
GM_IamZero000 |

Build Rules
Classes: Any Paizo Material is legal, I use the SRD so i have access to it, And the Dreamscarred Press SoulKnife. NO 3rd party classes other than that. Use unchained Summoner instead of the Base summoner. Other unchained classes allowed as well.
Races:Core, Uncommon, and Featured races allowed. 3rd party races will be handled on case to case.
Stat rolls: Roll 1 set of 3d6 in order, another of 4D6 drop lowest, If you get nothing you like from either feel free to use 20 point buy.
Traits: 2 traits, No drawback. I expect traits to fit the character and will be reviewing to make sure they do.
Alignment restrictions: NO Chaotic Evil, Neutral Evil, or Lawful Evil. Chaotic Neutral are only allowed with good enough reasoning
Hit points: Max at first level, We will roll for the other levels
Starting gold: Level 3 wealth by level
Fire arms Emerging
we are using Automatic bonus progression and Background skills
Alchemist extracts count for creation feats
If you have questions ask please i'm sure i've forgotten some things
What we Need
We need someone who is enthusiastic and is in for the long haul. someone who can post at a minimum of 1/day during most of the week and weekend. like any group we have our slow days.
So mechanically the group needs something along the lines of either a rogue'y type, or healer, debuffer and or buffer, maybe a party face in terms of skills, like seriously our party lacks a lot of skills . Right now damage isn't really an issue. of course the best way to get yourself picked is to have good backstory and character.
the team is an invulnerable rager Lizardfolk barbarian, A half elf archer/Sorcerer, and an evocation focused wizard
So here's the situation guys, the pc's lost someone mid quest, luckily for all of us i have an easy way to bring someone in.
So the group along with a guide has gone to rescue a rebel Kobold named Nighttail along with a group of humanoids from a tribe of Kobolds who has taken them for enslavement purposes.
Before the pc's could arrive Nighttail managed to basically unleash a bunch of lizard eating Fungi and lead the villagers out to a safer area...that safer area being in the middle of a prehistoric jungle filled with dinosaurs.
You are one of those Villagers, you don't have to be from the same village you could have just been a passerby who got caught in the middle. either way your backstory is your own so long as you somehow wind up with this group.

Cam James |

Looks interesting. Mind if I ask why the Soulknife is the only Psionic class allowed?
No idea yet what i would want to go, but consider this a dot and a stat roll.
Dex: 3d6 ⇒ (2, 3, 3) = 8
Con: 3d6 ⇒ (6, 2, 6) = 14
Int: 3d6 ⇒ (1, 2, 5) = 8
Wis: 3d6 ⇒ (4, 6, 5) = 15
Cha: 3d6 ⇒ (6, 4, 6) = 16
Dex: 4d6 - 1 ⇒ (6, 6, 1, 2) - 1 = 14
Con: 4d6 - 1 ⇒ (4, 2, 2, 1) - 1 = 8
Int: 4d6 - 2 ⇒ (5, 3, 3, 2) - 2 = 11
Wis: 4d6 - 2 ⇒ (2, 5, 3, 3) - 2 = 11
Cha: 4d6 - 2 ⇒ (2, 5, 3, 5) - 2 = 13
You mention Alchemists crafting, so that makes me wonder. Are we allowed to craft? Precrafting?
Oh ya, do we get reduced starting gold because of ABP? Just clarifying :)
Another question, do we start out captured yet fully decked out in combat gear?

GM_IamZero000 |

Soulknife is allow because much like the oracle it is a favorite class of mine and i know it and it's balance more so than other classes. whereas i actually don't know very much at all about the other psionic classes
You were able to grab your stuff before the great escape so fully decked
reduced starting gold due to ABP
And yes crafting is allowed there will be time, i've added a lot of homebrew elements. making it a lot more than just what dragons demand originally was. as for precrafting yes within limits, just try to keep what your getting reasonable.

CaptainFord |

3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (3, 1, 6) = 10
3d6 ⇒ (3, 6, 5) = 14
3d6 ⇒ (4, 2, 6) = 12
3d6 ⇒ (4, 6, 4) = 14
4d6 - 2 ⇒ (2, 6, 2, 3) - 2 = 11
4d6 - 1 ⇒ (6, 1, 3, 5) - 1 = 14
4d6 - 1 ⇒ (1, 5, 2, 5) - 1 = 12
4d6 - 1 ⇒ (3, 1, 4, 1) - 1 = 8
4d6 - 2 ⇒ (5, 2, 4, 4) - 2 = 13
That second set is ick, but the first is pretty appealing... probably gonna go with that one.
Almost forgot to roll HP too.
HP 2: 1d10 ⇒ 7
HP 3: 1d10 ⇒ 10
Woo!

mdt |

3d6 ⇒ (2, 1, 2) = 5
3d6 ⇒ (6, 6, 1) = 13
3d6 ⇒ (1, 5, 6) = 12
3d6 ⇒ (4, 2, 1) = 7
3d6 ⇒ (5, 5, 5) = 15
3d6 ⇒ (4, 5, 3) = 12
4d6 ⇒ (1, 4, 6, 1) = 12
4d6 ⇒ (3, 5, 3, 4) = 15
4d6 ⇒ (6, 4, 3, 5) = 18
4d6 ⇒ (1, 2, 5, 1) = 9
4d6 ⇒ (2, 1, 1, 1) = 5
4d6 ⇒ (6, 4, 4, 5) = 19
Hmm, yeah, never mind. :) A character with a 4 or 5 in a stat is probably not survivable. :)

Seth86 |

3d6 ⇒ (6, 2, 2) = 10
3d6 ⇒ (4, 5, 5) = 14
3d6 ⇒ (6, 2, 1) = 9
3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (3, 2, 5) = 10
3d6 ⇒ (6, 6, 1) = 13
4d6 ⇒ (2, 6, 4, 3) = 15 13
4d6 ⇒ (5, 3, 3, 6) = 17 14
4d6 ⇒ (3, 6, 6, 4) = 19 16
4d6 ⇒ (3, 3, 5, 5) = 16 13
4d6 ⇒ (4, 4, 3, 5) = 16 13
4d6 ⇒ (5, 6, 3, 1) = 15 14
Set 2 : 16, 14, 14, 13, 13, 13 29pt not bad

KatGrey |

I wouldn't mind putting a character up for consideration. Seeing as your current party is good on damage dealers, I had an idea for a Life Oracle who could serve as a healer, buffer, party face and librarian of sorts. I also planned for her to be, not a pacifist per se, but not comfortable shedding blood herself. But if you or the party feels that this would cause too much of a liability, I'm willing to rework that part.
In the meantime, I'll go ahead and make my rolls, and I'll have something posted once I've finished fleshing out the back story.
STR: 3d6 ⇒ (6, 3, 2) = 11
DEX: 3d6 ⇒ (3, 6, 2) = 11
CON: 3d6 ⇒ (6, 4, 4) = 14
INT: 3d6 ⇒ (5, 2, 4) = 11
WIS: 3d6 ⇒ (5, 5, 3) = 13
CHA: 3d6 ⇒ (1, 4, 5) = 10
4d6 - 1 ⇒ (1, 5, 1, 4) - 1 = 10
4d6 - 3 ⇒ (3, 3, 6, 6) - 3 = 15
4d6 - 2 ⇒ (6, 4, 2, 2) - 2 = 12
4d6 - 1 ⇒ (1, 5, 1, 6) - 1 = 12
4d6 - 3 ⇒ (3, 5, 4, 6) - 3 = 15
4d6 - 1 ⇒ (4, 3, 2, 1) - 1 = 9
The second set isn't terrible, but I think I'll go with 20 point buy all the same. And for HP:
2nd Level HP: 1d8 ⇒ 7
3rd Level HP: 1d8 ⇒ 8
For a total of 23!

Seth86 |

Introducing, Rokea Razortooth,
Soulknife Orc
Rokea
Female orc soulknife 3 (Pathfinder RPG Bestiary 222, Ultimate Psionics 57)
N Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 26 (3d10+9)
Fort +4, Ref +6, Will +4
Defensive Abilities ferocity
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Offense
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Speed 30 ft.
Melee dagger +7 (1d4+7/19-20) or
. . +1 mind blade (two handed) +10 (2d6+11/19-20)
Special Attacks enhanced mind blade, form mind blade, psychic strike
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Statistics
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Str 20, Dex 14, Con 14, Int 11, Wis 11, Cha 11
Base Atk +3; CMB +7; CMD 20
Feats Extra Blade Skill, Mindblade Proficiency, Power Attack, Weapon Focus (mind blade), Wild Talent
Traits deadeye, hard to kill
Skills Autohypnosis +5, Climb +10, Craft (armor) +5, Knowledge (psionics) +5, Perception +5 (+7 on sight based checks), Swim +9
Languages Common, Orc
SQ blade skills (furious charge, powerful strike), dayrunner, shape mind blade, throw mind blade
Other Gear mithral agile breastplate[APG], dagger, artisan's tools, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hemp rope (50 ft.), hip flask[UE], mug/tankard, sewing needle, signal whistle, small tent, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 2 gp, 3 sp, 4 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Dayrunner -2 penalty on ranged attack rolls.
Enhanced Mind Blade +1 (Su) You can enhance your Mind Blade with a total enhancement bonus of +1.
Extra Blade Skill You gain an additional blade skill.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Form Mind Blade (Mind Blade [2H]) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind.
Furious Charge A soulknife with this ability deals an additional 2 points of damage on every attack made at the end of a charge. The increased damage is only 1 per attack for off-hand attacks, but becomes 3 per attack when using the two-handed form of the mind blad
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerful Strike The soulknife's psychic strike deals an additional 1d8 damage.
Psychic Strike +2d8 (Su) +2d8 to your mind blade damage.
Shape Mind Blade Change the form of your mind blade, or reassign its abilities
Throw Mind Blade Light 20ft, 1H 15ft, and 2H can't be thrown.
Wild Talent You are a psionic character and gain 2 power points.

KatGrey |

Here is my submission for the Life Oracle, Belasara. I'm sorry if I started to ramble a bit at the back story. I literally couldn't fall asleep until I finished writing it. And again, please let me know if the pseudo-pacifism isn't going to work and I'll adjust accordingly. =)
Female Human oracle 3 Archetype Spirit Guide
NG Medium humanoid (human)
Init +1, Senses Perception +3
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DEFENSE
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AC 14 Touch 11 Flat-footed 13 (+1 armor, +1 Dex, +2 shield)
hp 23 (3d8)
Fort +2 Ref +3 Will +7
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OFFENSE
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Speed 30 ft.
Melee morningstar +2 (1d8)
Melee darkwood shield -2 (1d4)
Special Attacks Channel (2d6, DC 15, 5/day)
Oracle Spells Known (CL 3rd; concentration +7)
1st (6/day) - burning disarm (DC 15), protection from evil (DC 15), sanctuary (DC 15), detect undead, cure light wounds (DC 15)
0th (at will) - create water, detect magic, detect poison, guidance (DC 14), light, mending (DC 14), resistance (DC 14), stabilize (DC 14), ghost sound (DC 14), mage hand
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STATISTICS
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Str 10 Dex 13 Con 10 Int 12 Wis 16 Cha 18
Base Atk +2; CMB +2; CMD 13
Feats Extra Revelation, Selective Channeling
Skills Diplomacy +8, Handle Animal +8, Heal +9, Knowledge (Geography) +2, Knowledge (History) +7, Knowledge (Local) +2, Knowledge (Nature) +6, Knowledge (Planes) +5, Knowledge (Religion) +6, Linguistics +4, Sense Motive +8, Spellcraft +5
Traits Avid Reader (Nature), Inspired
Languages Celestial, Common, Draconic, Elven, Infernal
SQ bonded spirit (air barrier hex), bonus oracle spell (3x), class skills, dual talent, energy body, haunted, life mysteries, orisons
Other Gear morningstar, darkwood shield, silken ceremonial armor, cloak, slippers, masterwork backpack[ potion of remove fear (2), potion of shield of faith +2 (3), soothe syrup (2), wismuth salix (5), vermin repellent (2), healer's kit (10 charges), waterskin, blanket, spell component pouch, 638.5 gp]
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SPECIAL ABILITIES
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Air Barrier (Su) The oracle creates an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance. The oracle can use this barrier for 1 hour per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Avid Reader As a youth, you voraciously consumed books and scrolls provided by a member of an adventurer's guild or a learned organization like the Pathfinder Society, and you have internalized these stories of bold adventurers. Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened.
Background Skill (Knowledge (Geography), Knowledge (History) x2, Linguistics x3)
Bonded Spirit (Su) At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit. This ability replaces the revelations gained at 3rd, 7th, and 15th levels.
Bonus Oracle Spell (3x) Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Channel (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. You can use this ability 5 times per day.
Class Skills A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle's mystery.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Energy Body (Su) As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+3 points of positive energy damage. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6+3 hit points. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for 3 rounds per day.
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Inspired A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
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DESCRIPTION
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Since her divine recovery over one year ago, the most distinguishing feature about Bela's appearance has become her vibrancy. From her clear green eyes, to the shine of her near silver blonde hair, to the radiance of her unblemished skin, all these traits give testament to the otherworldly vitality flowing through her. Standing at a rather average height of 5'5" and 110 pounds, Bela's frame has notably filled out since her days as a sickly child. A flowing gown of deep crimson silk and gold brocade (silken ceremonial armor) and matching slippers under a fur trimmed, hooded cloak is all the young woman wears but she wears them with pride--all three gifts from her late mother that are obviously well cared for.
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PERSONALITY
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Belasara is, above all else, a fatalist. Her losses, her brush with death and following miraculous recovery and her divine gift to heal others have all taught her that nothing in this life is random. Things happen because they are destined to happen. While this realization would give most people a pessimistic outlook on life, for Bela it is anything but bleak. Rather, she takes comfort in knowing that the hands of Gods and spirits alike gently push, shape and guide the different aspects of her life. As such, Bela often comes across as poised and collected in the manner that only one with such strength of convictions can be. As a healer, compassion and kindness are her first instincts when she comes across a person in need, but her time visiting different cities has made her wise to the inner workings of others. She understands that people are not always who they present themselves to be, and has become fairly adept at judging people's characters. So while she is still moved to compassion when she sees someone in need of aid, she does her best to help others in a way that doesn't leave her vulnerable to be taken advantage of. To a degree, this compassion also extends to those that would do her harm. While she understands that violence is an inevitable facet of life, and will abide bloodshed caused by others in the name of justice or protecting the innocent, she avoids doing harm unless left with no recourse. In her mind, if the Gods wanted her to shed blood, they would have given her the strength of limb or magic to do so. Despite years of isolation in her younger years, her gift as an oracle and frequent travel have bolstered her social skills, and she now finds it easy to switch between the diplomatic deference one uses to address authority, to the warm, yet unyielding bedside manner healers show a patient, to the dry humor she falls back on when in the presence of good company.
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BACK STORY
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Born to a seamstress and an Andoran soldier, Belasara was a sickly child from the moment she drew her first breath. So sickly, in fact, that the midwife advised the new parents that it was best not to even name the child, for surely she would not survive long. But Bela proved to take after her father even as a babe, and after three long weeks, the newborn's health slowly began to improve. While she was no longer in danger of going to an early grave, the young Bela was noticeably less rosy and healthy than other children and often exhibited a lack of energy. Concerned that life in the capital city of Almas was too chilly, too noisy, and too harsh for their delicate child, her parents decided to move to a small farming village on the western edge of the Verduran Forest, hopeful that the quieter lifestyle and fresher air would would help bolster Bela's constitution.
Unfortunately, Bela's health continued in much the same way as it had previously. Her mother, distraught that her daughter's condition was failing to improve, became increasingly overprotective over her "miracle child", going so far as to keep her from spending too much time outside or playing with the other village children that she considered too rough and tumble. Meanwhile, Bela's father, dissatisfied with his new life as a simple farmer, traveled back to Almas to join an adventurer's guild. It was during this time that Bela discovered her love of reading. Whenever her father came back from an adventure, he always brought back some text for the young girl, whether a book on historical events, a prayerbook from an abandoned church or a scroll in some foreign language. With little else to spend her time on, Bela eagerly threw her full attention into deciphering the texts and teaching herself about the world outside of her home.
Life continued in this manner for some years, until the day that Bela's father failed to come home from a mission. After the memorial in his honor, Bela's grieving mother became far more restrictive of the now teenaged girl's comings and goings. Forbidden from venturing outside, and now without her precious supply of books to distract her from the grief, Bela soon began to act out against her mother's seeming arbitrary behavior, frequently taking long, unattended trips into the Verduran Forest to study nature. It was during one of these walks that Bela was bitten by a mangy-looking rat. Upon seeing the wound, her mother chastised the young girl soundly, unloading every worry she had bottled up since her husband's death. Feeling contrite in the face of her mother's pain, Bela apologized and swore that she would no longer continue her contrary behavior.
The next day, it quickly became clear that the bite was more grievous than she initially thought. Feverish and weak, she scarcely managed to stumble into her parent's room to warn her mother of her illness before collapsing. The village's herbalist, realizing that this was beyond his expertise, sent his apprentice to the nearby town of Carpenden to fetch a healer. Meanwhile, Bela's condition quickly deteriorated, and by the time the healer had arrived, the young woman had fallen into a coma. Immediately upon noticing the telltale black splotches blooming on her skin, the healer fled the house, proclaiming that the girl had contracted the Black Death and that nothing could be done before making a hasty retreat back to his hometown.
Her mother, reminded of the three terrible weeks after Bela's birth, refused to leave her daughter's bedside. She watched, helpless, as Bela's health failed and the young girl approached death's door. Just as the heart-broken widow began to say her goodbyes, Bela's illness suddenly stabilized. So overjoyed was her mother, that she hardly noticed her own weakness setting in. As Bela's fever broke, and the dark blotches began to disappear from her skin, her mother and nearly a dozen other people in their small village contracted the disease. By the time the young woman woke from her coma, more vibrant and lively than ever before, her mother's body--and those of the other infected villagers--had already been put to the pyre. The spirits of the lives she could have saved have haunted her since that day.
The decision to leave home was an easy one to make. While the people in the village felt some amount of awe at the divine nature of Bela's recovery and newfound healing powers, it wasn't enough to outweigh the resentment they felt at her bringing the Black Death upon the village in the first place. Additionally, nothing but painful memories and the spirits of the dead awaited the young woman in the now empty house. And so, holding fast to the belief that there was some greater purpose in the Gods deciding to bring her back from Death's grasp, Bela packed up what little adventuring gear her father had left and set out to find her new purpose in life.
For over a year, Bela has become something of a fixture in the towns of Verduran Forest, traveling from city to city and town to town every few weeks to offer her services as a healer. It was on one of these such journeys to the town of Belheim that the caravan Bela was riding with was beset by kobolds. With no martial experience or offensive spells in her repertoire, she was easily subdued and taken to the kobold's lair outside of Belheim. Once there, she and the other unfortunate passengers were forced into serving the kobolds, until the breakout staged by Nighttail. Now, feeling somewhat beholden to her rescuer, Bela has taken up arms to defend their ragtag group as they decide their next course of action.

Albion, The Eye |

So there can be no new applications, or...?
3d6 ⇒ (5, 4, 4) = 13
3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (3, 5, 5) = 13
3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (5, 2, 4) = 11
4d6 ⇒ (1, 5, 1, 4) = 1110
4d6 ⇒ (6, 5, 4, 4) = 1915
4d6 ⇒ (2, 6, 5, 2) = 1513
4d6 ⇒ (2, 3, 6, 5) = 1614
4d6 ⇒ (4, 2, 4, 6) = 1614
4d6 ⇒ (6, 6, 4, 6) = 2218

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in order: 3d6 ⇒ (3, 2, 2) = 7
in order: 3d6 ⇒ (6, 1, 4) = 11
in order: 3d6 ⇒ (4, 1, 5) = 10
in order: 3d6 ⇒ (6, 2, 3) = 11
in order: 3d6 ⇒ (4, 1, 6) = 11
in order: 3d6 ⇒ (4, 2, 6) = 12
any order: 4d6 ⇒ (1, 1, 3, 4) = 9(8)
any order: 4d6 ⇒ (5, 5, 3, 1) = 14(13)
any order: 4d6 ⇒ (2, 5, 3, 1) = 11(10)
any order: 4d6 ⇒ (1, 3, 5, 6) = 15(14)
any order: 4d6 ⇒ (2, 3, 2, 3) = 10(8)
any order: 4d6 ⇒ (4, 1, 3, 5) = 13(12)
Both are rather terrible, so I will just go with 20 PB
Going with a Skald
hp: 1d8 ⇒ 5
hp: 1d8 ⇒ 8

Cam James |

So I have been trying to decide what to build with my character (the skill sets are both kinda crumby), as well as how I could fill in something that was missing from the party (for some reason I am fixated on improvisation and skills :/ ).
one idea i had was to go with the Improvisation line of human feats (maybe even Imp Improvisation) and be capable of doing almost any kind of skill, however it is very feat intensive, so whatever else I do go, it would have to require 0 or 1 feat.
So, still thinking :)

Li Huli Jing |

Reusing an old character that got into a game that fizzled before we officially started. :)
Obviously she wouldn't be local, she'd have been a traveller who was passing through the village. Wasn't sure what languages would make sense for the game, and wasn't sure if you're using Tien as Common or not. May have to make changes to the languages.
I will give a detailed background, but wanted to get your thoughts on the build and such first, no use getting myself into the head of a character if the build is not liked.
If selected, I'll get this alias set up correctly for the new version.

GM_IamZero000 |

Reusing an old character that got into a game that fizzled before we officially started. :)
** spoiler omitted **
took a brief look and it looks good, does a few things we need in the group, specifically the rogue things as well as non intimidation based diplomacy.
As for language, the campaign itself is in Taldor so the common isn't Tien
Oh and the Pic looks nice.

Cam James |

I think I have managed to figure out the chassis for the character I am going to be applying with.
He is going to be a Human USummoner.
On the human side he is going to be a young lad, full of curiosity and bright ideas. He often has something to say about everything, and is always eager to help out (his Ma taught him well!). He will either be CG or NG, he generally tries to be a good person, and he has a very good mentor (see his eidolon) but he can, and does at times fail to temtation or an "easy way out." However he is usually remorseful after the fact (if for no other reason then his mentor quizzing him about it) and will often try to make up for it.
He is Chaotic in the sense of freedom and desire to explore, yet completely capable of following rules and plans (again, his mentor has a say in it). He is NOT Chaotic in the sense of Chaos and the need to create as much of it as he can.
IE he is good natured yet failable, and free spirited but not uncontrollable.
Mechanically, he will have the Fast Learner and Improvisation feats. Other then that, somethings from the following list;
Improved Improvisation (feat), Dilettante (feat), Comprehensive Education (Racial Trait), Improvisational Equipment (trait), Helpful (race trait, via adopted), or another trait to shore up a missing class skill, or that just looks cool.
This would mean that He would be at least passable on a very wide range of skills, and if anyone else were to attempt a skill check, I would just Aid them instead.
In combat I would rely on some summoner buffs and genetally supporting others (at least for the summoner, the eidolon is capable in combat), and would probably use Aid Another in combat to bolster the others.
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The Eidolon
The Eidolon will have the Angel base and be lawful good.
He will look like an angel and have feathered wings (no fly speed) and a large sword in one hand (blunt, its his slam attack).He is the Summoners Guardian Angel and guide. He has been tasked (or created for. I dunno) with keeping the boy safe and guiding his spiritual growth, keeping him on the path or correcting him as needed. While he is LG, his main goal is to correct and advize, not to condem and destroy. He isnt here to purge and utterly anahilate evil (there are other angels that do that) but to slowly foster the growth of the summoner, to encourage him to choose the right path, with his choices being of paramount. However he is also his potent bodyguard and will defend him earnestly.
As for others (such as the party), they can converse with him just as easily as another human (with a strong Good bent) and can do things normally, just dont ask him to do something directly evil.
Mechanically
He will probably have 3 of the following Evolution Points; Improved Damage (bigger sword), Imp Natural Armor (in the shape of a suit of armor), Skilled (Religion) Cuz Angel), Skilled (Deplomacy), Skilled (Acrobatics) representing the vestigive wings).
I would probably go Imp Damage and Skilled (K: Religion, Deplo/Acro).
His first feat would be Power Attack but I am undecided on his second one.
Combat Advice would be cool, and fit his advisory role well, anc I am not going to be doing full-attacks anytime soon. Revered Guidance keyed to humans would be really cool, especially considering he is an angel whos come to guide people (as for the Aasimar requirement, an Angel is basically ≥ then an Aasimar. Would you allow it?). Or Nature Magic (Aka Divine Magic) to gain a little bit of magic.
Any thoughts or advice?
As for his role during play, he can handle himself well in combat, and as a flanksteak when needed. Elsewise he might be able to give advice (and +2 to hit), or be a very potent orator.
Or just simply be talkative, annoying and fat :)

Virgil Geryon |

Interested. I was in a Dragon's Demand PbP but it sadly fizzled. I would like an opportunity to apply?
I would like to submit Virgil.
He was in a homebrew but that also fizzled.....I would need to level him down, but you get an idea of what he is capable of doing.
He definitely will be covering debuffing and party face.
Let me know if you would like me to adjust him now.
Thank you.

Li Huli Jing |

So I'll replace Goblin with Taldor, and rename Common Tien.
You had said you needed a skill monkey, and I believe Jing counts as a skill monkey. Not only a skill monkey, but decent across the board. She can also act the wandering bard (which is something she does).
For background, I'm thinking a wandering outcast. Family fell into disfavor back in Tien, and rather than kill her own family to prove her loyalty, she accepted exile? Once bright star who would have risen to a high rank in the Palace Guard now a wandering exile looking for a new place in life? Her family either dead of forced to exile themselves to various places, none in the same place, to prevent any possibility of rebellion in exile.
She's classically trained in many types of weapons, but generally uses her body as a weapon. Mainly because she started out her travels with nothing but her armor, not allowed any weapons.
With regards to the setup, I think she was in the village, performing, and they the kidnappers thought she was a bard, so they didn't see her as threatening. She saw what was happening, and slipped a lockpick into her mouth before she was captured, she helped the Kobold release the rest of the prisoners and helped fight their way out, retrieving her equipment on the way.

GM_IamZero000 |

Everything's looking good so far
List of completed submissions
Virgil Geryon
Li Huli Jing (no need to make a profile but try to get everything more together so everything matches up it's a little confusing)
KatGrey Belasara, Oracle of Life:
Seth86 (Crunch done, no fluff)
Cam James (Ideas but no official submissions)
If i missed you apologies, let me know and i'll add you

Li Huli Jing |

The Li family fell into disfavor in Tien, the result of court intrigue and backstabbing by a junior clan they had taken in. To show her loyalty, Jing could have executed her parents. However, rather than kill her own family to prove her loyalty, she accepted exile. The entire family did the same thing. However, they were forced to accept exile not as a group, but individually. Each sent to a different foreign land. Only their centuries of family service bought them exile for the alleged treason.
Jing, once bright star who would have risen to a high rank in the Palace Guard has now become a wandering exile looking for a new place in life. Her family either dead or forced to exile themselves like her.
Jing is classically trained in many types of weapons, but generally uses her body as a weapon. Primarily because she started out her travels with nothing but her armor, not allowed any weapons.
She was in a small random Taldor village, performing, when the village was taken by armed assailants. The kidnappers thought she was a minstral, not even recognizing her foreign armor as armor, and so they didn't see her as threatening.
Seeing what was happening, she slipped a lockpick into her mouth before she was captured. Using the pick, she helped a Kobold release the rest of the prisoners and helped fight their way out, retrieving her equipment on the way.
Updated Character sheet, updated background. Languages straightened on sheet.

Albion, The Eye |

Ok, so I have nailed down the bare knuckles of a character - she is missing two traits (GM_IamZero000, would you accept Trapfinder?), spending the last three skill points, and some more gear, but basically she is done.
Erianna
Azata-blooded aasimar (musetouched) bard (dawnflower dervish) 2/monk (master of many styles) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Campaign Setting: Inner Sea Magic 34, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 59)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 26 (3d8+8)
Fort +5, Ref +11, Will +6; +4 vs. bardic performance, language-dependent, and sonic
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee mwk cold iron scimitar +8 (1d6+5/18-20) or
. . silver light mace +3 (1d6+2) or
. . unarmed strike +3 (1d6+2)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), battle dance: inspire courage, stunning fist (1/day, DC 11)
Spell-Like Abilities (CL 3rd; concentration +5)
. . 1/day—glitterdust (DC 14)
Bard (Dawnflower Dervish) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—cure light wounds, feather fall, saving finale[APG] (DC 13)
. . 0 (at will)—detect magic, know direction, light, mending, message
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Statistics
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Str 15, Dex 20, Con 14, Int 14, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD 18
Feats Arcane Strike, Crane Style[UC], Dervish Dance[ISWG], Improved Unarmed Strike, Stunning Fist, Weapon Focus (scimitar)
Skills Acrobatics +11, Climb +6, Diplomacy +10, Intimidate +8, Knowledge (local) +6, Knowledge (religion) +7, Perception +6, Perform (dance) +10, Perform (oratory) +10, Stealth +11, Use Magic Device +8; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (oratory)
Languages Celestial, Common, Draconic, Sylvan
SQ battle dance, fuse style, versatile performance (oratory)
Other Gear mithral chain shirt, mwk cold iron scimitar, silver light mace, thieves' tools, 20 gp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 11) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Versatile Performance (Oratory) +10 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
As soon as I have a few available minutes, I will write down some fluff for her, but wanted to know if she looks legit thus far?

Seth86 |

Stuff happened, so only a short description on why she is where she is.
Being an orc, and being what she was, she was very different from the others, which lead to her being shunned from her tribe. She did meet up with a younger orc, who was an outcast too. He was captured by the kobolds, and during her attempt to rescue him, she too was captured. Due t oh er skill as a smith, they kept her alive on the condition she works for them. She used this to bide her time to escape

Cam James |

Ok. So it looks like another one of my campaigns is struggling. Might be on a timer (I really hope not).
So I am going to focus on my Angel and Summoner.
See if I can get him up in time :)
Summoner HP: 2d8 + 8 + 3 ⇒ (8, 7) + 8 + 3 = 26
Eidolon HP: 3d10 + 3 ⇒ (6, 3, 5) + 3 = 17 (Eidolons roll for all hit dice, right?)
And my Eidolon has crap hp >_>
Edit: oh ya, I went with a 20pb. Those rolls also sucked :'(