
DeviousDevious |

Hrm. I built the crunch out for my Psion/Vitalist, and in my mission to not combat optimize, I think I went a bit too far and will end up either very very dead, or limited to only casting max level healing every round and little else. I think I'll swap the later Psion levels for Aegis (Aberrant). Should give a little more staying power/defense, and a noticeably fewer number of PP/day and more skill points.
Story should be able to stay the same, since Aberrants, unlike the vanilla Aegis, are modifying their own bodies, like Egoists.

ElegantlyWasted |

Okay. Got my background pretty much squared away. Need to add appearance later. Akodo Kazuma is pretty much ready to go. Let me know if you have any questions/feedback.

GM Rednal |
I have no questions or comments about characters. XD Actually, for the most part, I don't even look at them until it's time to decide between them. That way, I have my thoughts for all of them fresh in my mind at the same time, and I find that makes it easier to figure out which ones I like most. ^^

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1. Ashlion was born in Korvosa to a son of House Arkona and a beautiful Vudran woman named Liani whom his family had brought back on one of their trading missions to the great Eastern continent.
2. Ashlion’s father married his mother when he got her pregnant, scandalizing society and earning him banishment from the family.
3. However when Ashlion began to exhibit the first glimpses of shapechanging magic his father appealed to his family for help. They offered him a simple choice – money for his wife and son to return to Vudra where Ashlion could receive help, if he stayed in Korvosa, rejoined his family and swore to never contact his wife and son again. Heartbroken his father agreed, Ashlion and Liani set sail two days later and he has never seen his father since then.
4. In Vudra Liani gave her son to the Great Temples, where his shape-changing talents were refined, alongside teaching in war and the psychic arts.
5. Ashlion became a follower of Chamidu, the four-faced goddess of beasts and the wilderness. His shapeshifting magic marked him as a chosen of the Beast goddess and the more he learned of her aspects, the more versatile his abilities became.
6. Now in his mid-thirties Ashlion has set out from Vudra with his mother’s blessing to try and find his father. Starting in Korvosa he found nothing before travelling west to Sandpoint where he hoped to speak to Ameiko Kaijitsu, whom he heard of in Korvosa and hoped would be a friendly ear. Reaching Sandpoint he found Ameiko recently departed and has been pursuing her and her companions ever since.
7. Ashlion combines the features of his parents. Much taller than average for Vudrans, he also inherited his fathers chiseled features and narrow lips. His colouring however is entirely Vudran. Black hair, dark eyes and skin marked him out from birth, even before the bursts of shapechanging magic which broke apart his family. His style of dress remains firmly Vudran as well, loose trousers and boots under long flowing tunics, brightly dyed, and his long hair is braided and set with elaborate pins.
Step 2: List at least two goals for the character.
1. Ashlion hopes to find his father and meet the man he barely remembers. Failing that he seeks to find proof of his father’s life and death that he can return to his mother.
2. Ever since arriving in the Inner Sea Ashlion has been fascinated by the huge range of new beasts he has heard of and encountered. Facing as many new beasts as possible has become something of a personal challenge for the man – a way of venerating his goddess in these baffling foreign lands.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1. (Known) Ashlion is a member of House Arkona by birth and would be a member of Korvosan nobility if his family would recognise him.
2. (Unknown) His father is still alive but has been dispatched by his family on a long mission to open a new land-route to Minkai and Vudra. When rumours reached House Arkona they swiftly dispatched agents to ensure that their disgraced son, one way or another, never returned from his mission.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Baghavid: A vudran holy man, Baghavid was Ashlion’s mentor. An accomplished practitioner of the mind arts he taught Ashlion to master his instinctive shape-shifting and nurtured the boy’s burgeoning psychic talent also.
2. Liani: Ashlion’s mother and a prodigiously talented psychic in her own right Liani travelled from Vudra out of a sense of adventure. When she found herself in Korvosa and the property of a ‘noble’ house she made the best of her situation and was fortunate enough to find a young son of the House whose feelings for her were entirely genuine. She developed an affection for him as well and it was a truly awful decision for her when she left her husband to protect her son. Having devoted thirty years of her life to her son Liani has tasked Ashlion with finding his father, and returning to her with news of the man she loved.
3. Lady Cassiopeia Arkona: Current matriarch of House Arkona Lady Cassiopeia was scandalized when her young son broke a promising bethrothal to marry a girl she described as a ‘foreign whore’. When she managed to return her son to the fold Lady Cassiopeia rejoiced but soon found that, although her son was diligent, he lacked any ambition or drive and was no more use in promoting the family. Ashlion’s recent appearance in Korvosa has unsettled the old lady, who now seeks to remove the stain on her families name by any means necessary – even the spilling of familial blood.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Ashlion washes his hair once a week.
2. He has some permenant marks of his shapeshifting including a small run of dark feathers in his hair and a second set of eyelids rather than eelashes.
3. Ashlion remembers two things about his father, that he had a hearty laugh and liked eating apples.
This is the 10 Minute background for my submission - Ashlion the Still. Mechanics he's a Mindblade/Wild Hunter originating from Vudra and how seeking aid in finding his father in the west. Crunch will be posted tomorrow.

Neziana Fentel |

Here is oyzar's character. The background/fluff is not complete yet though. Hopefully what's there so far is good, but I might reformulate it a bit.
When is the deadline?
I've tried to chose a lot of non-combat focused options, but he's still very good at it while fused. He's also quite the skillmonkey, an amazing scout, decent face and passable at knowledges (next level he'll get even better at that with evolution surge for skilled). In addition he got summoner spells for buffs, self healing and even a bit of crowd control.

FedoraFerret |

Hey Rednall, I'm going to be applying with a summoner/phantom thief rogue, but I had a question: The Battlefield Surgeon trait is a Zon-Kuthon only religion trait. This is completely nonsensical, because while it makes total sense that a Kuthite would know the body well enough to heal it, flavorwise they are not the person in the middle of the fight stitching up the wounded. Considering that my character is, in fact, a doctor, would it be alright if I took it despite not following Zon-Kuthon?

oyzar |

By "when is the deadline", I of course meant that I would like to know the exact time cutoff as I imagine I'll be busy adjusting my character until the very end so I wouldn't want to forgot to include all information for when it's due.
@Seijii: Are you using the playtest material for PoW:E? You probably want to use the final version instead... Katana Expertise for example received a significant upgrade for the final version, both improving damage of Wakizakis and letting you skip weapon finesse. I'm sure there are other changed affecting your character as well:
Your grace and skill with both the katana and wakizashi
is on the level of a prodigy.
Prerequisites: Proficiency with the katana or
wakizashi.
Benefit: Increase the damage die of katanas and
wakizashi you wield by one die step. In addition, you
may use your Dexterity modifier instead of your Strength
modifier when making attack rolls with either weapon.
This feat counts as Weapon Finesse for purposes of
meeting the prerequisites of other feats.
Special: If you are proficient with the katana as a
martial weapon, you meet the prerequisites for this
feat, although you only gain its benefit while wielding
a katana in two hands (to gain these benefits while
wielding the katana in one hand, you must possess
Exotic Weapon Proficiency with the weapon). You must
possess Exotic Weapon Proficiency with the wakizashi to
gain the benefits of this feat with a wakizashi.
@FedoraFerret: It'll be interesting to see how different our submissions will be. Both will be based on roughly the same classes, but the archtypes I picked changed so much.
Edit: I just saw the part about profile formatting. I'm sorry that I haven't formatted things that way. I'm not sure I'll find the time before the deadline as I'll be focusing on fluff instead, however if I'm selected I'll definitely change the formatting to what you want.

White Unggoy |

I figured there was no need to rush getting my 10-minute background in the thread as long as you're waiting until deadline to read them, GM, so I focused on putting together my build and really fleshing out the concept. Now that that's done, I present Aleksson.
Aleksson
Male Human (Tian-La) Mystic 3//Ranger (trapper, warden) 3
Unless I'm missing something, backstory and build are both complete barring two tasks:
- I plan to organize the Special Abilities into an informative and useful manor - this is the mostly unmodified Hero Lab output. As part of thisI'll also set up macros and a tracker for in-combat resources.
- The Mystic was built with Hero Lab community pack, and there could be small errors due to those files being based off of the playtest (nothing jumps out at me, though). Regardless, I will be checking all of my Mystic abilities against the completed Path of War: Expanded for accuracy.
I may get these things done before you get a chance to view Aleksson, but if I don't, know they are on the agenda as you consider me.
Sure are a lot of mystics out here...:-)

Yokaiboy |

After finally finishing her backstory, I present to you Mizuki Takamiya
build still misses some things but the basics are there
Role: Melee and Support+ Melee/Healer/support/skills(depending on spirit)

Seijii Okamura |

@Seijii: Are you using the playtest material for PoW:E? You probably want to use the final version instead... Katana Expertise for example received a significant upgrade for the final version, both improving damage of Wakizakis and letting you skip weapon finesse. I'm sure there are other changed affecting your character as well:
I am indeed. Is it finished? I have a sub to it but only see links on RPGNOW for the test version.
That feat works way better! Thank you!EDIT: Found the full doc, it was under the name Mystic >.<

FedoraFerret |

Here's my submission. I don't like alias bloat so I'll create one for him if I'm accepted.
Male half-orc summoner 3/rogue (phantom thief) 3 (gestalt)
NG medium humanoid (human, orc)
Init +5; Senses darkvision 60'; Perception +9
--------------------
Defense
--------------------
AC 17, touch 13, flatfooted 14
hp 30 (3d8+6)
Fort +3, Ref +8, Will +7
--------------------
Offense
--------------------
Speed 30'
Melee whip +6 (1d3+3, 15' reach)
Summoner Spells Known (CL 3; concentration +6)
Cantrips--acid splash, guidance, mage hand, mending, message, read magic,
Level 1 (4/day)--enlarge person, unseen servant, lesser rejuvenate eidolon, shield
Summoner Spell-Like Abilities (CL 3; concentration +6)
6/day--summon monster II
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 14, Wis 14, Cha 16
Base Atk +2; CMB +1; CMD 14
Feats Noble Scion (Peace), Weapon Finesse, Weapon Focus (whip), Whip Mastery
Traits Fate's Favored, Reactionary
Skills Acrobatics+9, Appraise+8, Heal+9, Knowledge (dungeoneering)+8, Knowledge (local)+10, Knowledge (planes)+8, Perception+9, Sense Motive+8, Stealth+9, Survival+8
Languages Common, Orc, Tian, Draconic, Goblin
SQ orc ferocity, life link, bond senses, finesse training (whip), evasion, refined education (Heal, Perception), rogue talent (weapon training), social sense
Other Gear 577, chain shirt, whip, mobile hospital, summoner's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, trail rations (5 days), waterskin, heavy wagon, horse (heavy)
--------------------
Special Abilities
--------------------
Darkvision Gordon can see in the dark up to 60'
Evasion When Gordon succeeds at a Reflex saving throw against an attack that deals half damage on a successful save, he instead takes no damage.
Finesse Training Gordon gains Weapon Finesse as a bonus feat, and selects one finessable weapon. He adds his dexterity to damage rolls using this weapon.
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Life Link When Ananchel takes enough damge to send her back to her home plane, Gordon can sacrifice any number of hit points to prevent an equal amount of damage to the eidolon. In addition, the Ananchel and Gordon must remain within 100 feet of one another for the eidolon to remain at full strength. If Ananchel is beyond 100 feet but closer than 1,000 feet, her current and maximum hit point totals are reduced by 50%. If Ananchel is more than 1,000 feet away but closer than 10,000 feet, her current and maximum hit point totals are reduced by 75%. If Ananchel is more than 10,000 feet away, she is immediately returned to her home plane. Current hit points lost in this way are not restored when Ananchel gets closer to Gordon, but her maximum hit point total does climb to the levels indicated and eventually returns to normal.
Refined Education Gordon adds half his rogue level to a class skill of his choice. He chooses an additional class skill for this feature at every odd level
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.
Social Sense Gordon recieves a +1 bonus on Sense Motive checks to avoid being surprised, Bluff checks to surprise a foe, and on initiative checks for surprise rounds that involved Bluff and Sense Motive to determine surprise.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Once, there was a dashing human adventurer and minor Korvosan noble, who returned home after his daring escapades with an infant half-orc son he claimed as his own. His family was scandalized, of course, but as he was the only heir they couldn't do much about it. They were, however, quick to force him to marry, and bear a second child without orc blood to name as his own heir, leaving Gordon with very little to look forward to. Gordon never minded, though. A bookish young boy, he was content to study instead of being prepared as a noble.
On the night of Gordon's 16th birthday, he found his calling. Rather, it was brought straight to him. In his dreams that night, a voice spoke to him, that of an angel that called itself Ananchel. Ananchel told him that she had noticed him, studying so fervently, particularly with his most recent interest in medicine. She told him that she believed he could be a powerful force of healing in the world, although he lacked the potential for healing magic, and that if he agreed, she could help him in that endeavor. In a snap decision, Gordon agreed, and awoke in the morning blessed with the magical abilities of a summoner.
Ananchel, taking the form of a young human woman, became his constant companion from that day onward. Shortly after they formed their bond, Gordon enrolled in a small local medical school to master his trade, at least as much as one could from education. On graduating, he purchased a wagon outfitted with the proper supplies for a medical facility with a loan from his father, and set out, intending to leave his mark on the world as a travelling physician, with Ananchel at his side.
Female eidolon 3
LG medium outsider (angel, good)
Senses Darkvision 60'; Perception +6
--------------------
Defense
--------------------
AC 13, touch 11, flatfooted 12
hp 33
Fort +5, Ref +3, Will +4
Resistances acid 5, cold 5; +4 bonus on saving throws against poison
--------------------
Offense
--------------------
Speed 30'
Melee 2 slams +7 (1d8+4) or
2 claws +7 (1d4+4) or
fauchard +7 (1d8+6, 18-20/x2, 10'-15' reach)
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +6; CMD 17
Feats Exotic Weapon Proficiency (fauchard), Combat Reflexes
Skills Perception+6, Sense Motive+6, Heal+6, Profession (driver)+6
SQ armor bonus, evasion, evolutions (reach, ability score increase (Str)), link, share spells
Other Gear fauchard, cloak of resistance +1
--------------------
Special Abilities
--------------------
Link Gordon and Ananchel share a mental link that allows for communication across any distance, as long as they are on the same plane. This communication is a free action, allowing Gordon to give orders to Ananchel at any time. In addition, Gordon and Ananchel share magic item slots.
Reach evolution When making attacks with a fauchard, Ananchel gains an additional 5' of natural reach.
Share Spells Gordon can cast spells with a target of "you" on Ananchel as a spell with a range of touch, instead of on himself. He can cast spells on Ananchel even if the spells normally do not affect outsiders.

Artemis Bringer of Storms |

Hope this is something that could be helpful.
Male half-elf fighter (archer) 2/sorcerer 1 (Pathfinder RPG Advanced Player's Guide 104)
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 28 (3 HD; 1d6+2d10+6)
Fort +4, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +3 (1d8+1/19-20)
Ranged longbow +6 (1d8/×3)
Sorcerer Spells Known (CL 3rd; concentration +5)
1st (4/day)—abundant ammunition[UC], gravity bow[APG]
0 (at will)—dancing lights, detect magic, jolt[UM], read magic
Bloodline Stormborn
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 10, Wis 10, Cha 15
Base Atk +2; CMB +3; CMD 17
Feats Arcane Armor Training, Eschew Materials, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Acrobatics)
Traits elven reflexes, magical knack
Skills Acrobatics +8, Knowledge (nature) +4, Perception +3, Ride +7, Spellcraft +4, Survival +4; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, thunderstaff
Other Gear studded leather, arrows (20), longbow, longsword, backpack, bedroll, belt pouch, cards[UE], flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 24 gp, 9 sp
--------------------
Special Abilities
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Stormborn +1 DC for [electricity] and [sonic] spells.
Thunderstaff (Shock 1 rds, 5/day) (Sp) Touch a weapon to grant the Shock power for 1 rds.
--------------------
1) Art was born from the union of his Elven father Thaghteyuss Ciedritheim and his Human mother Bella . When she became heavy with child her village saw the coupling as blasphemy and they where driven out of the village. With little choice they traveled to his tribe. The elders who had a deep distrust of humans but unable to turn out one of there own allowed them to stay on the outskirts of the settelment.
2) Artemis was born durning a horrible lighting storm. That a forest fire that destroyed the Elven settlement as well as killing several Elves but left his home total untouch.
3) Art grow up with the Elves but was always shunned by most. Because of his Human half and because many blamed him for the lose of there home.
4) The Elders scened that though the boy could not have caused the storm they could not ignore that he may have been connected to it. Therefor they told Thaghteyuss and $ that if they where to stay with them that Artemis was to never learn the arcane arts.
5) As Artemis grow however it became apparent that though he would be an accomplished archer one day magic clung to his vary being.
GOALS
1) He wants to master his arcane and archery abilitys.
2) Tavel the lands in search of adventure.
SECRETS
Known secret
1)He is afraid to get to close to anyone for fear of his power going out of control.
Unknown secret
2)He was not the direct cause of the storm the night of his birth. But was caused by a spirt that long ago had placed its power into Artemis's linage.
PEOPLE
1) Thaghteyuss Ciedritheim & Bella two people vary in love Bella was a waitress at the local inn. Thaghteyuss was a liaison between the humans and the elves in order to make sure they did not go to close to elven lands.
2) Fen Naldorai, Artemis's one of only two friends he had growing up. He was a son of one of the Elders and tried to take Artemis under his wing according to the advice of his fauther. He now blames Artemis with killing sister.
3) Alon Naldorai , She was Art's true love she was also Fen's sister. She was a beautiful Elven girl who and a particular knack for magic and for following her big brother around.
MEMORIES
1) In a dream : He was walking though the woods and came to a clearing where a man stood. But as Artemis approached him the man began to change no he didn't change he wasn't a man at all. He was a storm in the shape of a man. He eye flashed like lighting and his was as thunder so loud that Art could not fully understand what it was saying. All he could make out was do not fear me.
2) The day he lost his love: As she began to cast her spell Art watched her intently trying to understand the powers she was manipulating and simple admiring her. Then with a sudden bust of light she was on the ground her delicate elven face burnt and blistard. He rushed to her side and tried wake her but she was limp in his hand.
3) Exile: As he waited outside the healers home Fen approached. Artemis stood and stared to apologize to he friend and try to explain what had happened. But before he could Fen struck him hard on the chin sending Art to the ground. You are exiled as ordered by the counsel of elders.
4) Wondering: He wonders the land normal cloaked with hood pulled. Trading wait game he has found for wait ever he needs. Untill he comes across Brinewall Castle and spot a caravan in need of help.

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Submitting.
Faruna
Female Elf Witch/Summoner Gestalt
N
Init +8; Senses lowlight vision
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 16
hp 24
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6) or Cold Iron Dagger +0 (1d4/19-20)
Witch Spells prepared
. . 2nd - Glitterdust (x2) DC 16
. . 1st — Burning hands, Ear Piercing Scream (x1), Mage Armor
. . 0 (at will)—Detect magic, Light, Guidance, Stabilize
Summoner Spells prepared (4/day)
..1st – Longarm, Mage Armor, Grease, Enlarge Person
..0 (at will) – Read Magic, Mage Hand, Acid Splash, Daze
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Breadth of Experience, Craft Wondrous Item
Hex Slumber – DC 15
Skills Knowledge History +11, Knowledge Local +11, Knowledge Planes +11, Knowledge Geography +10, Knowledge Engineering +10, Knowledge Nobility +10, Spellcraft +10, Knowledge Nature +11, Knowledge Arcana +11, Knowledge Religion +11, Knowledge Dungeoneering +11
Background skills Perform Sing +4
Languages Common, Celestial, Draconic, Elven, Abyssal
Traits Reactionary, Magical Lineage (Fireball)
Patron[b] Elements
[b] Racial Traits
+2 to CL for the purposes of beating SR, +2 to spellcraft for identifying items
Gear Cold Iron Dagger, Silver Dagger, Quarterstaff, Belt pouch, Backpack, 2 sacks, 2 Waterproof bags, Waterskin, Flint and Steel, Torch, Longbow, Rope, String, 30 Arrows, 5 sheets of paper, Ink, Inkpen, Grappling Arrow, Charcoal, Spell component pouch, 7 days trail rations, 1 sack of flour, a bell, string, fishhook, signal whistle, 5 pieces chalk, compass, 2 pitons, 1 acid flask, 1 hammer 11.5 gp left over, Haramaki
Wt - TBD
Faruna is a spellguard of Nethys, on a holy mission to search out sources of power and new magics the world. She is accompanied by her bound elemental.
Akir
Male eidolon 3
N medium outsider (Elemental)
Senses Darkvision 60'; Perception +12
--------------------
Defense
--------------------
AC 13, touch 11, flatfooted 12
hp 33
Fort +5, Ref +3, Will +4
Immunity – Paralysis, Sleep, Electricity
--------------------
Offense
--------------------
Speed 30'
Melee Slam +6 (1d8+4) or
MW Longspear +7 (1d8+4, 120/x3, 10’ reach)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +6; CMD 17
Feats Combat Reflexes, Power Attack
Skills Perception+13, Stealth +7, Acrobatics +7, Survival +7
SQ armor bonus, evasion, evolutions (weapon training), Skilled +8 Perception, link, share spells
Other Gear MW Longspear, cloak of resistance +1

Anderlorn |

OSU! Here is my submission. Any further modifications will be from fixing grammatical errors and clarity. OSU!
Osu is a contraction of the words:
押し Oshi meaning "Push"
忍ぶ Shinobu meaning "to Endure"
Here is the character sheet, Ikari Chanbara
Name Gekido "Ikari" Chanbara
Race: Versatile Human
Origin: Minkai, Tian Xia
First Class Path: Soulknife (Armored Blade/War Soul)
Second Class Path: Spheres of Power Incanter
Main Role: Front Line Fighter, Arcane DPS (Destruction Sphere), More to come with selected and future Spheres.
Secondary Roles: Rogue Conjured Companion (Conjuration Sphere), Healing (Life Sphere), More to come with selected and future Spheres.
"I was Samurai and now something more perfect but still Samurai in spirit serving Ameiko Kaijitsu."
Step 1: write five things about your character’s concept and background, five or more things that you think are the most essential parts of your character.
1. Gekido (Ikari) was born in the prestigious and infamous Order of the Black Daimyo Samurai Clan, Chanbara, to his father and mistress mother Akiyama and Isoko.
2. Gekido also had a step mother, Fumiko, who was the wife of his father. Later, she would be the cause of his mother's disappearance.
3. At the age of 8, Gekido began Black Samurai training which is more brutal, less compassionate, and lacks creative art to quell the thirst for war.
4. Gekido's mother disappeared when he turned 10 and was never heard from again.
5. When Gekido became a man and deadly with the Katana, he rode with his father to what Gekido thought was a rebellion that turned into rape and pillaging.
6. Gekido did not agree with this barbaric activity and defied his father at which point his father attacked him but was temporarily disabled by Gekido. He then sent his brothers to track him down and kill him.
7. Days later, Gekido's brothers found him, decapitated him, placed his head on a pig pole and then returned to the clan fortress.
8. Unknown to the Samurai brothers, Irori monks were in the area and Irori gave them a sign to bring Ikari back to the Monastery to heal and resurrect him.
9. Gekido recovered from his wounds and resurrection. He knew he was a different man and he renamed himself to Ikari to begin his life anew to bring true honor to the Chanbara name.
10. Ikari was already a swordsman so he only had to learn how to manifest armaments with his mind and manipulate magic. Both came to him easily because of the discipline and focus required for Samurai.
11. The Monks of Irori told Ikari that he must go forth to Varisia, Avistani, find Ameiko Kaijitsu, serve her as your Shogun, and escort her back to Minkai for she will bring balance back to the empire.
12. Although no longer recognize a Samurai by any Samurai Order nor possesses their skills, he is still quite formidable and follows his own order and edicts below.
13. The Monks give Ikari gold and equipment for his journey since it is a long journey, Ikari does not require very expensive gear due to his abilities, and the reason for the journey is priceless.
13. It takes Ikari two years of travel from Tian Xia to Sandpoint which cost 350 gps.
14. After arriving at Sandpoint he finds out that Ameiko has already left Sandpoint with a party heading towards Brinewall Castle.
15. Ikari hired a ranger in Sandpoint for 50 gps to guide Ikari to Brinewall Castle or beyond just in case they changed their course for whatever reason.
Order of the Irorian Shogunate Virtues
Righteousness (義)
Courage (勇)
Benevolence (仁)
Respect (礼)
Sincerity (誠)
Honor (名誉)
Loyalty (忠義)
Self-Control (自制)
Filial piety (孝)
Wisdom (智)
Fraternal Respect (悌)
Self-Perfection (セルフパーフェク)
Frugality
Order Charter and Edict
Irorian Samurai must be fiercely loyal to Ameiko until she appoints a Shogunate, the Order of the Irorian Shogunate serves to maintain order and fight those traitors who disturb the peace of the nation. Samurai who follow the order must be well trained in matters of war and gain experience to become veterans of multiple battlefields.
A samurai who belongs to the Order of the Iroiran Shogunate must maintain complete loyalty to the Ameiko Kaijitsu or until she designates a Shogun above all others, treating every word of the Shogun as absolute law. Such a samurai would sooner die than bring shame or dishonor to the Shogun or the Shogunate.
Ikari's Personal Order Edict
Must eventually emulate the Katana and Wakasashi, and learn the Art of Daisho.
Step 2: List two goals your character would like to achieve.
1. Find, escort, and serve Ameiko Kaijitsu back to Tian Xia to fulfill her destinay.
2. Overthrow the emperor and purge the Order of the Black Daimyo from Tian Xia.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1. {Known} He is the son of Akiyama Chanbara which is information he does not offer to anyone. He introduces himself as Ikari and no other name.
2. {Unknown} Ikari has been touched by Irori and this why his abilities are different from traditional Samurai. (In addition, it sets Ikari up for Mythic if the campaign evolves into a Mythic game.)
3. {Unknown} Ikari's mother was slain by his father because Fumiko was going to leave which would have taken station from Akiyama and he could not have that.
Step 4: Describe three people that are tied to the character though blood, romance, honor, and enemy.
1. Child-hood friend Wen Yi, a Monk Sohei, will be a major ally to Ikari and the party when they reach Tian-Xia. He does not agree with the Emperor nor what happened to Ikari.
2. The Tian Xia Monks of Irori for his success in escorting Ameiko to Tian Xia is important to bring balance back to the empire.
4. Any friendship or romance that develops along the way back to Tian Xia.
3. All Samurai clans of the Black Daimyo, the Emperor, and his assassins that target him or Ameiko Kaijitsu are all enemies of Ikari.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. "You must focus and train feverishly in Kenjutsu or Minkai Swordsmanship."
. . "The more you train, the less you have to think what strike, defense, or opponent comes next."
. . "This natural flow is called No Mind."
2. "No father, I will not participate in this! These women and children had nothing to do with rebellion!"
. . "You will do as you are told Samurai or you know what the price is for defiance."
. . "Then I defy you because I am not cutting down defenseless women and children!"
3. "I serve Irori"
. . "I serve Ameiko Kaijitsu."
. . "Unlike my former Order, I truly serve the Empire of Minkai, Tian Xia."
Ikari is tall, slender, bald, and features indicating he is from Tian Xia. He has brown eyes and if he had hair, it would be black. He wears a monk outfit and on his back is a high quality backpack. He does not appear to be wearing armor nor be armed. He rides on a black horse that has saddle bags and basic horse tack.
Ikari Chanbara
Versatile human soulknife (armored blade/war soul) 3/ Sphere of Power Incanter (Ultimate Psionics 57)
CG Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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No Armor - AC 14, touch 14, flat-footed 12
Light Mind Armor (Clothing) +1 - AC 20, touch 14, flat-footed 16 (+6 armor, +2 Dex, +2 dodge, 0 acp, 0 lbs)
Medium Mind Armor (MW Breastplate) +1 - AC 21, touch 14, flat-footed 17 (+7 armor, +2 Dex, +2 dodge, -3 acp, 30 lbs)
Heavy Mind Armor (MW Full Plate) +1 - AC 23, touch 13, flat-footed 20 (+10 armor, +1 dex, +2 dodge, -5 acp, 50 lbs)
hp 36 (3d10+6)
Fort +3, Ref +5, Will +5
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Offense
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Speed 30 ft. (20 ft. in medium and heavy armor)
Melee Mind blade +1 (1H) +8 (1d8+6/19-20) or
. . Mind blade (1H) +7 (1d8+4(+PoW)/19-20/SL/Magic) -/- Mind blade (light) +7 (1d6+2(+man)/19-20/SL/Magic) or
. . Destruction Melee Touch +7 (2d6+(augment)/20x2/BL/Magic)
Range Destruction Range Touch +5 (2d6+(augment)/20x2/BL/Magic/130')
Special Attacks 1 inner sphere stance, 1 leaping dragon, 1 swift claws, SoP casting, enhanced mind armaments, form mind armaments, SoP Specializations, SoP Spell Pool (6/day)
Spheres of Power (Spell Pool 6/6, Caster Level: 3, Concentration 1d20+MSB+3)
. . 5 Spheres/Talents + 2 Bonus Feat Sphere/Talents
. . Conjuration (Bipedal Companion)
. . Talents - Roguish, Skillful, Willful Forms
. . Sphere/Talent Cost - 4 Talents
. . Spell Point Cost - 1 = unlimited with concentration or 3 minutes per point without.
. . Name - Yūjin (友人) - appears in own spoiler
--or--
. . Destruction
. . Spell Point Cost - 1
. . Destructive Blast (Melee/Range Touch Ray, Bypasses DR/Magic (No others except obviously DR/Bludgeoning), Bludgeoning Dam, 2d6, 130')
. . Augmentation - Increase damage dice 1d6 per point
. . Talents - Extended Range (100+10/CL)
. . Talent Restrictions - Can only apply 1 Type and 1 Shaped Blast per blast
--or--
. . Life
. . Invigorate - 1 point = [3] Temporary Hit Points, can be applied to injured, and does not stack with other Temp hit points, for [1] hour
. . Cure - 1 point = [1d8+3] hit points restored, harm undead [1d8+3] - sv Will (Half).
. . Restore - 1 point does the following. If ongoing, it is suppressed for [3] rounds
. . . Heals 1d4 points of ability damage to one ability score of your choice.
. . . Removes the fatigued condition or lessens exhaustion to fatigued.
. . . Removes the sickened condition or lessens nauseated to sickened.
. . . Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
. . . Removes the staggered condition.
. . . Removes the dazzled condition.
(Future Spheres - Telekinetic, Enchantment, Weather (strong possibility), etc.)
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Statistics
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Str 18(+4), Dex 15(+2), Con 13(+1), Int 16(+3), Wis 10(+0), Cha 10(+0)
Base Atk +3; CMB +7; CMD 21; MSB +3; MSD 14
Feats Extra Blade Skill (Alter Mind Blade, Improved Armor), Mindarmaments (Blade/Armor) Proficiency, Two-weapon Fighting, Wild Talent, SoP Magic Talent Feats (Destruction Talent - Extended Range, Life Sphere)
Traits Paragon of Speed, Resilient
Skills Acrobatics +8+PoW (+5/+11)(+3/-1+PoW), Autohypnosis +6, Knowledge (Arcana) +9, Knowledge (Psionics) +9, Perception +6, Profession (Soldier) +6, Spellcraft +9, Stealth +8 (+5)(+3)
Languages Common, Draconic, Tien, Varisian
SQ blade skills (alter mind blade, thrashing dragon assault, improved armor), shape mind armaments, throw mind blade, versatile human
Combat Gear Mind Blade(s)
Armor/Clothing Sleeves of Many Garments
Handy Haversack bedroll, belt, blanket, buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small (0.1 lb), hemp rope (50 ft.), leather paring knife (0.5 lb), leather straps (0.4 lb), mess kit, metal polish (0.3 lb), pot, sewing needle, soap, soft cloth (0.1 lb) (2), torch (10), trail rations (5), waterskin, 72 gp
Belt Pouch flint and steel
Heavy Horse (combat trained) Tack and gear listed below
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Special Abilities
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1 Inner Sphere Stance (Ex) Stance: When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.
1 Leaping Dragon (Readied, 1/Encounter) (Ex) Make an Acrobatics check to jump as a swift action with a +10 bonus.
1 Swift Claws (Readied, 1/Encounter) (Ex) Strike: Attack a single target with two wielded weapons.
Alter Mind Blade You can reshape your mind blade any time you form it
Enhanced Mind Armaments +1 (Su) You can enhance your Mind Blade with a total enhancement bonus of +1.
(2) Extra Blade Skills You gain an additional blade skill (Alter Mindblade, Improved Armor).
Form Mind Armaments (Mind Blade/Mind Armor]) (Su) Form a semi-solid weapon and/or armor composed of psychic energy distilled from your own mind.
Shape Mind Armaments Change the form of your mind blade, or reassign its abilities
Thrashing Dragon Assault +1 (Su) Gain attack bonus when dual-wielding mind blades in a Thrashing Dragon stance
Throw Mind Blade Light 20ft, 1H 15ft, and 2H can't be thrown.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Wild Talent You are a psionic character and gain 2 power points.
Yūjin (友人)
CG Medium humanoid (bipedal), Roguish Form, Skillful Form, Willful Form.
Init +1; Senses Perception +7
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Defense
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AC 14, touch 11, flat-footed 13(+1 dex, +3 Nat Armor)
hp 33 (3d10+3)
Fort +4, Ref +2, Will +4
Special Defense Evasion, Willful (roll twice for Will saves, take best), Trap Spotter
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Offense
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Speed 30 ft.
Melee (2) Slams +6 (1d4+3/20/Bludgeon)
Special Attacks Sneak Attack 1d6
--------------------
Statistics
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Str 16, Dex 12, Con 13, Int 10, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD
Feats Evasion, Rogue Talent (Trap Spotter, Fast Stealth)
Skills (2+1 points/level) Climb (Str) +3, Disable Device +7, Fly (Dex) +1, Perception +7, Fast Stealth +7, Swim (Str)+3
Untrained Class Skills Knowledge (Planes), Sleight of Hand
Languages Draconic (Purposely set)
SQ Willful, Trap Spotter
Gear
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Special Abilities
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Roguish Your companion is a creature of guile. Your companion deals +1d6 sneak attack damage as the rogue class feature, which increases to +2d6 at 7 Hit Dice and +3d6 at 14 Hit Dice. In addition, your companion may select rogue talents as feats. At 10 Hit Dice, it can select advanced talents as feats.
Skillful Your companion’s Intelligence increases by 3 (raising its base Intelligence to 10), and it gains an additional skill point per Hit Die (raising its total to 3 per level). In addition, it gains 3 new class skills of your choice.
Trapspotter
Willful Your companion’s Wisdom increases by 2, +1 per 2 Hit Dice. In addition, whenever your companion rolls a Will saving throw, it may roll twice and take the higher result. If it may already roll twice and take the higher result, it instead rolls three times.
Rizumukaz
Combat Trained Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Horse Tack bit and bridle, feed (per day) (2), riding saddle, saddlebags
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
... WIP ...
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Ash.. |

Here's Gabrielle Alice Kaijitsu, Ameiko's younger, somewhat rebellious, sister.
[Ten Minute Background: Gabrielle Alice Kaijitsu]
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Gabrielle is Ameiko's younger sister, and was half raised by her. She is completely devoted to her sister, and would do almost anything for her. She'd never believe a bad word, and was an embarassing defender of her sister's virtue when she was younger. As she grew older, she mellowed somewhat, and has broken free of the childhood hero worship into a more natural respect for her older sister. She no longer thinks everything Ameiko does is right, and everything Ameiko says is true, but she's more likely to believe her sister than not. Obey on the other hand...
2)Gabrielle was born with tattoos across all of her body in an ancient runic language entwined with colorful silvered foxes. She keeps them hidden, except for the back of her wrists which is impractical if she doesn't want to wear gloves. Most think she just has a pair of inked bracelets. She wears her hair long to conceal the nape of her neck, but when she plays the violin in a frenzy, a bit of the runic language is visible. Koya's mother once commented that she had the story of her people written across her for good or ill, and encouraged her to leave the dead be if she could.
Gabrielle dreams of being a merchant, a leader, and travelling long roads. Unknown to her, these are dreams of the past her grandparents abandoned to settle in sandpoint. In her dreams she sails a ship of glass sails, and rides in the back of a wagon train of strangely accoutred wagons. As a young girl it was exhillarating and adventurous, and she set off for school full of unreasonable ideas about the open road. Her time away from home steadied her, and she no longer things every pathway leads to adventure, some lead to mud and a great deal of cursing at horses, but all the same she still dreams. Her dreams on the road to the castle have been darker. The recent goblin attack and her sister's strange journey north unsettled her sense of home, and her sleep is haunted by nightmares. The dreams are familiar and all the more disturbing for it. She never dreamed of the ship of glass sails catching fire and sinking before the attack, but she's had that dream several times since.
Gabrielle loves jewels and glass, although she can only afford to work in the latter for customers in sandpoint. She finds the sculpting of exquisate crystal and jewels enthralling and hopes to one day be able to afford gems of her own to practice upon. She even copied several small sculptures around town in glass, although she heeds the advice of Sandrau not to make too much of them, as she doesn't want to be tarred with the reputation attached to the other works. Still, she thinks they deserve to see the light, somewhere far away from the fears of her neighbors. She's asked him to sell them for her, but he claimed his caravaning days were over. Instead, he gave her the name of an old contact in cheliax, and told her if she managed to make it there and back she could trade on his name to get a fair price. She did, and has made a bit of a name for his contact as a jeweler as a result.
Gabrielle was named for a fable her mother remembered from her childhood, of a celestial family torn apart by love of their parent's regard. She has asked every priest she ever encountered, but none of them know it, as a result she knows that temples and clerics don't know everything about the divine. This intrigues her and she wonders how many other private stories might lay waiting to be discovered. She's read all the local books, but knows there are more out there, and finds the history of a place almost as interesting as the stories people tell. It wasn't until she met a wandering monk of sivanah that she realized her faith was closer to the lady of veils than the lady of beauty.
Gabrielle has a gift for magic, but it refuses to be tamed. She has studied both the divine and arcane, and even a bit of the bardic arts her sister is so fond of, but neither the discipline of the wizard nor the structure of faith and music made sense to her. She took bits and pieces from each of these interests and stitched them together with the lessons granted by a wandering monk to define herself, and is finally comfortable in her own skin, if not with the marks upon it. The future is forboding, but she knows the only way is through. As a result, she doesn't look the typical cleric. She wears no obvious armor, and while she carries several things which might be holy symbols, they have more the look of a traveler's keepsake than a holy relic.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) I'm envisioning Gabrielle shifting faith from a cleric of Sivanah to tuskiyo, and the attendant shift in alignment from LN->LG, as she encounters actual evil. Her life has been sheltered from actual evil to date.
2) Gabrielle has always wanted to go on an adventure, and find out why Ameiko stopped. The inn is nice, but her sister could be so much more. She could be so much more. Her trip to cheliax, tame as it was, still opened her eyes to how truly big the world is, and she isn't ready to settle down comfortably in sandpoint.
3) Gabrielle wants to prove herself worthy of her mentor's bow. She's stubornly using it in spite of it's pull being too strong for her.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1) Gabrielle worships Sivanah, but the lady of veils loves nothing more than a bit of honest trickery. She's claimed to be a devout desnan, shelynite, and even (once) claimed to worship Asmodeus to cow a cheliaxan noblewoman. She's not done anything actually evil or good in service of these various alternate faiths, but she does carry extra holy symbols, some of which might be embarassing.
2) Gabrielle learned how to pick locks from sandrau's factor in cheliax. She's proud of it, but doesn't know how to tell her sister or sandrau himself. It's not exactly honest, but it is a lot of fun. The roofwork, on the other hand, didn't suit her at all.
Step 4: NPCs
1) Ameiko is Gabrielle's older sister, and loved dearly.
2) Larksong Brightarrow taught Gabrielle everything she knows of Sivanah and the way of the bow. She visitted sandspoint several times, and offered to escort Gabrielle on her trip to cheliax. She stayed behind to "see to some trouble she'd heard of" and Gabrielle is worried about her.
3) Gentle Night, a cheliax noblewoman, was insulted by an ignorant Gabrielle. The young woman not only didn't recognize her crest, or show proper respect, she refused to let the noblewoman purchase the supplies she'd had held for her. Posing as a priestess of Asmodeus, she insisted that her sale had precedence, and she left the shop with the goods she paid for and walked away, vanishing from cheliax. It took the noble some time to discover who exactly "the urchin" was, but now she knows, and intends to do her some mischief. Gabrielle has no idea if the church of Asmodeus knows of her transgression, or indeed even that Gentle knows who she is.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Gabrielle forges glass roses, and leaves them with friends and acquaintences. Her first rose was forged at her mother's side, and she always remembers how fine he mothers hands were as she worked the delicate tools of a glasswright.
2) Gabrielle learned the bow from her elven instructor before she learned her elven instructor's sense of humor. The process was memorable, although she won't speak of it with strangers. She now shoots with an almost unheard of grace for a human, but it was painfully learned.
3) Gabrielle remembers coming home to an empty inn, and a cold forge. She's not eager to see it happen again, and she's learned that home for her isn't a place, it's people she loves.
Human cleric (ecclesitheurge) of Sivanah 3/monk (qinggong monk, zen archer) 3/gestalt 3 (Pathfinder RPG Advanced Class Guide 91, Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)
LN Medium humanoid (human)
Init +2; Senses low-light vision; Perception +8
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Defense
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AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Wis)
hp 33 (3d8+9)
Fort +6, Ref +6, Will +9; +1 trait bonus vs. charm and compulsion, +2 vs. death
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Offense
--------------------
Speed 40 ft.
Melee handaxe +3 (1d6+1/×3) or
. . unarmed strike +3 (1d6+1)
Ranged or
. . paueliel composite longbow flurry of blows +7/+7 (1d8+1/×3) or
. . paueliel composite longbow +6 (1d8+1/×3)
Special Attacks channel positive energy 3/day (DC 11, 1d6), flurry of blows, sudden shift, zen archery
Domain Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—vision of madness (+/-1)
Cleric (Ecclesitheurge) Spells Prepared (CL 3rd; concentration +7)
. . 2nd—mirror image[D], mirror image, shield other
. . 1st—ant haul[APG] (DC 15), dream feast, sanctuary[D] (DC 15), silent image (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), read magic, stabilize
. . D Domain spell; Domains Knowledge (Aeon subdomain), Trickery (Deception subdomain)
--------------------
Statistics
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Str 12, Dex 14, Con 14, Int 10, Wis 19, Cha 10
Base Atk +2; CMB +3; CMD 19
Feats Deadly Aim, Fey Foundling[ISWG], Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Racial Heritage[APG], Skill Focus (Diplomacy), Weapon Focus (longbow)
Traits nine-tailed scion, varisian tattoo, younger sibling
Skills Acrobatics +2 (+6 to jump), Bluff +4, Craft (alchemy) +6, Diplomacy +9 (+7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +5, Disguise +4, Escape Artist +6, Heal +8, Knowledge (religion) +6, Perception +8, Sense Motive +8 (+6 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +6 (+8 to conceal the ring in a search, +10 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Spellcraft +4, Stealth +6, Swim +5, Use Magic Device +4
Languages Common
SQ blessing of the faithful, bonded holy symbol (ring), domain mastery, fast movement, fey magic, pride, secondary domain (madness), spell-only domain ()
Combat Gear cold iron durable arrow (20), scroll of cure serious wounds, scroll of lesser restoration, silver durable arrow (20), blain bane (3); Other Gear handaxe, paueliel composite longbow (+3 Str), - arcane bond ring -, cloak of resistance +1, bedroll, belt pouch, candle (20), candle lamp[UE], canvas (10'x10'.), cleats[APG], cold weather outfit, flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, hollow-heeled boot, hollow-heeled boot, holy symbol, cold iron, hot weather outfit[APG], masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pocketed scarf[UE], pot, scarf[UE], shovel, signal whistle, signal whistle, silk rope (50 ft.), silver holy symbol of Shelyn, snowshoes[APG], soap, spell component pouch, star charts[ARG], tattoo holy symbol of Sivanah[UE], thieves' ring, tindertwig (5), trail rations (5), waterskin, waterskin (4), winter blanket, wooden holy symbol of Erastil, wrist sheath, spring loaded, wrist sheath, spring loaded, 56 gp, 4 sp
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Special Abilities
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Blessing of the Faithful (+2 sacred bonus, 30 feet) (Su) Ally gains in close range gains +2 atk, skills, ability checks, saves or AC.
Bonded Holy Symbol (Ring) (1/day) (Su) Can cast one extra spell/day with bonded item.
Cleric (Ecclesitheurge) Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Cleric (Ecclesitheurge) Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Mountain]) Gain spell-like abilities in selected terrain.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect Strike (2d20) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Racial Heritage (Kitsune) You count as another race for the purpose of prerequisites.
Sudden Shift (7/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Vision of Madness (7/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
she winds her way over the bend.
The road is a fair weather, fair weather, the road is a fair weather friend.
Oh the sight of my home is a sight to be known, for the road is a fair weather friend."
Anseino opens the door without looking, her eyes adjusting to the dark but every step certain in her family home.
"'Meiko, I love your new song. Oh, I'm home! Surprise! I bought extra lapis and I even found some elven strings for your lute!"
She drops her pack beside the door, and it falls over, her sister's pack missing. She stops, and looks back at it, then muttering under her breath casts a light to the ceiling, and looks around.
"'Meiko? Ameiko!"
She picks the pack back up, and moves through the house quietly now. She stops and stares at the clean study, the empty desk with only one letter sealed just so. Her eyes widen, and she picks it up, opening it and reading.
"Blah Blah, trouble with fireworks, where are you Ameiko?"
She turns the page over and continues reading
"blah blah, trouble with goblins, blah blah"
She trails off, dropping the paper in shock. It falls to the ground, and she leaves the room without even picking it up.
Later, at the castle, a reuinion. "You're in trouble and you expect me to stay home safe? I cannot believe you, sister. We are kin. I love you. Of course I would help. You matter more than the inn. Why didn't you send for me? I would have come. I would have left school early. Oh Ameiko. I'm not a little girl any more, you don't have to babysit me. Let me help. I even brought strings for your lute."

oyzar |

Well... You said you like backstories more than anything else, so I hope you won't be bothered by the length of Nezui's background. The character is done now. I hope it's good enough to be selected.
There is certainly room to move some skill points around depending on what skills are covered by the last party-member.

GM Rednal |
Yeah, I'm pretty big on backstories. The way I see it, pretty much anyone can create a character sheet. I'm not testing your ability to do that, I just assume you can. XD What matters to me is how you'll play the character. When I'm looking at backstories, I'm checking for things like:
-Literacy: How good is your spelling and grammar, and how accurate are you at conveying ideas? Maps are used less in PbP than they might otherwise be, and seeing how literate you are helps me see how you'll tell the story. It also helps me judge how much effort you're putting into doing things correctly, because conscientiousness is a virtue. Also, saying the wrong thing (or just putting a comma in the wrong place) can change what you meant into something unfavorable to you, and I try to avoid that because PbP is slow as it is...
-Creativity: How original is your story, and how much like a real person does your character feel? If a character has a generic backstory, then they often seem to be less vivid. Creativity shows that you really care about the character, and are less likely to abandon it two weeks later.
-Style: How do you think about your character's use of their powers? If you're playing a Paladin, for example, do you just kind of acknowledge that they have Lay on Hands, or do you say something like "Every evening, they visited the poor sector of the city to heal the injured" or "Determined to push themselves to the limits, they trained and regularly removed their fatigue so they could keep going, well beyond the limits of normal people"? The same goes for skills - if your character has a point in a Profession, how have they used that? If they have a Knowledge, how did they learn it, and how have they applied it?
It's the details that matter. ^^ Thinking about things like the three points above, and adjusting your backstory as a result, is a great way to catch my attention (and probably that of other GMs). If you're applying to a lot of games but aren't getting in as often as you'd like, considering these points might help change that.
As for this game, I'm probably gonna pick the characters within three hours or so, so you've still got a bit of time for any last-minute submissions.

GM Rednal |
All right, after carefully going over all of the submissions, I'd like to welcome Aleksson and Taka Kaijitsu to the game. You can dot it immediately, and we'll work on your entrance.
Everyone Else:
Thank you for applying! The most common reason for not being chosen was minimal/no backstory for your character. For help getting into future games here on the boards, see my previous post. ^^ Consider those when making a character and I'm certain you will be more successful.

GM Rednal |
Not to be a sore loser, but in the interest of being a better applicant, you wanted more than just the 10 minute background?
Either way would be fine. A 10 minute background is basically a starting point for a submission. If all you tell me is one brief sentence on each point, then I'm not going to learn very much about the character, much less how you think or how you'd probably play them. As I mentioned in the opening post, what I really like seeing is a well-written background. This can be done in many ways - expanding each point in the 10 minute background into a paragraph or two of explanation, writing up one long background instead of a point-by-point list, whatever works best for you.
To put it another way, the quality of the submission is more important than the exact format. I did not provide excessive direction on this point because, as mentioned early on in recruitment, I wanted to see what people would come up with if they did it on their own.
The actual selection process was essentially a three-stage review. First, I started by sorting the profiles based on whether I felt they were characters I was likely to choose. Submissions with no background, for example, were not going to be chosen. Once I had a pool of profiles I liked, I selected the character that I felt was best for the game, then the character I thought would provide the best balance for the party as its third member. There were a number of very good submissions throughout this recruitment - in the end, though, I could only pick two of them. (Lots of good characters get passed up because of this, by the way. It's not that they've done anything wrong so much as there's only so many people who can be seated at each game.)
In your specific case, Kryzbyn, your application could have been improved by expanding on the points in your background. You would also have done well to re-read the rules for creating gestalt characters - you're not allowed to have two prestige classes at any one level, and the fact that you built a character intending to do so suggested to me that you were not particularly familiar with the ruleset in question. This was not a deciding factor, but it was something I noticed. (Gestalt can get out of hand if things are stacked in certain ways, and I try to prevent that as much as I can.)