
Ignatius Potter |

Ignatius, vampires are completely legitimate for this game. As I noted, however, they require a feat chain, so if you're going for it, they take some commitment with the crunch.
Ya I know there's a substantial feat investment and some pretty big penalties from the get go. I dug up the feat and updated the crunch in Potter's profile.
I don't know if it's the best idea mechanically, but I think that it'll be pretty fun to play.

Ilya Shukhov |
Here is the submission for Tanner Nielsen. My character sheet is finished and I am ready to go.
Ilya Shukhov
NE Male (Ulfen) Skald
Hair: Sandy Brown
Eyes: Blue
Height: 6'4"
Weight: 230lb
You see a well-groomed human male with wild, sandy-brown hair hanging to his collar. His eyes are a deep blue, with small flecks of silver near the iris. His skin is tanned and dotted with scars, with high cheek bones, and a strong jaw. He is dress, right now, in ragged prison fatigues. He is quite tall, with a muscled frame and straight posture.
Ilya's family traces its lineage to the Land of the Linnorm Kings, home of the reclusive and brutal northern folk. His forefathers found ready work as mercenaries, campaigning during the harsh winters and returning in the spring with bounties for their family. This established a tradition of sorts, with each passing generation choosing whether to take up the mantle of 'coin-sword.' Ilya followed a different route initially, spending his time with the village loremaster rather than sparring with the other children during the long winter months. He absorbed stories and legends of his people, and gained a great deal of practice in reciting and committing to memory the epics of heroes and monsters.
Coming of age as a man, his father decided one spring that it was time for Ilya to join him on a venture southward. They traveled overland, into the soft and fertile lands of Talingarde. After several uneventful weeks, where Ilya entertained the men with storytelling around the campfires, the caravan was attacked by a band of the king's soldiers. The company was victorious, but Ilya's father fell in battle along with most of the guards. The band made it through the woods, and unceremoniously dumped the lad at a nearby village to speed their retreat back north.
Ilya was taken in by a local family and did odd jobs and manual labor in their homes and warehouses. He was treated poorly, to say the least. He chafed spending his days as a laborer and guard, until a bard entertained at the hall of his lord. He was enthralled, and shared with him the legends and epics he remembered from his far-away home. The minstrel took the boy on as an apprentice, and helped him to refine and channel his talents. It did little, however, to calm the brooding anger that festered whenever he thought of his father, and the family he knew he would never see again. In time, he grew into a man, with great height and heft thanks to his northern blood. In battle he is inspired by the tales of heroes of old, and enthusiastically shares them with his comrades.
But one day his lord sent him away to the capital to fill his soldier-tithe for the year. Again, Ilya was ripped from his surroundings and conscripted into the king's guard. Every sight and sound reminded him of the death of his father, of the brutal oppression of Talingarde against his people, until one day he could take no more. He deserted during the night, leaving his guard post unmanned, and headed north with a horse. He was captured the next morning, while bathing in a stream. Bandits had entered the army camp he had been guarding, and murdered several soldiers during a botched robbery. He was held accountable for their deaths, and sentenced in a hasty military trial for death at Brandescar Prison. His heart now rages.
Unless, of course, you are a soldier or noble of Talingarde. Then you are part of the problem. Part of the systematic oppression of his people's culture, language, values, and traditions for hundreds of years. Ilya's ancestors were driven from the green lands by people like you. Ilya's father was murdered by people like you. You deserve no measure of love, charity, patience, or tolerance in this world or the world to come. He will see your world burn to the ground, and the ghosts of his ancestors will sing to his praises as everything you love is cut down.
ROLE: - a character that can buff the party while filling another role
Oh, man. Can I buff the party.
My core ability? Raging song? It let's me do a lot of very righteous things. Like give everyone in the party +2 Strength and Constitution and +1 to Will saves. Or inspire you guys to ran faster and further without getting tired. Or get super strong. Or scare the poop out of our enemies (which is like a reverse buff for the party). I can even summon your departed souls from the halls of the damned to continue fighting. At 10th-level, everyone in the party will get fast healing 4 every time I sing. Very righteous.
And the rage powers. Oh, the rage powers. You lucky sons of guns get goodies like wicked claws and teeth, elemental damage, incredible athletics, or spellcaster-murder-powers. The sky is the limit.
What else can I do?
I can fight. I've got maxed Strength, Power Attack, and I can rage. Give me an axe or a greatsword, and watch me cut through our foes with the fervor of a rock god.
I can talk. I make a great secondary party face, or we can split the party to cover more ground. With my Versatile Performance ability, I will get Handle Animal, Intimidate, Bluff, and Sense Motive. Yeah, baby.
I know stuff. Lore Master will let me rack my brain for sweet, sweet knowledge at a moment's notice. You can be like, "Hey, Ilya. What's that?" And I can totally hook you up.
I'm sneaky. I took a trait for it. I'm not going to wear heavy armor, so I can be all ninja-silent-shadow when we need to go somewhere without drawing attention.
I cast spells. All sorts of spells. Spells I haven't even taken yet. If I were a soft drink, I would be a Diet Wizard.
My long term goals include leading my northern tribesmen to victory over the cruel and oppressive southerners of Talingarde, and laughing as their widows and orphans lament our triumph. Between adventures, I will be writing scrolls, securing arms and supplies for my tribesmen, and sabotaging imperial military operations.
In short, I would make an great candidate for your open position of Incredible 6th-Man. We will rock hard, party hard, and conquer our enemies.
*wicked guitar solo*

Arcanic Drake |

No justice here. Only vengeance. >:D
Give me part of the day tomorrow and I'll have a character ready and waiting. I plan on making a Half-Orc Scarred Witch Doctor With the Vengeance Patron. I hope I'm not to late to enter the selection process by then.
Its currently 8:43 pm on Tuesday here in Alaska.

Deaths Adorable Apprentice |

it was if the 3pp bloodline called vampire was allowed? If not i will try for a wizard with buffing abilities.
I really would love to play. I have spent months looking for this game. I really want to run it but i know little about it. Even if i do not get to play i will most likely stalk the gameplay.

Arcanic Drake |

Here is my character Dovan Stormsorrow the Half-Orc Witch.
Patron Mask:The Mask of his Patron looks like the top half an unknown predatory creature's skull with gnarled, almost scar-like, cracks that fissure through it. Blood seems to poor from the cracks and eye sockets (on closer inspection its just a really good paint job). The mask also has painstakingly closely ordered feathers attach at the top of it that covers the back of Dovan's neck when he wears it.
Height: 6' 4"
Weight: 176 lb.
Eyes: Solid Yellow (almost gold) with slits of black
Hair: Dark Brown
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Alternate Racial Traits:
Mystic: (Sub Race that replaces Orc Ferocity and Intimidating with Shaman's Apprentice and Sacred Tattoo)
Shaman's Apprentice:] Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Witch Features:
Weapon and Armor Proficiencies:Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Vengeance (near the bottom) D20
Patron Spells (Vengeance): At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Scarred Witch Doctor Features:
Constitution Dependent: A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.
Hex Scar: Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed.
Fetish Mask: At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.
When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.
At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.
This ability otherwise functions like and replaces the standard witch familiar.
Scar Shield: At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments.
This ability replaces the witch's 1st-level hex.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Diehard: Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Omen D20
Omen: Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
Arcane Temper D20
Arcane Temper: Benefits: You gain a +1 trait bonus on concentration and initiative checks.
Neutral Evil Medium Humanoid (Half-Orc)
Init +2; Perception +0
------------------------------------------
DEFENSE
------------------------------------------
AC 11 (12 with Scar Shield), touch 11, flatfooted 10
HP 10 (1d6 + 4 Con)
Fort +4, Ref +1, Will +2
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
Unarmed Strike +2 (1d3 +2 (nonlethal))
Spells Known
1st (2 Spells/Day) DC 15: Inflict light Wounds (2)
0th (infinite) DC 14: Spark, Detect Magic, Read Magic
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 14, Dex 12, Con 18 (16 + 2), Int 16, Wis 10, Cha 7
Base Attack +0; CMB 2; CMD 13
Feats: Endurance, Diehard
Traits: Attempted Murder, Omen, Arcane Temper
Favoured Class: Witch (+1 skill)
Skills:
Heal +6 (1 rank + 3 class + 2 Mask)
Intimidate +8 (1 rank + 3 Class + 2 Mask + 3 Traits - 1 CHA)
Knowledge (Arcana) +7 (1 rank + 3 Class + 3 INT)
Knowledge (Planes) +7 (1 rank + 3 Class + 3 INT)
Spellcraft +7 (1 rank + 3 Class + 3 INT)
Use Magic Device +7 (1 rank + 3 Class + 3 INT)
Languages: Common, Orc, Abyssal, Draconic, Goblin
Equipment: Fetish Mask (?), Clothing
Current encumberance: light
Money: 0
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Scar Shield: At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments.
Background:
At the age of 10, Dovan's mother fell to sickness and passed away shortly there after. He was immediately taken into an orphanage that put him to work at hard labor for his right to live there. When the other orphans tried to bully him, instead of taking it like he did in his past he would immediately beat his tormentor to within an inch of his life. He was constantly reprimanded for this behavior by the Head of the orphanage, who constantly berated him and told him about his worthlessness and that his only claim on life would be work the work he did for the orphanage. One day, around the age of 15, Dovan was being reprimanded by the the orphanage head when he brought up Dovan's mother in his berated shouting and was immediately silenced. Dovan had barely laid a hand on him as he spoke a weird language, causing his limb to glow brightly and suck the life out of his tormentor.
Dovan disappeared out of the orphanage that day. The orphanage Head's body was later investigated by the local authorities and found no trace of physical injury, but the local cleric they employed did find traces of necromancy...
And so with power obtained from a source unknowable, Dovan Stormsorrow did exactly that.
Sad to say (for him), but he made the wrong choice and went after his Grandfather first with out obtaining more power first. Dovan's attempt on his life failed and was subsequently put into jail, but not before his Grandfather had a chance to laugh at him and his poor excuse for a mother. Dovan's last breath free was to swear that everything around his grandfather would lie in ruin before he killed him for what he did to his life.
As he levels up he will be taking some debilitating hexes that cause his opponents to mess up and make mistakes and some more directly combat oriented hexes. He will mostly be combat oriented, but can take a support role if needed.
If I do get picked: need to talk about mask, spells and maybe trading abyssal for infernal.
(Made an Alias, but didn't use it for post.)
I'm sorry for posting so much and the Background category's plainness, but I tried to get everything that you wanted in one place and quickly. Thank you for giving me time to do this and I hope I get picked. If not, I'm sure your game will be a great one and will keep track of it. Happy hunting!

Ostarian Thrune |

Also CON is high because archetype makes it the casting stat. INT wasn't dumped because of skill points and because Hexes still go off of it.
Actually CON is used for "determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes (that are) normally determined by her Intelligence.".
Intelligence is still needed the for bonus spells per day, but not for hexes.

Arcanic Drake |

Arcanic Drake wrote:Also CON is high because archetype makes it the casting stat. INT wasn't dumped because of skill points and because Hexes still go off of it.Actually CON is used for "determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes (that are) normally determined by her Intelligence.".
Intelligence is still needed the for bonus spells per day, but not for hexes.
Well, In that case..... CON is 20, INT is 14, CHA is 7. Hp turns to 11, my Fortitude save goes to +5, 0 spell dc goes to 15, 1st spell dc goes to 16, use magic device is dropped, intimidate goes down to 7, and my Knowledge skills and Spellcraft drop to 6..... and drop goblin as a language....
Thanks... I think I have dyslexia for that specific Scarred Witch Doctor feature or something. I think I read that about 5 times and came up with a different result each time. I swear it doesn't happen like that all the time..... You can kill me now...

DM Aron Marczylo |

I have two different ideas for characters, but just went with this one as I have more of a love for this character than the other.
Hope this isn't too late.
Dr Joseph Mender
As a child, Joseph always asked questions and wanted to learn more about the world and discover why he looked so different. Being a Tiefling he is related to the darker outsiders, however, he also appears to be part feline due to the Rakshasa blood.
However, as a child he also cut up animals to understand what made them move. This disturbed people around him and his curiosity did not stop at animals. As he grew older he started experimenting on humanoids, cutting them up to better understand what's inside them and then attempting to combine different creatures body parts and organs in somekind of attempt to trigger an evolution.
Because of this, he was locked up for the many deaths he causes and the hideous experiments that he carried out.
He appears a humanoid cheetah with cat eyes and his skin covered in fur and spots. He is not a violent person, but his unhealthy obsession with mixing animals with humanoids leads to many hours where he stares off and focuses on new potential experiments or a potential formula that he is working on.
Dr Joseph Mender
Rakshasa-spawn tiefling alchemist (vivisectionist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 168, Pathfinder RPG Ultimate Magic 20)
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will -1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—detect thoughts (DC 13)
Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, shield
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 12, Int 18, Wis 8, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Brew Potion, Throw Anything, Weapon Finesse
Traits conspiracy hunter, ustalavic noble, Crime - Murder
Skills Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +2, Disable Device +5, Disguise +3, Heal +3, Knowledge (arcana) +8, Knowledge (nature) +8, Sense Motive +1, Sleight of Hand +7, Spellcraft +8, Stealth +8, Use Magic Device +5
Languages Common, Draconic, Elven, Gnome, Halfling, Infernal
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
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.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Ustalavic Noble +1 trait bonus on Diplomacy and Knowledge (nobility) checks.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

DM Aron Marczylo |

Making villains for an AP this well designed brings out the best of our character creating skills.
Best of luck everybody!
I'll say, it takes some time I find to create evil characters as it's so rare to get a campaign like that, that'll work.
Also I love the fact this DM has stated that there will be certain disturbing things, but there won't be any 100% focus on them.