
DM Azure_Zero |

I am continuing the Darkmoon Vale series, but some of my players have disappeared.
Base creation rules:
Stats: 20 Point Buy (no stats below 10)
Traits: None
Classes and Archetypes allowed: CRB, APG, UM, UC. (No magus, Summoners, Gunsligners) and other paizo material, but you must note the source.
Races: Core + Assimar, Tiefling, Changeling.
Starting Cash: Max
Character Background: Ideal, if none I'll assume your a resident of Falcon's Hollow, with a job that best matches your profession/class and that is it.
Must be willing to post at least once a day for 5 days out of the week.
Alignments: Non-Evil
Your level 2,
HP is Max first level and for every other level you roll until your above half of the class' hit Die.

Rasputin17 |

Hrm, I'm really itching to get into the Play-by-post arena, but so far I've yet to be accepted.
I recently attempted entrance to a Council of Thieves pbp, and I'm really fond of my character's, well, character. I'd have to eliminate his two traits, change his character backstory and bring him up to second level, but I if you could just take a quick look and tell me if you like him or not I'd appreciate it.
His name's Solomon Knox. He's a Spellbreaker inquisitor with the trickery domain. He doesn't follow a deity, however.
I recently also tried submitting a Halfling summoner for a Carrion Crown PbP but that also didn't get selected, and since you're not selecting Summoners, I guess it's a moot point.

Deevor |

I'm thinking an elven druid...never played a druid before...
mostly from core, but will use elven alternate racial traits - woodcraft from APG
The elves have sent him to report and help the damage being done to the forest...
will add more details if this fits in with your party requirements.
PANTO PANARTTI CR 1
Male Elf Druid 2
NG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +9
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DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 13 (2d8)
Fort +3, Ref +3, Will +5
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Armor Spikes (Rosewood) -3 (1d6/20/x2) and
Dagger +1 (1d4/19-20/x2) and
Dagger +1 (1d4/19-20/x2) and
Scimitar +1 (1d6/18-20/x2) and
Unarmed Strike +1 (1d3/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Druid Spells Known (CL 2, 1 melee touch, 4 ranged touch):
1 (3/day) Cure Light Wounds (DC 13), Entangle (DC 13), Hide from Animals (DC 13)
0 (at will) Purify Food and Drink (DC 12), Create Water, Stabilize, Detect Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 11, Int 12, Wis 15, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Druid Weapon Proficiencies, Elven Weapon Proficiencies, Point Blank Shot
Skills Acrobatics +0, Climb -3, Craft (Alchemy) +5, Escape Artist +0, Fly +0, Handle Animal +6, Heal +6, Knowledge (Nature) +8, Perception +9, Ride +0, Spellcraft +5, Stealth +1, Survival +10, Swim +1 Modifiers Woodcraft
Languages Common, Druidic, Elven, Sylvan
SQ Animal Companion Link (Ex), Nature Sense (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +4 (Ex), Woodland Stride (Ex)
Combat Gear Arrows (20), Dagger, Dagger, Longbow, Rosewood Armor, Scimitar; Other Gear Backpack (empty), Bedroll, Blanket, Flint and steel
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Deevor |

I changed my mind a bit ... though still with the druid theme ...
Thinking that a Half-orc Druid(eagle shaman) might be a better option.
Short background, came to Falcon's end in search of his mother's family. His mother taken as a slave and used by the orcs of Belzen. His mother dies in slavery when our man was a young boy and he had to scrape by in slavery as an outcast of the Orcs, being not of pure blood. With his mother's sensibilities and moralities, he eventually managed to escape his servitude.
His wandering brought him to meet his mentor, a druid eagle shaman, who taught him the ways...
Now following his desire to find and hope for acceptance from his mother's family he has arrived at Falcon's Hollow...
Eagle Shaman and the alternate racial properties are from the APG, the rest should be from the Core Rulebook.
GARAK SOARWING CR 1
Male Half-Orc Druid (Eagle Shaman) 2
NG Medium Humanoid (Orc)
Init +2; Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (2d8)
Fort +3, Ref +2, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Light Shield Bash +0 (1d3+3/20/x2) and
Bite (Eagle's Natural Weapons) -1 (1d4+1/20/x2) and
Dagger +4 (1d4+3/19-20/x2) and
Dart +4 (1d4+3/20/x2) and
Masterwork Quarterstaff +3 (1d6+3/1d6+1/20/x2) and
Scimitar +4 (1d6+3/18-20/x2) and
Talon x2 (Eagle's Natural Weapons) -1 x2 (1d4+1/20/x2) and
Unarmed Strike +4 (1d3+3/20/x2)
Ranged Sling +3 (1d4+3/20/x2)
Druid (Eagle Shaman) Spells Known (CL 2, 4 melee touch, 3 ranged touch):
1 (3/day) Shillelagh (DC 13), Cure Light Wounds (DC 13), Entangle (DC 13)
0 (at will) Purify Food and Drink (DC 12), Create Water, Stabilize, Detect Magic
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 11, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Druid Weapon Proficiencies, Two-weapon Fighting
Skills Acrobatics +1, Appraise +2, Climb +2, Craft (Alchemy) +4, Escape Artist +1, Fly +1, Handle Animal +5, Heal +6, Knowledge (Nature) +6, Perception +9, Ride +1, Spellcraft +4, Survival +8, Swim +7 Modifiers Scavenger
Languages Common, Druidic, Orc
SQ Animal Companion Link (Ex), Eagle Wild Shape (1/day) (Su), Eagle's Totem Transformation (Standard Action) (2 minutes/day) (Su), Nature Sense (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +3 (Ex), Wild Shape (Beast Shape I: Small - Medium totem animal), Woodland Stride (Ex)
Combat Gear Dagger, Dart (20), Masterwork Quarterstaff, Scimitar, Shield, Light Wooden, Sling, Wooden Armor; Other Gear Backpack (empty), Bedroll, Blanket, Flint and steel, Scroll: Charm Animal, Scroll: Comprehend Languages, Scroll: Darkness, Scroll: Darkness, Scroll: Delay Poison, Scroll: Longstrider, Scroll: Restoration, Lesser (2), Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eagle Wild Shape (1/day) (Su) Shapeshift into an eagle one or more times per day.
Eagle's Totem Transformation (Standard Action) (2 minutes/day) (Su) At 2nd level, an eagle shaman may adopt an aspect of the eagle while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (fly speed 30 feet [average], the druid m
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Scavenger +2 Appraise, +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (Beast Shape I: Small - Medium totem animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
ANIMAL COMPANION CR 3
Male Eagle
NN Small Animal
Init +2; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 16 (+3)
Fort +4, Ref +5, Will +3
--------------------
OFFENSE
--------------------
Spd 10 ft., Flight (80 feet, Average)
Melee Bite (Eagle) +5 (1d4/20/x2) and
Talon x2 (Eagle) +5 x2 (1d4/20/x2) and
Unarmed Strike +5 (1d2/20/x2)
--------------------
STATISTICS
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 13
Feats Flyby Attack, Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Seek [Trick], Stay [Trick]
Skills Fly +8, Perception +6, Stealth +10
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Fighting [Trick], Seek [Trick]
--------------------
SPECIAL ABILITIES
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
And if you don't accept me in the game, Tarvinda will get all up herself in the way that paladins do .... LOL .. just in case you haven't realised yet...

Tilnar |

Hey, AZ -
Have been kicking the idea of a Halfling Detective-Bard around for a while, thought it might be fun to play...
Name:Dennvyn Fealthan
Race: Halfling
Class: Bard (Detective Archetype) [NG]
Age: 17
Stats: Str: 12, Dex: 16, Con: 13, Int: 12, Wis: 10, Cha: 16
Quickie Background:
Dennvyn was a street kid who grew up in Carpenden, having been basically pressed into service as a pick-pocket and thief as a young child. He tried to pick the wrong pocket one day, but, fortunately for him, he was apprehended by a human guardsman who took pity on the boy and brought him home to live amongst his large family -- and to have him educated. At first resentful, Denn eventually idolized his adoptive father and saviour, resulting in the somewhat peculiar focus of his education.
As Dennvyn came of age, his adopted father was cast out of the guard, having been framed for taking bribes. With his new home life falling apart, Dennvyn started to use his skills to look into the situation, and after some digging, learned that the charges were put in place because his father had the audacity to arrest and strike the son of one of the directors of the Lumber Consortium. Dennvyn followed the trail of dirty coin to Darkmoon Vale, not sure what he would find there.

Luther Lightblade |

Here is my applicant--Luther Lightblade Aasimar fighter/cleric Iomedae.
He will add a level of fighter to his level 1 build and pick up heavy armor and bastard sword proficiency. Consider him a tower shield/bastard sword wielder who can hold the line.
You can't have too many fighters, and you can't have too many clerics, so obiously you can't have too many fighter-clerics.
I will tweak his build if selected as not many recruitment threads ask for level 2 characters.

DM Azure_Zero |

Rasputin17 -> Solomon Knox -> Human Inquisitor(Spell breaker)
Thundering Dawn -> ??
Deevor -> Garak Soarwing -> Half-Orc Druid (Eagle Shaman)
Mark Thomas 66 -> ??
e-terah earthenchild -> -> dwarven oracle of stone
Tilnar -> Dennvyn Fealthan -> Halfling Bard (Detective)
Chainmail -> Luther Lightblade -> Aasimar fighter/cleric Iomedae

Faelax1188 |

The one I really want to do:
Still deciding name
Male Human Cavalier 2 LN
Order of the Dragon
Str 18 Dex 13 Con 14 Int 10 Wis 12 Cha 10
Background info:
His father was killed in a battle with bandits when he was young, and his mother died from a unknown disease when he was 18. He was an only child, so he turned to mercenary work to support himself. He was assigned by his mercenary guild to work with a group of Cavaliers belonging to the Dragon Order. He had not felt so loved in years, and decided to join the order. The order set him to look for a missing comrade last seen in the Darkmoon Vale area

Ridge |

I haven't played a rogue in a looong time, so I think it might be fun to give it a go.
So here's Maglok Slagsun
MAGLOK SLAGSUN (GOLDBROW) CR 1
Male Dwarf Rogue 2
NG Medium Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +6
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DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 17 (2d8+2)
Fort +1, Ref +6, Will +1
Defensive Abilities Defensive Training, Evasion
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +1 (1d3/20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 10, Dex 17, Con 12, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Deft Hands, Rogue Weapon Proficiencies
Skills Acrobatics +4, Appraise +6, Climb +1, Craft (Locks) +6, Craft (Traps) +6, Diplomacy +4, Disable Device +8, Escape Artist +4, Fly +0, Intimidate +4, Knowledge (Dungeoneering) +6, Knowledge (History) +3, Knowledge (Local) +6, Perception +6, Ride +0, Sense Motive +5, Sleight of Hand +6, Stealth +5, Swim +1, Use Magic Device +5
Languages Common, Dwarven, Gnome, Orc
SQ Greed, Hardy +2, Hatred, Slow and Steady, Stability, Stonecunning +2, Trap Spotter (Ex), Trapfinding +1
Other Gear Artisan's tools: Craft (Locks), Artisan's tools: Craft (Traps), Thieves' tools
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SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 +1 to find or disable traps.
--------------------
I went ahead and bought him tools for his crafts and lockpicking in case you wanted to see what the skills would be like. Hope I didn't presume too much.
The Goldbrows were once a proud clan indeed, but large segments of them fell to Droskar worship, some even joining the priesthood and doing terrible things to other dwarves in the service to the god of toil. One of them was a direct ancestor of Maglok, and for the crimes of that cruel dwarf, his descendents were stripped of their surname and must now call themselves Slagsun.
They were tolerated at the 5 Kings Mountains, but few true masters would apprentice either smithing, or even warcraft to a slagsun. The former Goldbrows became locksmiths and trap makers, a task they proved to be quite good at. Still, within Maglok warred both resentment and shame: Resentment against those fellow dwarves who offered him scorn or indifference at best for a sin not of his own making, and shame feeling some part of him deserved it for coming from such a line that might never be free of taint.
Had he been a proper warrior, he might have dreamed of clearing his family honor by finding a few hundred orcs to kill or some such. Yet he was not, and it never occurred to him that his skills could be of use for such. Originally he headed to darkmoon vale to sell a wagon full of his wares, but a fierce storm arose and spooked the donkeys and he nearly went over a ravine WITH the damn things. While he had enough wealth to get by on him, the locks he'd hoped to sell were now lost.
Fortunately, a wandering bard mentioned to him the human concept of 'adventuring', and suggested that those good with locks and traps might be welcome among such people. Risky work, but with good coin. He now hopes to find a group of honorable individuals in that very line of work. Preferably ones who won't constantly refer to him as a 'thief'.

Aden of the Shield |

Here's Aden.
He's a defender first and foremost.
Honor Guard Stratagist Cavalier.
Big AC and with class abilities all centered on protecting allies.
Order of the shield for Lockdown goodness and sword and board AC twfing for owning damage on his challenge.
Don't know bugger all about the AP. Got a link?

Aden of the Shield |

Just Updating Aden.
Gear and combat stuff is done. Just need some AP background.
Question GM call.
I read the Honorguard archetype:
"Sworn Defense (Ex)
At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC.
This modifies the challenge ability."
I take that to mean it modifies the challenge ability when those conditions are met eg. When the honor guard is adjacent to his ward.
So when he is not adjacent to his ward, he gets the normal challenge effect. In the case of Order of the Shield a bonus to attack.
Still need to update his skills and mount but looking good.
Rolling for level 2 HP 1d10 + 2 ⇒ (5) + 2 = 7

DM Azure_Zero |

Rasputin17 -> Solomon Knox -> Human Inquisitor(Spell breaker)
Thundering Dawn -> ?? -> Half-elven Fighter (archer)
Deevor -> Garak Soarwing -> Half-Orc Druid (Eagle Shaman)
Mark Thomas 66 -> ??
e-terah earthenchild -> -> dwarven oracle of stone
Tilnar -> Dennvyn Fealthan -> Halfling Bard (Detective)
Chainmail -> Luther Lightblade -> Aasimar fighter/cleric Iomedae
Faelax1188 -> -> Human Cavalier
me'mori -> Augrok Manyteeth -> Half-orc Bear shaman
Ridge -> MAGLOK SLAGSUN -> Dwarf Rogue
STR Ranger -> Aden of the Shield -> Human Cavalier.
!! Notice this Module series has a lot of Dungeon combat so mounted combat builds are not a good idea.
If you like the Cavalier class, I would suggest going Samurai(sword saint) as Samurai is a alternate class of Cavalier and the sword saint archetype does not depend on a horse.
die roll minimums for every level other than 1st level.
d6 = 4+
d8 = 5+
d10 = 6+
d12 = 7+

Aden of the Shield |

I think the mount is a non issue. Played a number of Cav's and ain't used mounted combat yet. Although keen to try the hound master archtype, I have no doubts my guy will stand up fine. A 20th level progression can be found here:
http://paizo.com/forums/dmtz4uwf&page=2?The-Cavaliers-Code-An-Optimizat ion-Guide#81
See where he's headed? Doesn't need the mount (The Samurai is a good idea, but I'm already playing one ;) He's far more about pinning foes 1 on 1 and gang tactics using tactician
If it doesn't fit into the party you like, that's cool.
(But if you think it could work, I'll happily take Improved Iron Will or Practised Tactician feat in trade or gain weapon training: Scimitar instead if you think it needs something in place of the mount. I don't think it does.)

Jund |

I would like to be considered.....
JUND CR 1
Male Aasimar Monk 2
LN Medium Outsider (Native)
Init +6; Senses Darkvision (60 feet); Perception +8
--------------------
DEFENSE
--------------------
AC 16, touch 15, flat-footed 13. . (+1 armor, +2 Dex, +1 dodge)
hp 16 (2d8+2)
Fort +4, Ref +5, Will +5
Defensive Abilities Evasion; Resist acid 5, cold 5, electricity 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +4 (1d4+3/19-20/x2) and
. . Hanbo +4 (1d6+3/20/x2) and
. . Kama +4 (1d6+3/20/x2) and
. . Nunchaku +4 (1d6+3/20/x2) and
. . Unarmed Strike +4 (1d6+3/20/x2)
Ranged Shuriken +3 (1d2+3/20/x2)
Special Attacks Flurry of Blows +0/+0
Spell-Like Abilities Daylight (1/day)
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 15, Cha 12
Base Atk +1; CMB +4 (+6 Grappling); CMD 19 (21 vs. Grapple)
Feats Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (2/day) (DC 13)
Skills Acrobatics +7, Diplomacy +3, Intimidate +5, Knowledge (History) +4, Knowledge (Religion) +4, Perception +8, Sense Motive +7, Stealth +7
Languages Celestial, Common
SQ AC Bonus +2, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear Dagger, Hanbo, Kama, Nunchaku, Shuriken (20); Other Gear Bracers of Armor, +1, Potion of Cure Light Wounds (4), Potion of Mage Armor
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full action.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (2/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
As for the background, not knowing much of the world I will leave it as an orphan trained in martial arts and know traveling to "find himself" (just think along the lines of Kung Fu series). Also if I understood it correctly starting gold was 1200gp plus max for class...let me know if I should fix that.

Caylen |

Submitted here to a Kingmaker game and have not heard anything.
I can certianly work to level her up and change background to falcon's hallow. Don't know much about the module so not sure how to tie it in the best.
Woodsy type Sorcerer who lives on the frindges of town. She'd be a loner, but not by choice, as many are afraid of her and her powers. Saving the town, becoming part of of a group, and increasing her powers are all reasons she would jump in. She does not understand why she is what she is, but Aaralyn will make the most of it, hoping to find her true purpose. I see her worshiping Gozreh i think.

DM Azure_Zero |

DM Azure_Zero |

Rasputin17 -> Solomon Knox -> Human Inquisitor(Spell breaker)
Thundering Dawn -> Lanthen "Lan" A'dar -> rogue (acrobat) half-elf
Deevor -> Garak Soarwing -> Half-Orc Druid (Eagle Shaman)
Mark Thomas 66 -> ??
e-terah earthenchild -> E-Terah Deepheavy -> dwarven oracle of stone
Tilnar -> Dennvyn Fealthan -> Halfling Bard (Detective)
Chainmail -> Luther Lightblade -> Aasimar fighter/cleric Iomedae
Faelax1188 -> -> Human Cavalier
me'mori -> Augrok Manyteeth -> Half-orc Bear shaman
Ridge -> MAGLOK SLAGSUN -> Dwarf Rogue
STR Ranger -> Aden of the Shield -> Human Cavalier.
Mathpro18 -> Nalita Bakji -> Samsaran Cleric
Belsin -> Jund -> Aasimar Monk
IknowMagic -> Aaralyn -> Human Sorcerer(Verdant)
die roll minimums for every level other than 1st level.
d6 = 4+
d8 = 5+
d10 = 6+
d12 = 7+

Deevor |

Well if druids are out .. I could update the gnome alchemist that played in a Darkmoon Vale 1st level adventure, took part in the witches hut and most of the way through Droskar's Crucible, before play ended ...Carnider 'Stinky' Dravonic an inhabitant of Falcon's Hollow. He introduced himself to his fellow players , thus, if you wanted to see his character in action. His last meaningful storyline contribution was here.
I can up him to level 2 and it would be great if he could continue in Falcon's Hollow, as he was meant to.

E-Terah Deepheavy |

E-Terah is doing business on behalf of her father,a retired adventurer getting on in years now a landowner of several miles of land in the Varisian hinterlands as a farmer.He,Torgill Terah Deepheavy,is known as a hero and for a tendency for leveling buildings in his efforts to ensure whatever evils he faced can't follow or lives to cause trouble.He is also nearly killed Payday,the right hand man of Kreed,something that both men recall with dread.E-Terah avoids dropping her father's name but will if threatened by the vile,vengeful men who know very well the cantankerous dwarf would stride into Falcons Hollow and wreck half the town trying to slay them both in revenge for his daughter.
A ranger 8/gunslinger[gun tank] 4,Torgill is 263yrs old and has calmed considerably since the birth of his latest set of children,E-Terah and her younger sister Gatherine,the latter having recently run off to be adventurer onto a boat bound for Sargava some 2000 miles across the Inner Sea---with one of his prized dragon pistols.
Trying to keep him from tearing out his beard in frustration,and to keep herself from being sick with worry,she has come to Falcons Hollow to buy a small wagon of darkwood and to see if she can find a seer or fortune teller to ease her mind and find out what happened to her sister--and the dwarven cavalier she sent after her to bring her back home safely,whom she hasn't heard word from in nearly five months.

DM Azure_Zero |

Complete
Thundering Dawn -> Lanthen "Lan" A'dar -> rogue (acrobat) half-elf
Chainmail -> Luther Lightblade -> Aasimar fighter/cleric Iomedae
Mathpro18 -> Nalita Bakji -> Samsaran Cleric
STR Ranger -> Aden of the Shield -> Human Cavalier.
Incomplete
me'mori -> Augrok Manyteeth -> Half-orc Bear shaman Incomplete
Belsin -> Jund -> Aasimar Monk No Data found in profile
e-terah earthenchild -> E-Terah Deepheavy -> dwarven oracle of stone No Data found in profile
IknowMagic -> Aaralyn -> Human Sorcerer(Verdant) Incomplete
Something is invalid
Rasputin17 -> Solomon Knox-> Human Inquisitor(Spell breaker) A Stat below 10, Evil Alignment
Deevor -> Carnider "Stinky" Dravonic -> Gnome Alchemist A Stat below 10, Update to 20 point buy
Needs alias
Ridge -> MAGLOK SLAGSUN -> Dwarf Rogue
Tilnar -> Dennvyn Fealthan -> Halfling Bard (Detective)
Mark Thomas 66 -> ??
Faelax1188 -> -> Human Cavalier
Arknight -> ?? -> Dwarf Ranger (skirmisher) / Rogue
Nostrus -> ?? -> Dwarven Bard (Archaeologist)