
GM Olmek |

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? :-)
I accept 3rd party stuff on a case by case basis. The original clause is only to avoid a floodgate of things I'm not familiar with. Please feel free to write the akashic character up.

Marcus Bale |

Marcus Bale is ready for consideration. He will primarily be a front-line fighter at low levels, but has some spellcasting tricks up his sleeve and is able to disable traps in a pinch. He can summon a skeletal bodyguard from nothing but dust, and carries a raggedy sackcloth doll stuck together with thick metal pins that seems to move of its own accord.
All in all, he's a generalist. He's versatile, and will become more so as he gains levels. He'll be able to handle any situation if needed, and should be able to substitute for just about any party role.
If there was anything that drove Marcus on, it was an impossible challenge. Even as a child, he had been fascinated by the history-rich "Land of Pharaohs." His father, who made a comfortable living in the silk trade despite being a foreigner to Osirion, provided the means for the youth to pursue a formal career in Osirionology, financing several archaeological digs for the young scholar to make a name for himself discovering relics of the lost Pharaohs. It was on the fourth of these digs that Marcus stumbled upon a strange fragment of black stone, impossibly ancient and inscribed with a sigil that matched no known Osiriani texts. Enthralled by the artifact, he delved deeply into the web of mysteries surrounding ancient Osirion, discovering the controversial Calosian Manuscript and its theories linking the early Pharaohs in the Second Age of Osirion to the inscrutable influence of the distant planet Aucturn.
In the forbidden texts he discovered, Marcus uncovered knowledge that transformed him. He gathered his books and disappeared in a single night, traveling across Garund in search of knowledge of astrology and the mysteries of the distant planets. He returned to his family three years later, his father having retired to a life of leisure in Sothis after an illness drove him out of active business. He was a changed man when he returned, carrying with him a collection of strange trinkets and relics, and having mastered strange magics picked up from his long research into hidden knowledge.
Today, Marcus returns to the dig. No longer financed by his father's fortune, he paid the last of his coin for the opportunity to participate in the excavation of one of the treasured tombs of the Necropolis of Wati, an opportunity he does not intend to pass up. Joining with several other heavily-armed individuals to help overcome the dangers of an unsealed tomb, he intends to discover proof for his theories about Osirion's past by uncovering undamaged relics unseen by modern historians.

Meresu |

Here she is! She's an ifrit inquistor of Sekhmet with the Wati Native campaign trait! Still working on her background and description but should be done today with it after work.

Meresu |

Is it alright if my character wears an outfit similar to those wore by Ancient Egyptian women, which usually left the breasts uncovered? I wanted to make sure if that's alright, as while it fits the theme of the AP's setting and location, I'm not sure if you're comfortable with having a PC wearing an outfit like that. Other than that snag, I'm pretty much finished.

El Ronza |

I've finished up my Vizier. While he's a wizard-type, the nature of his magic sets him apart from arcane casters, so he shouldn't be seen as a replacement for such.
I'm holding off on mundane gear until I can get to Hero Lab, as I'm away from my books. I've also done this statblock up in the style of Hero Lab, so I've truncated a lot of descriptions; I've given a quick low-down on the Akashic system below.
Djet-Heka-Tehuti
Male human vizier 1
LN medium humanoid (human)
Init +3; Senses Perception +4
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 8 (1d6+2)
Fort +4, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee sickle -1 (1d6-1)
. . Light Whip +4 (trip)
Ranged Riven Darts +3 (1d4; 20 ft. ranged touch)
Space 5 ft.; Reach 5 ft. (15 ft. with Light Whip)
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Statistics
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Str 8, Dex 16, Con 15, Int 16, Wis 10 Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Combat Expertise, Essence Expertise
Traits Inquisitive Archaeologist, Mentored
Skills Knowledge (arcana) +7, Knowledge (engineering) +9, Knowledge (local) +7, Knowledge (religion), Linguistics +7, Perception +4 (+2 to find concealed/secret doors in Ancient Osiriani structures), Profession (scribe) +6, Spellcraft +7
Languages Ancient Osiriani, Common, Dwarven, Osiriani
SQ essence (2), veilweaving
Other Gear sickle, buckler, studded leather, 34 gp
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Special Abilities
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Combat Expertise +/-1 Take penalty on attack rolls and combat maneuvers to gain dodge bonus to AC.
Eldritch Insight Count as arcane spellcaster for feat prerequisites. Can invest essence into items to use them without UMD.
Essence (2) Invest essence into receptacles, can reassign as swift action each round. (Invested as follows: Light Whip 1, Essence Expertise 1)
Essence Expertise (1 essence) Invest essence; gain equal bonus to trip, disarm, Bluff checks to feint; gain equal Dodge bonus to AC when using Combat Expertise.
Light Whip (1 essence) Threaten 15-foot radius, can make trip attempts as AoO; gain +2 bonus per essence invested.
Riven Darts Fire dart of force as ranged touch attack with 20 ft increment; +1d4 damage per essence invested.
Veilweaving Can shape any veil from Vizier list.
Djet-Heka-Tehuti was born in Tephu, where he followed his father's career by being enrolled into the Academy of Scribes at the age of five. While he resented it as any child would at first, he quickly came to enjoy the trade, loving the art of writing - and his studious, meticulous mind was thankful for the strict nature of the task. He absorbed knowledge as he copied tomes, records and scrolls, delving into his work with increased eagerness and intensity as he grew older.
After leaving the academy, he took up a job at the Houses of Order and Wisdom, continuing his work as a scribe and curator in the vast libraries beneath the House of Wisdom. While not a priest, he found himself absorbed in Thoth's faith, drawn to the study of magic. There were tomes that predated the arcane arts of wizardry, primal magical arts that could be harnessed by anyone whose soul was willful enough.
It was these tomes he sought out, eager to plumb the ancient knowledge within.
The books were written in ancient Osiriani hieroglyphs; he studied the language so he could read them. They contained references he didn't understand; he studied the language and nature of magic so he could comprehend it. Finally, he was able to shape what the tomes called a 'veil' - a long tendril of silvery light that extended from his wrist, as if his own blood vessels were extending through the skin.
He studied, learned, changed, his entire being devoted entirely to strengthening his soul to the point where he could make these veils stronger. But the books were forbidden, and eventually, his studies drew the attention of his superiors.
When he was found, he was taken by surprise, looking up in alarm from his pile of books. When he held up a hand in his defense, a dart of ancient energy flew from his palm, striking his superior in the chest. When the man approached him, the whip snaked free as if on its own, sweeping his feet from under him. Djet-Heka-Tehuti fled then, leaping over the prone man, running from the House of Wisdom and hiding in a caravan bound for Wati.
He settled down in his new home, laying low and taking a new scribing job at the Sanctum of Silver and Gold, keeping his nose down and honing his magic in his free time. He learned to harness it, to siphon off parts of his own soul and use them to fuel his strange powers, shifting them around at a whim. And when he heard of the lottery, the opportunity to enter the ancient buildings in the Half-Dead City, he threw himself into yet more research - after all, there could well be more answers, more strange secrets in those dusty halls. The answer was finding them - finding where they could be hidden in the architecture.
All he needed, was the right people to join him.
Djet-Heka-Tehuti is a slender Garundi man of twenty-four, standing a little under six feet tall but weighing only a little over a hundred and fifty pounds. While lacking in musculature, he appears vibrant and full of life, possessed of a hearty constitution and surprising agility. He has a long, thin beard, which he usually keeps braided and fastened with a single silver ring, and skin the colour of dark coffee.
His fingers are unusually long and bony, his forehead high, his hairline swept back in a severe widow's peak. He keeps his black hair braided close to the skull, leaving his face clear, his hooked nose and black eyes visible. His lips are thin, usually set in a hard, flat line, but occasionally twitch into a thin smile. He dresses in white and blue where possible, the colours of the moon and sky, the domain of Thoth, with boiled plates of studded leather as armour.
Djet is a patient man in all respects except when dealing with those he deems non-intellectuals. He speaks calmly and methodically, thinking out every sentence before he utters it. He keeps his faith to himself, never bringing it up much - though he carries a holy symbol and prays on occasion, he doesn't let it define him as it does some of the more pious. He has virtually no sense of humor, nor tolerance for jokes, ignoring such things in favor of more rewarding conversations and pursuits. While grim and serious, he is not without merit - he is always happy to share knowledge, to accept new ways of thinking, and to explore the forgotten.
In short, veils are always-on magical effects. Djet has access to his entire veil list, much like a cleric being able to prepare spells from their entire list. He needs to spend an hour each morning shaping his veils (like prepared casters), and can invest essence into them. He has two points of essence (one from his first Vizier level, one from the Essence Expertise feat), and can change how they're invested each round as a swift action. He cannot invest more then 1 point of essence into a veil, feat, or item. At higher levels, he'll be able to bind veils to particular chakras, which correspond to magic item slots, unlocked at even levels in a set order.
Veils are magical in nature, don't function in an antimagic field or similar effects, and can be targeted by effects such as mage's disjunction. They can also be sundered, which suppresses them for 1d4 rounds.

Meresu |

For those who are wondering what Meresu's outfit looks like, this is what it looks like. I wanted to have her dressed like how someone in Osirion which is based off of Ancient Egypt would appear. Again to the GM, if you want, I can change her outfit if you want. And Meresu is ready!

Meresu |

Wait... Your character's name is Meresu? As in... Mary Sue?
That's hilarious. :D
No. I just picked a name that sounded Ancient Egyptian. I think it would be pronounced 'Mer sun'.
But good joke there! ^^
And another note here: Meresu's hair, while being actual fire, would be styled like in the picture above I just linked. Since I've read that ifrit hair doesn't burn, it makes sense actually.

IronDesk |

Alayi Ah'Mheed |

Alayi walks up to the listing of people looking to go into the tombs
Hmm, looks like those priests have started to choose who will get to go into that part of town.
Well. Good luck everyone! Though I hope I get to help out as well.
Alayi then grabs a nearby ink pen with ink, then writes on a clear portion of the list with the words;
GOOD LUCK!

Alayi Ah'Mheed |
1 person marked this as a favorite. |

I know that additional characters for applications may be frowned upon, but I have made up another character, same background, but as a skald, with a more merchant bent. She goes by the same name, and is a Spell Warrior Skald. Below are the stats for the alternative character.
Female ifrit skald (spell warrior) 1 (Pathfinder RPG Advanced Class Guide 49, 116, Pathfinder RPG Advanced Race Guide 126)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +1; +2 to resist starvation and thirst
Resist fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee kunai +2 (1d4+2) or
. . scimitar +2 (1d6+2/18-20)
Special Attacks raging song 6 rounds/day (enhance weapons)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—burning hands (DC 14)
Skald (Spell Warrior) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—comprehend languages, grease
. . 0 (at will)—detect magic, message, open/close (DC 13), read magic
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Statistics
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Str 14, Dex 16, Con 12, Int 13, Wis 8, Cha 16
Base Atk +0; CMB +2; CMD 15
Feats Improved Counterspell, Scribe Scroll, Weapon Finesse
Traits foreign opportunist, watching taldor
Skills Acrobatics +0 (-4 to jump), Appraise +7, Diplomacy +7, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +5, Perform (dance) +4, Perform (sing) +7, Spellcraft +5, Stealth +0 (+2 in deserts), Use Magic Device +7
Languages Common, Dwarven, Ignan, Kelish
SQ bardic knowledge +1, desert mirage
Other Gear studded leather, buckler, kunai (5), scimitar, backpack, bedroll, belt pouch, flint and steel, Flute, hemp rope (50 ft.), mess kit, mirror, pot, soap, torch (10), trail rations (5), waterskin, 18 gp
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desert Mirage +2 to Stealth in deserts and to saves to resist starvation and thirst.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Raging Song (standard action, 6 rounds/day) (Su) Song can inspire allies in a variety of ways.
Watching Taldor During surprise round may draw weapons as a free action.
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Start Gold 105
Bought
Skald's Kit 32 Gold
Buckler 5 Gold
Studded Leather Armor 25 Gold
Scimitar 15 Gold
5 Kunai 10 Gold
Sold
P.S. I also noticed I was short 25 gold for my swashbuckler. But I don't really mind. Guess being a merchant really was not meant for her.

SCKnightHero1 |

I didn't see a list of accepted characters anywhere. What happened?
I'm not sure. There's already gameplay and discussion threads up and people already posting so I guess people have been picked. Again I'm not sure. Maybe he's not going to post a list of who was picked. :(
He didn't do that on the iron gods recruitment. Just said that pms were sent out.