. Upon first learning of Tabris, the High Chronicler of Heaven, the warrior-scholar dispatched to wander the planes and record all that existed, Zanuk was entranced. All his life he knew that he was different, but in that moment he found a kindred spirit. Indeed, he felt that he had found an ancestor. Tabris was a fallen angel, and his celestial ancestor could be a descendant.
He thanked Djavin for his time and assistance, taking with him copies of the pertinent records on Tabris and the lower planes. His previous family name meant nothing to him. His foster family did their best to raise him but ultimately they gave him little. He gave it up, and took the name Tabrisos, meaning “ of Tabris” in Celestial.
Zanuk’s path was clear. He had to follow in the Chronicler’s footsteps. Just as Tabris travelled the lower planes in search of knowledge on how to fight their denizens, Zanuk had to go to the Worldwound. He had to learn all he could about the demons invading Golarion, and with that knowledge he would destroy them.
Zanuk is tall, standing at nearly six feet and three inches. His skin is pale, and his hair is stark white. His eyes, however, look like smoldering embers in stark contrast to his mostly monochrome appearance. He wears a set of well-crafted studded leather armor, along with a masterfully crafted backpack full of gear. A dagger sits in a sheathe at his left hip, along with a finely crafted light crossbow on his right.
Zanuk is quiet and studious, though surprisingly charismatic when necessary. Though his upbringing was difficult, a deep instinct urges him to do good whenever possible and to fight the forces of evil. The tale of Tabris is at once a motivator and a cautionary tale to him. He seeks to learn and chronicle the secrets of the forces of evil, so that he might better defeat them. The fall of Tabris, however, is also a warning. The established dogma of the upper planes, Heaven especially, is a hypocritical one. Tabris did what he was called to do, and masterfully, nearly perfectly so. Yet he was cast down, banished from the celestial realms for simply doing his duty. Zanuk, as such, takes issue with the extremes of both law and chaos. He is also a passionate scholar of rhetoric and verse, able to recite sagas and epic poems from memory.

Torilgrey |

Razal Battlecaller
Skald 2 Angelborn
HP: 20/20
AC: 17 t 11 FF 16
Init +1
F +5 R +2 W +3
Str 16
Dex 12
Con 14
Int 13
Wis 10
Cha 16
+4 to hit, Greatsword 2d6+5,
+2 to hit, Composite Longbow, 1d8+3
+4 to hit, Dagger 1d4+3
Alter Self 1/day, Scribe Scroll, Bardic Knowledge +1 on kowl skills, Inspired Rage +2 str/con, Raging Song 8 rnds/day, Versatile Performance (Oratory - Diplomacy and sense motive), Well-versed +4 vs sonic attacks, Darkvision 60', 5 elec, cold, acid resistance,
Feats: Arcane Strike
Traits: Deft Dodger (+1 Ref), Child of the Crusade)
Skills:
Bluff 3+2+3
Know (arcana) 1+2+3+1
Know (Geography) 1+1+3+1
Know (Nature) 1+1+3+1
Know (Nobility) 1+1+3+1
Know (Planes) 1+1+3+1+2
Know (religion) 1+1+3+1
Linguistics 1+1+3
Perception 1+3
Spellcraft 1+1+3
Background skills
Perform (Oratory) 3+2+3
Perform (Sing) 3+2+3
Languages: Common (Taldan), Celestial, Skald, Varisian
Equipment: 34gp 5 sp, Breastplate, Greatsword, dagger, Composite longbow (+3), Skald's kit (Backpack, bedroll, pouch, flint and steel, 10 torches, 5 days rations, iron pot, waterskin, mess kit, drum, mirror, rope, spell component pouch, Light combat trained horse (Talat), Mount kit, Scroll: Silent Image (lvl2), Scroll: Hideous laughter (lvl2)
Spells: 3
Spells Known 5/3
0 Level DC 13
DEtect Magic
Read Magic
Ghost sound
Dancing lights
Lullaby
1st level DC 14
Silent Image
Grease
Hideous Laughter
I didn't finish entirely, but I went with skald over magus to try something different. I'll wrap up the writing and background later.
http://s1.1zoom.net/big0/537/337289-blackangel.jpg
Razal is a charismatic and get things done sort, although he chafes at the structures of the crusade and at times can be a bit impetuous. He cares deeply about those around him, and manifests his divine heritage through inspiring his allies to greater physical feats on the battlefield. He at times, mostly when he was younger, was embarrassed by his eyes, as they do not fit the image of an Angel born, he has found comfort in the religious following of Ragthiel, and his confidence continues to increase as he battles against the demons of the worldwound. Razal cares deeply about his companions, and it pains him to see them injured or killed, he takes on the burden of their pain in his emotions, which at times, can threaten to overwhelm this young Aisamar.
Will swap out Alter Self for the Variant Abilities if selected. I'd prefer the glowing eyes and metallic hair for variant features, since the background is going to be based there.

ScorchedOne |

I present my character application, Lethyr. Using an alias I already have, will retool to an Aasimar if selected.
Garuda-blooded aasimar (plumekith) inquisitor (cold iron warden) of Ylimancha 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Player Companion: Demon Hunter's Handbook, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +8
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 22 (2d8+6)
Fort +5, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 30 ft.
Ranged mwk composite longbow +5 (1d8+1/×3)
Special Attacks judgment 1/day
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—see invisibility
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—touch of good (+1)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect alignment
Inquisitor (Cold Iron Warden) Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—cure light wounds, protection from evil, weapons against evil
. . 0 (at will)—detect magic, disrupt undead, guidance, light, stabilize
. . Domain Good
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 13, Wis 16, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot
Traits child of the crusades, toxophilite
Skills Acrobatics +4, Climb +4, Craft (bows) +8, Fly +4, Intimidate +1, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +3, Perception +8, Sense Motive +9, Stealth +7; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Abyssal, Celestial, Common, Draconic, Elven
SQ monster lore +3, stern gaze +1, track teleportation
Combat Gear cold iron arrows (50); Other Gear mwk chain shirt, mwk composite longbow (+1 Str), masterwork backpack[APG], masterwork bowyer tools, 139 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
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.
Inquisitor (Cold Iron Warden) Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Track Teleportation (Su) Discern information about teleported creature by standing where it was.
Lethyr has feathers sprouting from his body at various points, though they haven't quite resolved themselves into wings yet. They protrude from his cuffs and collars, and soft downy feathers cover most of him rather than hair, except atop his head. It is thankfully not the garish colors that accompany most garuda-blooded, but a soft white like new-fallen snow. He wears armor that is kept to a polished shine seemingly at all times, and a bow which includes a variety of arrows.

Lysander the Swordsman |

This is Ouachitonian's submission. Lysander is a Magus (Bladebound/Kensai), born to Riftwardens. I'm using an alias I've had for a while, and his appearance is largely based on my inability to change the picture right now. That was a little bit limiting, but I think I did a fair job of working it in. Sometimes aasimar are born to non-humans, after all, and his elven parents were both surprised and delighted to be the parents of a musetouched child (and Azata themselves often have elven features, right?). Its too bad he was orphaned a few weeks later. At any rate, he's a Magus. He does magus things. I'll be using something of a non-traditional build, the normal "Shocking Grasp Magical Lineage" magus is awkward in an AP full of demons, what with their electricity immunity. Oh, and I took the Exalted Resistance alternate trait. Spell Resistance is usually a double-edged sword for PCs, but since the aasimar version only applies to spells with the Evil descriptor or spells cast by Evil Outsiders, I figured it was safer. And potentially pretty helpful, given the AP. He's very DEX-focused, even more than INT, which will make damage lower than I'd really like until I can get DEX to damage, but I'll deal with it. Skill points aren't as high as I'd like, but they're high enough to cover the things a Magus should know.

Jereru |

Male Aasimar (Plumekith) Warpriest (Arsenal Chaplain) 13
NG Outsider (Native), Humanoid (Human)
Init +4 Senses Darkision 60ft Perception +4
--------------------------------
Defense
--------------------------------
AC 18, Touch 14, Flat-Footed 14 (+4 Dex, +4 Armor)
HP 18
Fort +4 Ref +4 Will +6
Resist acid 5, cold 5, electricity 5
--------------------------------
Offense
--------------------------------
Speed 30ft
Melee Cestus +2 (1d3+1)
Ranged Mwk Composite (+2) Longbow +7 (1d8+2/x3)
Special Attacks Blessings 4/day (War: war mind), Fervor 4/day (1d6)
Spell-like Abilities (CL 2nd; concentration +2)
. . 1/day—See Invisibility
Warpriest Spells Prepared (CL 2nd; concentration +5)
. . 1st—Divine Favor, Divine Favor, Protection From Evil
. . 0 (at will)—Create Water, Detect Magic, Guidance, Read Magic
--------------------------------
Statistics
--------------------------------
Str 14 Dex 18 Con 12 Int 10 Wis 16 Cha 8
BAB +1 CMB +3 CMD 16
Feats Weapon Focus (Comp Longbow), Point Blank Shot
Traits Fate’s Favored (Faith), ?
Skills Kn Religion +4, Perception +4, Spellcraft +4, Survival +7; Racial Modifier +2 Acrobatics, +2 Fly
Languages Common
Gear Mwk Chainshirt, Mwk Composite Longbow (+2 Str), Arrows(x60), Cestus, Backpack, Bedroll, Belt Pouch, Flint and Steel, Silver Holy Symbol of Iomedae, Canteen, Knife, Gear Maintenance Kit, Blanket, CLW Potion, 53 gp, 4 sp
--------------------------------
Special Abilities
--------------------------------
Blessings (4/day) (Su)
Darkvision (60 feet)
Energy Resistance, Acid (5)
Energy Resistance, Cold (5)
Energy Resistance, Electricity (5)
Fervor (1d6, 4/day) (Su)
Sacred Weapon (Su)
The young chaplain was still a fervent worshipper of the Inheritor, and figured there should be a place where he could serve his Goddess without conflicting his ideas. After all, the Lady was known to fight for the good people. He thought of all the worshippers risking their lives daily at the Worldwound, Lastwall, Belkzen, and decided to ask for a position there. After proving his fidelity more than a few times, he’s today serving at Kenabres, a key point in the defenses against the armies of Evil.
If the Stolen Fury trait is picked:
During his first mission, Uriel and his platoon fell under an ambush by some cultists operating in the border between Molthune and Nirmathas, capitalising from the tensions and skirmishes. He and a few other men survived, and were about to be sacrificed in a wicked ritual. In the very last second, however, a Nirmathan detachment found them and freed them. The fact that Nirmathans freed Molthuni men, something he doubts would have happened the other way round, was the last straw and what made him flee away and never come back. He’s been experiencing nightmares and episodes ever since, something he thinks should be usual given his near-death experience.
If the Chance Encounter trait is picked:
Not long after joining the Crusaders, while being on probation, he was patrolling the woods one night when suddenly he realised he was alone. There was no sign of his companions and no clue how to come back, and panic was starting to get a grip on his throat, when a woman appeared. Fearing it was an undead, a demon or something worse, Uriel stepped back, but the woman irradiated calm and goodness. She took his hand and started walking, and Uriel followed, noticing the butterfly tattoo on her neck. She guided him to one of the groves he already knew, and thanks to his special vision he could get back to the camp from there, avoiding a wicked fate if the crusaders would have thought him a deserter. From then opn, he’s always wondered why did he get this help from Desna, and what piece is he playing in the Gods’ chess game.

The Emerald Duke |
2 people marked this as a favorite. |

Because I was curious, I updated the list posted by Archlich. Note, I only looked at posts after his listed post to make the updates, not prior. (Translation: if you were missed or wrong on that list and not corrected in a post afterwords, you are still missed or wrong now.)
Player - Character - Aasimar Type - Class/Concept – Trait
(KingHotTrash) - Ranek - Idylkin - Bloodrager - Stolen Fury
(Aldizog) - Saquiel - Emberkin - Wizard (Sword Binder) - Riftwarden Orphan
(Robert Henry) - Kunala - Angelkin - Ranger (Trapper) - Exposed to Awfulness or Child of the Crusade
(Vanulf Wulfson) - Rhialla - Archon - Warpriest of Iomedae - Child of the Crusade
(SCKnightHero1) - Diasana Brevelre - Angel Blooded - Paladin of Shelyn - Touched by Divinity
(M Morris) - Jerek Truss - Archon - Kineticist (Kinetic Knight) - Stolen Fury
(M Morris) - Bella Glint - Peri - Investigator (Starwatcher) - Chance Encounter
(trawets71) - ? - ? - Paladin of Sarenrae - ?
(Spazmodeus) - ? - ? - Paladin or Cleric - ?
(adsapiens) - Krayn La'Jal - Azata - Sorcerer (Solar Bloodline) - Riftwarden Orphan
(Vrog Skyreaver) - Kinsman - Emberkin - Occultist - Riftwarden Orphan
(Ellioti) - Irithor - Angel - Vigilante (Warlock) - Riftwarden Orphan
(Agent Eclipse) - Seren Tawel - Musetouched - Swashbuckler (Flying Blade) - Chance Encounter
(Agent Eclipse) - Mahfra Nar - Peri - Sorcerer 1 (Phoenix Bloodline) / Bard 1 (Dawnflower Dervish) - Touched by Divinity
(Agent Eclipse) - Vigi Fenerod - Archon - Cleric (Herald Caller) of Archeros - Child of the Crusades
(Delmoth) - ? - ? - Rage Prophet or Monk (Drunken Master) - ?
(The Emerald Duke) - Barius Karth - Musetouched - Bard (Fortune Teller) - Chance Encounter
(Gavmania) - ? - ? - ? - ?
(ScorchedOne) - Lethyr - Plumekith - Inquisitor (Cold Iron Warden) of Ylimancha - Child of the Crusades
(Jereru) - Uriel Muller - Plumekith - Warpriest (Arsenal Chaplain) - Stolen Fury/Chance Encounter
(Ouachitonian) - Lysander the Swordsman - Musetouched - Magus (Bladebound/Kensai) - Riftwarden Orphan
(azjauthor) - Lotho Proudheart - archon - Paladin - Child of the Crusades
(joerice) - ? - ? - Sanctified Rogue - ?
(ToxicStar) - ? - ? - Druid (Green Faith) - ?
(Phntm888) - ? - Azata - Bard - ?
(Anthorg) - Massielo Cirus - Angelkin - Oracle (Life) - Touched by Divinity
(Dread) - ? - Archon - Cleric of Iomedae - ?
(oyzar) - ? - Peri - Wizard (Void School) - ?
(Cuan) - ? - Archon - Shifter (Holy Beast) or Druid (Nature Fang) - ?
(eriktd) - Lucky Nick - Musetouched - Fighter (Weapon Master) - Stolen Fury
(grimdog73) - ? - ? - Sorcerer (Solar Bloodline) - ?
(Simeon) - Zanuk Tabrisos - Emberkin - Bard (Chronicler of Worlds) - Riftwarden Orphan
(Torilgrey) - Razal Battlecaller - Angelborn - Skald - Child of the Crusade
(Daedalus the Dungeon Builder) - ? - ?- ? - ?
(Dakcenturi) - ? - Angelkin - Barbarian/Fighter - ?
(Nazard) - ? - ? - ? - ?
(John Gs) - Zedna Lark - Angelkin - Brawler 1 / Ranger (urban ranger) 1 - Stolen Fury
(bigrig107) - ? - ? - Cleric (Angelfire Apostle) or Oracle (Life) of Ragatheil - ?

Kenderella Lefuriel |

Finally finished my character. I hope she's to your satisfaction. The avatar service is broken and I can unfortunately not change it to something more appropriate. Here's a better picture. Feel free to ask any questions you might have or give me feedback if you want me to change something. I could also add some more gear. A few more scrolls to buff would be nice, but which buffs are effective might depend on the party (for example enlarge person only works on a strength based character that picked Scion of humanity).

Mpenda |
OK, all the crunch is done and for a visual I made up a Heroforge mini.
https://drive.google.com/file/d/1--KyEgVbUkNVsjloIKs-mJS8Wiew1ASh/view?usp= sharing
That's in black and white but imagine like I said an impossibly beautiful Mwangi man ala Idris Elba, who passes for human until his Halo manifests.