
GM Olmek |

For nonhuman races who automatically know Common (Taldane), is it okay to substitute that with Osiriani instead? For a native Osirian aasimar, it would make sense for them to know Osiriani instead of Taldane...
That seems reasonable, but dropping Common for Osiriani could be difficult if another player doesn't know Osiriani.

Darkness Rising |

Thanks for the answers GM! Character will be up imminently. Ish.
That makes sense too, but it seems odd to live all your life in Osirion and not know Osiriani...
As I remember it (I'm currently away from my sourcebooks), Osirion was conquered/invaded/settled by the Kelesh a long time back, and the number of actual Osirians (Garundi?) in the country is a minority. So conceivably, you could even be of Osirian descent and speak nothing but Common.

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Posting with interest in playing an Occultist from the Occult Adventures playtest! They're perfect tomb raiders and great for a resourceful archeologist who uses magical trinkets and relics for power.
I'll get some more details soon. This looks like the perfect opportunity to dust off that class and try 'er out. Looking at a cross between Indiana Jones and Harry Dresden.

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Interested! And I have an idea for an Unchained Barbarian.
And since it was brought up the rules for Variant Multiclassing are up on d20 if you're interested.

Alayi Ah'Mheed |

Oh, there is a list posted? I gotta see this!
Alayi's mind begins to race as she sees the listing before finding her name on it.
Where is it, where is it?... Oh.. OH! There I am, under fighters. Hmm, I guess that fits.
Without turning around Alayi speaks up; Has anyone else checked the list to see if their name has been added?

Vincent Fleming |

Dro'ka would wander over after hearing there is a listing of people and was curious. He looked on in abject horror as his name was placed under the title of thief.
"A common thief, I have been labeled a thief of all things. I am a collector of fine antiquities and hearts of maidens. I am not some common thief" he said trying his best to sound absolutely outraged.
He turned to Alayi "Do I look like a rogue to you, a scoundrel? Does this title truly do me justice?" he asked pleadingly
Bluffing his status: 1d20 + 7 ⇒ (3) + 7 = 10
Disguising himself as a merchant: 1d20 + 6 ⇒ (10) + 6 = 16

Alayi Ah'Mheed |

Alayi nods, agreeing with the recent arrival.
Yeah, I know that first hand. Couldn't stomach it myself though. There is more money to be had in those tombs than any old trade agreement.
Alayi squints a bit after making her statment.
Wait.. Who is this?
Alayi turns to this person and inquires; By the way, I don't believe I seen, nor heard your name. So if you don't mind, care to tell it?
Edit: Wrong Alias. >.<

Reiterpallasch |

An idea for a vishkanya unchained sanctified rogue who venerates Apep and Wadjet in equal measures.
Male vishkanya unchained rogue 1 (sanctified rogue)
N Medium humanoid (vishkanya)
Init +6; Senses low light vision; Perception +6; +1 to locate traps
Languages Common, Vishkanya, Vudrani, Osirion
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
HP 10 (1d8+2 HD)
Fort +2, Ref +6, Will +0
Resist +1 vs poison, +1 vs divine magic
OFFENSIVE
Speed 30 ft.
Melee kukri +4 (1d8/18-20)
Ranged light crossbow +1 (1d8/19-29
Special Attacks sneak attack (1d6), toxic (2/day, Injury; save Fort DC 13; frq 1/round for 6 rounds; effect 1d2 Dex; cure 1 save); sleep venom (as per toxic with the following changes: effect 1d4 round staggered; secondary effect unconsciousness for 1 minute)
STATISTICS (20 point buy)
Attributes Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 13 (+1)
Base Atk +0; CMB 0; CMD 14
Feats Sleep Venom, Weapon Finesse
Skills Acrobatics +8, Bluff +5, Disable Device +9, Escape Artist +10, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (religion) +6, Linguistics +5, Perception +6, Stealth +10
SQ keen senses, limber, poison use, weapon familiarity (blowguns, kukri, shuriken), finesse training, trapfinding
Traits Devotee of the Old Gods (Apep, Wadjet), Reactionary
Combat Gear kukri, light crossbow w/30 bolts, studded leather armor; Other Gear rogue's kit, minor jewelry, 16g
Carry Capacity Light: 0-33, Medium: 34-66, Heavy: 67-100; Current Encumbrance 29 w/combat gear, 66 w/bag
For better or worse, Verg's fate was altered upon the arrest of his parents by the Osirion government for, naturally, the crime of smuggling. Only a youth at the time, Verg was seen as unrelated and turned loose onto the streets of Sothis. Abandoned, and left to his own devices, Verg was forced to augment the already shady teachings of his parents with a variety of other unscrupulous talents in order to survive. Fortunately for him, Verg was saved from a life of petty thievery when a traveling river cleric of of Wadjet who caught the boy attempting to make off with her magical feather token. Startled when she discovered that her would be thief possessed finely scaled skin and the burnish gold eyes of a snake, the cleric took it as a sign. She offered Verg a better life as her ward and he seized upon the opportunity immediately, if only to rob the cleric sometime later down the road.
Much to Verg's surprise, he quickly came to respect the cleric and her deity, the snake-headed Wadjet. Verg found himself obsessed with learning more about the goddess whose features were reflected in his own. In so doing, he also learned of the other old gods of Osirion, taking particular interest in Apep, the Devourer of Dawn. Although the river cleric had cautioned Verg strongly against become too interested in Apep, the vishkanya youth quickly came to consider Apep and Wadjet as two sides of the same coin and venerated both equally as dualistic aspects of nature.
Upon reaching adulthood, Verg struck out on his own, hungry for knowledge and artifacts tied to his chosen deities. He has explored several minor tombs across Osirion, but has yet to make a substantial find. When rumors arose that the necropolis at Wati would soon be declared open for exploration by the Ruby Prince, Verg ventured there immediately. A year too soon as it turned out, but at the onset of the campaign his patience has finally been rewarded as lotteries are opened for the opportunity to explore the necropolis of the Half-Dead city.
Since his chosen deities sit at polar opposite sides of moral spectrum, Verg does his best to maintain a neutral, balanced outlook which encourages good, but accepts evil, seeing both as natural. Verg does not take issue with most illegal acts, and even still partakes in smuggling from time-to-time, but prefers to avoid violence whenever possible. The sight of papyrus marshes bring peace to his heart, while dark shapes underneath the water excite, and thrill him. This sensibility follows him into his everyday life. Though measured and introspective in most settings, the presence of danger, and the unknown potential it may hold, invigorates Verg and spurs him to action.

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Alright, here's my stats for Elexsanda Sylmat, seer of her village and voice of Anubis in the mortal realm of Golarion.
Elexsanda Sylmat
Female human shaman (Animist/Speaker for the Past) 1
N Medium humanoid (human)
Init +1; Senses Perception +7
DEFENSE
AC 16 Touch 11 FF 15 (+5 armor, +1 Dex)
hp 10 (1d8+2)
Fort +1 Ref +1 Will +6; +1 on saves vs. cold damage
OFFENSE
Melee morningstar +1 (1d8+1)
Ranged sling +1 (1d4+1)
Speed 30 ft.
Shaman spells prepared (CL 1st, Concentration +4)
1st (2/day) -
0 (at will) -
STATISTICS
Str 12, Dex 13, Con 12, Int 14, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 12
Feats Spell Focus (Dviniation), Diviner's Delving
Skills Diplomacy +5, Heal +7, Kn (nobility) +7, Kn(religion) +6, Perception +7, Spellcraft +6, Survival +7
Languages Common, Osiriani, Ancient Osiriani, Necril
Traits Blood of Pharaohs, Genie Blood
SQ Orisons, Spirit (Ancestors), Animist spirit magic, Mysteries of the past, Spirit ability (Ancestor's counsel)
Combat gear Sling + 20 bullets, scrolls ()
Other gear backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torch (10), trail rations (5 days), waterskin, 40 gp
Still working on her backstory, and need to buy a few more items, but she'll be very focused on learning about her heritage and gaining knowledge about her ancestors.

Vincent Fleming |

I present the stalwart guardian of the tombs...Onyet
Onyet
Male Warpriest of Sekhmet 1
N Medium Outsider (Native)
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+3armor, +2 Natural, +1 Shield)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Battleaxe +4 (1d8+3)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 14, Wis 17, Cha 8
Base Atk +o; CMB +3; CMD 13/13Fl
Feats Improved Natural Armor, Weapon Focus (Battleaxe)
Traits Resurrected, Seeker
Skills Heal +7, Intimidate +3, Perception +8, Profession (Scribe) +7, Sense Motive +7
Languages Common, Dwarven, Ignan, Terran
Combat Gear Battleaxe, studded leather armor, Buckler
Other Gear Explorer's outfit, Holy symbol Silver (Sekhmet), Ink Black x2, Inkpen x2, Journal x2, Measuring Cord 10ft x2, Paper x10, Powder x2, Scroll case (empty), Waterskin x2, Weapon cord (Battleaxe)
--------------------
Special Abilities
--------------------
Aura (Lawful Neutral)
Blessings 3/day (Destruction, Healing)
Darkvision
Destructive Attacks +1
Ferrous Growth 1/day
Powerful Healer
Resurrected
Sacred Weapon
Spontaneous Casting
Weapon Cord
--------------------
Spells
--------------------
Create Water, Detect Magic, Scrivener's Chant
Bless,Forbid Action
Onyet looked like he was chiseled out of the very pyramid's themselves, which made him a bit of a curiosity in some eyes. Though none could remember when or if this man had ever lived in this part of the country.
Indeed the man had existed at some point in time a fair few years ago, but as does the sands of time do flow so did the memories of him flow on. He was a man out of place, but his faith had brought him back to life. He had a mission to see that the dead that Sekhmet herself had sundered down were to remain dead and thus even in death his body had been preserved and used as a guardian to a tomb. There were rumors that one such statue was missing from the front of a temple.
He had awoken and knew not where he was but had a faint idea of where to head for the town he had once known was south. So south was where he went. He walked into the town and was greeted by a strange and sprawling city that he could not believe to be the quaint little town that was once Wati, but with inquires that was what he was told. He dare not ask the year for fear that people would presume him crazy or a construct or some such silly thing. So he went to a tavern and gave the man a jewel or three for a room for a while.
He stayed at the inn biding his time, knowing that he would need allies to seal back in the evil that slept but this world was strange to him so he listened and waited. This seemed to go on for a year or two, the Oread even becoming an attraction at the inn. Always waiting, always listening for some sign or whisper of the evil beginning again. It was when the tombs were opened to be explored that he grew anxious and he signed on to become part of an adventuring party to delve into the depths. How else was he to gain allies in his plight without being conspicuous.

Darkness Rising |

Submitting Ninevekhti "Neve" Khamutep: human arcanist (occultist) with the Blood of Pharaohs campaign trait.
Background, description, and crunch are all completed, apart from gear - is it OK to craft alchemical items and so take them for half price?

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I haven't gotten this excited for a character in a long time. I'm still working on his build and backstory, but my Occultist archaeologist, historian, and dashing adventurer is coming along nicely.
His build can go in almost any way I choose - I could make him an expert trapsmith to handle traps, a front-line fighter with powerful occult weaponry, a necromancer who can command the tomb guardians' loyalty with relics of the ancient pharaohs, a blaster who purges the tombs with bursts of flame and light, or even a blend of a few of the above. This is one of the most fascinating and complex classes I've ever worked with.
If I'm selected, I can adapt his build to fill any niche in an adventuring party, and that is awesome.
I have decided that human is likely to be his race, and I'm feeling attached to the Transmutation implement group for one of his two starter implements.

Kellara Sheogorath |

Sarabian here with my life necromancer Kellara! Everything's in the alias, but I'll cross-post it here for ease of reference.
Kellara's parents met on the field of battle. Shandra was a powerful paladin of Iomedae stationed near Storasta in the Worldwound. Ismort was an orc sub-chief who found himself rallying his tribe after their demon allies turned on them. Shandra intervened in the conflict, slaying or driving off many demons. The two sat down in the aftermath of battle, and Ismort had a long conversation with the powerful warrior that saved his tribe. He left them to travel with her; eventually, after many nights and many conversations, his worldview was altered. He became a follower of Iomedae as well - not for the woman he had fallen in love with, but for his own purposes. They were married, and went into retirement when Shandra became pregnant with Kellara.
The trio set up on a small homestead just within the Numerian borders, about two hours south of the river crossing to Nerosyan. Ismort farmed and hunted, and Shandra would often take trips into the city to buy, borrow, and copy books to feed her daughter's lust for knowledge and bolster her budding arcane talents.
Things went poorly for everyone involved one day when Kellara was around 15. A band of Kellid barbarian raiders came on the farmstead. Seeing a large orc and a smaller half-orc, the band presumed they were raiding the farm, and responded accordingly. Ismort did his best to shield his daughter from arrow and axe, but being surrounded by 10 men, he was not able to protect her from everything, and she fell quickly, bleeding out into the soil. Shandra arrived back from Nerosyan just in time to see an axe split her husband's forehead. In desperation and fury, she called on Iomedae's power. Moments later, the only one dead on the field was Shandra; seven barbarians and two homesteaders picked themselves up off the ground, returned to life by Shandra's self-sacrifice.
Ismort buried his wife's body, took Kellara up to Nerosyan and found her an apprenticeship, then went out into the Worldwound prepared for battle, salving his grief in the blood of demonkind, and was not heard from again by this mortal world. Kellara turned her mother's gear over to the church in exchange for a stipend, but retained her father's special ceremonial greataxe he'd had commissioned for his induction into the church of Iomedae. She buried herself into such necromantic texts as she could - it was not a common study in Medved, but she was determined that if she had enough power, and the wisdom to wisely use it, that none should die needlessly again. She broadened her studies to include other world cultures that might expand her studies in an ethical manner, and came across mention of an immortality elixir in an ancient Osiriani text. She spent the rest of her savings making the trip south, and now is eager to plumb the ancient mysteries of the necropoli, more than ready to absorb the long-forgotten necromantic knowledge that, she hopes in her heart of hearts, might bring her parents back to her.
Kellara is all too aware of how blood is a symbol for both life and death, and it shows through in the amount of red she wears. From her robes (full length just like in the north, but now lightweight and cinched to protect from heat) to her facepaint and hat, she is draped in a dark crimson. (The fact that it matches her eyes is, at best, incidental.) She has taken to plaiting her long hair with mud not only to keep insects out of it, but also to disguise the fact that she has her mother's wavy, golden hair - something markedly incongruous with her dusky-green skin. (She was born with her father's hair, but woke up after her resurrection with her mother's - a final gift unasked for, she thinks.)
The generalized curiosity that fired the young Kellara has been replaced with a near-obsession regarding the border between life and death. Kellara is all too aware, though, of the slippery slope that has led many other necromancers into immorality and licentiousness; she studies Iomedae's tenets every morning after her spell studies, to provide herself with a firm moral footing that, she hopes, will prevent such a fall. When in a conversation where she knows little, she says little; catch her interest, though, and her eyes glisten with life as she expounds thoroughly on the topic, accentuating important points with small, forceful gestures. She rarely gets close to people, both through lack of practice and fears of abandonment. While it seems strange that she has not undertaken the study of simple wound-stopping that so many others have, she has witness first hand how flesh is weak, and how magic can solve problems; as such, she tends to rely on magical means, rather than mundane, when it comes to saving lives.
Kellara Sheogorath
Female Half-Orc Wizard (Necromancer: Life) 1
LG Medium humanoid (human, orc)
Init +1; Senses Perception +1, darkvision
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +3; +2 vs death effects
OFFENSE
Speed 30 ft.
Melee greataxe +0 (1d12/x3)
Ranged light crossbow +1 (1d8/19–20)
Wizard Spells Prepared (CL 1st; concentration +7)
1st—chill touch (DC 16), protection from evil, shield
0th (at will) — disrupt undead, ray of frost, resistance
STATISTICS
Str 10, Dex 13, Con 14, Int 18, Wis 12, Cha 10 (20 points)
Base Atk +0; CMB +0; CMD 11
Feats Scribe Scroll, Spell Focus (necromancy)
Traits: Focused Mind, Resurrected
Skills Intimidate +2, Knowledge (arcana, geography, history, local, religion) +8, Linguistics +8, Spellcraft +8
Languages Abyssal, Celestial, Common, Draconic, Kellid, Orc, Osiriani
SQ arcane bond (ring), arcane school (necromancy – opposed by conjuration and enchantment), healing grace, orc ferocity, resurrected (dead at negative Constitution +4 hp), shared essence (1d6+1, 7/day)
Gear light crossbow with 10 bolts, greataxe, backpack, scroll case, spell component pouch, spellbook (contains all prepared spells plus all non-opposed 0-level spells; 1st—chill touch, detect secret doors, endure elements, hydraulic push, protection from evil, shield), hot weather outfit, wooden holy symbol, 6 gp

Lady Ladile |

Okay, I give. Since the other recruitment I had a character submitted to seems to be in a state of limbo and since I have a character concept bumping around in my head, dot for tentative interest. Thinking maybe a Slayer (Grave Warden) with the Undead Hunter trait; will see what I can come up with once I get home from work later tonight.

Malik Adraza |

I really liked this character, but I lost all free time (due to some family issues) just when the game he belonged to got up and running. I have lots of free time for the foreseeable future though. I understand if you aren't interested in taking a player that has only belonged to one failed play by post AP though.

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Here's Elexsanda's backstory, and her Stats re-posted for reference.
Elexsanda Sylmat was born to a well-known family in Wati, and was coddled until her 16th birthday, when she began having her visions. Each night, she would awake screaming from a nightmare about undead creatures, graverobbers, and disturbed tombs. Her family took her to every healer they could find, but no one had answers for them. That is, until they stumbled upon a blind beggar who, upon seeing Elexsanda, told her to look to the old gods for guidance, to save her from her nightmares. Despite the fact that the old gods hadn't been actively revered in many years, Elexsanda and her parents were able to find a small shrine to Anubis within a larger temple to the dual-faced god Nethys. When Elexsanda stood before the statue of the jackal-faced god, she experienced the most powerful vision to date... a clear image of a tomb bearing her family's name, ransacked and crawling with undead creatures.
From that moment, Elexsanda vowed to search out this ancient tomb and save her ancestors from their fates as horrid, undead creatures. With the help of Anubis and the priests in the temple of Nethys, over the next several years, Elexsanda was able to develop much stronger visions, and control when and how they occurred. She was even able to save her parents from an assassination attempt which she foresaw through one of her visions... when the assassin came to their home, she simply hid herself, waiting until he was just outside her parents' door, and burned him alive with a spell of fire.
Now, years later, Elexsanda has experienced another vision, this one of a path that she may take to find the lost tomb of her ancestors. However, it would seem that other groups also have their eye on the rumored tomb, and Elexsanda has determined that joining a party of adventurers will be the most direct way to reach her family's tomb.
Elexsanda Sylmat
Female human shaman (Animist/Speaker for the Past) 1
N Medium humanoid (human)
Init +1; Senses Perception +7
DEFENSE
AC 16 Touch 11 FF 15 (+5 armor, +1 Dex)
hp 10 (1d8+2)
Fort +1 Ref +1 Will +6; +1 on saves vs. cold damage
OFFENSE
Melee morningstar +1 (1d8+1)
Ranged sling +1 (1d4+1)
Speed 30 ft.
Shaman spells prepared (CL 1st, Concentration +4)
1st (2/day) -
0 (at will) -
STATISTICS
Str 12, Dex 13, Con 12, Int 14, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 12
Feats Spell Focus (Dviniation), Diviner's Delving
Skills Diplomacy +5, Heal +7, Kn (nobility) +7, Kn(religion) +6, Perception +7, Spellcraft +6, Survival +7
Languages Common, Osiriani, Ancient Osiriani, Necril
Traits Blood of Pharaohs, Genie Blood
SQ Orisons, Spirit (Ancestors), Animist spirit magic, Mysteries of the past, Spirit ability (Ancestor's counsel)
Combat gear Sling + 20 bullets, scrolls ()
Other gear
cleric's kit:
-backpack
-bedroll
-belt pouch
10 -candles
-holy text of Anubis
-flint and steel
-iron pot
-mess kit
-rope
-soap
-spell component pouch
10 -torch
5 -trail rations
-waterskin
-wooden holy symbol of Anubis
1 holy water

GM Olmek |

Dotting! Not sure what to play yet, but I'll think of something.
Edit: If I make an Oracle with the Blood of Pharaohs campaign trait, would you let me use Ancient Osirion for the Tongues curse?
That sounds like a really cool concept. I'll have to try and stop myself from calling you "Yugi" though.
And since it was brought up the rules for Variant Multiclassing are up on d20 if you're interested.
I like these rules too. If you do this, please mention it in your submission.
Btw I saw that you were allowing Background Skills in your IG recruitment, do we have them in this one too?
Yes, players can include background skills. Any characters that have already submitted can add them if selected.
Here's the updated list of submissions:
Fighter
Unnamed halfling Irorian paladin/bard - Ash..
Alayi Ah'Meed - Spencer Ramirez
Vidic Votev - Jim Cirillo
Khere - SCKnightHero1
Noonan - MannyGoblin
Cleric
Satati of the Reeds - El Ronza
Ankh, Bearer of Judgement - Doomed Hero
Morgrym Stonereaper - Mokshai
Salama Bint Sallah Al Rashid - Samy
Lethaleen - Nathan Monson
Unnamed ecclesiatheurge cleric/necromancer - Ash..
Onyet - Vincent Fleming
Elexsanda Sylma - cartmanbeck
Mchanga - Jon A.
Wizard
Takhet Anenshep - Bob Evil
Ninevekhti ‘Neve’ Khamutep - Darkness Rising
Kellara Sheogorath - Sarabian
Malik Adraza - The Pale King
Thief
Unnamed archaeologist bard - Ash
Amyrtaeus - Pahlok
Rasaad Faruhn - wicked_raygun
Alistair Cooper - Edward Sobel
Dro'ka Zahil - Vincent Fleming
Unnamed ratfolk swashbuckler - markofbane
Verg Mora - Reiterpallasch
Unnamed human Occultist - The Morphling
Unnamed grave warden Slayer - Lady Ladile

SCKnightHero1 |

Still can't believe no one is doing sphinx riddler and inquisitive archaeologist. Well I have this gnome archaeologist with the inquisitive archaeologist trait I've always wanted to try but then again I do have an ifrit inquisitor of Sekhmet with the wati native trait and a sylph sorceress with air elemental bloodline who worships Sekhmet and has the sphinx riddler trait.
I think I've created more characters for mummy's mask and wrath of the righteous than any other ap!

Marcus Bale |

My Occultist submission is getting closer to completion. Much of the build is put together - backstory writeup will be next once I finalize his skill points and equipment. I'll be using the Transmutation and Necromancy implements - a worn and well-used machete and a soulbound doll that comes to life as his familiar. He can disable traps and he fits into a hybrid role - wearing medium armor and using a shield, he's comfortable on the front lines of a battle, and he can summon skeletal minions to serve him in combat. He can cast a few spells, but his magical power will only truly blossom with time.
He's taking the Trap Finder trait, but he is an Osirionologist and historian, fascinated with the relics of that ancient nation's past and the secrets held in its tombs. He tends to be tempted by offers of great power, and is willing to take somewhat reckless risks to obtain magical artifacts and relics.

El Ronza |

My second submission will be a Vizier (a wizard-type, but probably not a full replacement for an arcane caster) if you'll allow the Akashic Mysteries material fom Dreamscarred Press. I'm happy to send you enough information that you'll know how my class works, and if anything gets updated in the final release, I'll take it.
If you'd rather not allow it, I'll think of something else, though. Can you confirm or deny, please? :-)

Newbonomicon |

My second submission will be a Vizier (a wizard-type, but probably not a full replacement for an arcane caster) if you'll allow the Akashic Mysteries material fom Dreamscarred Press. I'm happy to send you enough information that you'll know how my class works, and if anything gets updated in the final release, I'll take it.
If you'd rather not allow it, I'll think of something else, though. Can you confirm or deny, please? :-)
Didn't the first post say Paizo official content only?

El Ronza |

El Ronza wrote:Didn't the first post say Paizo official content only?My second submission will be a Vizier (a wizard-type, but probably not a full replacement for an arcane caster) if you'll allow the Akashic Mysteries material fom Dreamscarred Press. I'm happy to send you enough information that you'll know how my class works, and if anything gets updated in the final release, I'll take it.
If you'd rather not allow it, I'll think of something else, though. Can you confirm or deny, please? :-)
It did, but there was an ambiguous post from the GM on the last page when I expressed interest, which is why I'm asking for confirmation. :)

Menedes Khafra |