
ginganinja |

** spoiler omitted **
Thanks for the feedback, I made some changes.
Firstly, lacking that extra trait was a simple oversight on my part, I added the Illuminator trait, as it sort of ties in to how I feel she resolves disputes, as well as being relevant to her worship again.
Secondly, I changed up my stats a little, dropping STR down to 8, and CHA up to 12. I realised that at least skill wise, diplomacy should be a little higher, and that in hindsight, three channels per day potentially isn't great in the first place. I didn't want to make Charisma an overbearing focus as (ooc), I wanted to explore playing a cleric that wasn't solely a heal bot (though Meditrina will certainly be doing healing). If you want me to emphaise the channel a little more I'll think a little more about making Charisma more of a focus, although currently I'm fairly happy with how her stats look.
Lastly, yes, you are correct that the Heldren aspect was light, simply because it was so small and insignificant, I was struggling to find strong ties to Heldren.
As far as Taldor is concerned, I fear its simply a victim of differing source books. I wrote the backstory with a focus on sarenrae using the Inner Sea Gods book as a baseline. The source states the church itself is rather strong in Taldor, hence, I had assumed it was no longer banned. In conjunction with this, I did a little research on Heldren, and read somewhere that while Erastil was the dominant religion in the village, Sarenrae was still worshipped by some, so I considered that a worthwhile reason for her to stay the night there.
Relevant Text from Inner Sea Gods:
During the Age of Enthronement, missionaries from the
Padishah Empire of Kelesh, where worship of Sarenrae
is the state religion, began spreading her faith into the
Inner Sea region, where it quickly took root. Today, the
church of Sarenrae is common across the region, with
good communication between temples and amiable
relationships with most non-oppressive governments.
The church is strongest in Absalom, Katapesh, Osirion,
Qadira, Taldor, and Thuvia, in which great gold-adorned
open-air temples rise tall and white into the skies, though
the church's emphasis on kindness, healing, joy, and
redemption makes it popular across the continents, and
shrines to the Dawnflower dot countrysides in most
nations.
Anyway, let me know your personal preference in regards to Taldor and the Sarenrae religion, (as I don't want to ruin anything) and I'll juggle around my backstory to fit. I imagine that I would simply change it as her being a "secret" (or non obvious) worshiper of Sarenrae within Taldor if you would prefer the religion still being banned.
Don't hesitate to let me know if there is something else you want changed, or if you want further information on any part of my character, its really no trouble at all for me to do so.

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It looks like the party will consist of your preferred candidates, but I have this PFS level 1 Infernal Binder who just went through the Frostfur Captives mod here on the boards and is in a perfect position to get caught up in Reign of Winter. I figured I'd go ahead and submit her, since I've been looking at Reign of Winter for a while but haven't gotten to play it.
Her reason for being in Heldren is that she is delivering a message to Ionnia Teppen. In fact, she was in Zimar on a mission for the Pathfinders and as that wrapped up she was asked to take the short trip to Heldren to take a sealed scroll to Ms. Teppen. She doesn't know what's on the scroll, who Ionnia Teppen is, or anything about Heldren, but it wasn't too far to travel and doing a favor for a higher up in the Society can't hurt.
Aspex's additional campaign trait would be Adaptive Magic. She's a graduate of the prestigious Egorian Academy of Magical Arts, so is very curious about new types of magic.

Axolotl |

I can vouch that Aspex is a great, well played character. Her alignment is not an issue, although my character made sure not to sign any contracts in blood. ;)
-edit- never mind! Here I thought you were eeeevil.
Also, ginganinja appears to be a cool person from what I could tell from a kind of odd and aborted recruitment we participated in...glad to see you're a contender for this one, ginga!

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I can vouch that Aspex is a great, well played character. Her alignment is not an issue, although my character made sure not to sign any contracts in blood. ;)
-edit- never mind! Here I thought you were eeeevil.
She's Neutral with a strong lean toward Evil. That's only because PFS doesn't allow Evil PCs. If I'd made her non-PFS she'd definitely be evil. But to allay any worries, she's not Stupid Evil, going out of her way to maim kittens and screw over her party members. She's pragmatic and is not going to antagonize the five other people with swords who knows where she sleeps.
Thanks for the vote of confidence. :)
And really, maiming kittens is best done in the privacy of one's lab. ;)

Aldous Astalar |

I would very much like to participate if possible. Let me know if this character concept is workable.
By means of guile and evil trickery Ssarkh unleashed a powerful spell on Aldous which drew him through a dimensional portal and deposited him in a strange and distant world (Golarion). Both his mind and body became fractured by the magical forces unleashed on Aldous that day. He suffered from a limited form of amnesia and was shocked to discover that he had lost all his magical ability! He had been cut off from the source of magic that runs through Seridia and had no way of returning. Back on Seridia, Ssarkh was free at last to advance his evil plans with no one powerful enough to oppose him. As Aldous struggles to come to terms with his limitations he vows to regain his former magical strength and seek a means of returning to Seridia.
At least that is Aldous’ story. It is possible that he is simply a crazy old man.
Aldous Astalar is 62 yrs old. He is average height with a thin wiry frame. He has a long white beard and tufts of hair crown his balding head. The years have taken their toll on his body and he is neither as strong nor as agile as he once was. His razor sharp intellect remains however. Whether or not his story of distant lands and former glory are true or not, he does possess an aptitude for magic. Studious and analytical he possesses great arcane wisdom as well as knowledge of engineering and of distant planes of existence. His hobby is languages and he has managed to become fluent in quite a few obscure dialects. Aldous is helpful and friendly with a kind heart and a strong will. While his epic tales of glory can be amusing he has an annoying habit of always recalling an obscure anecdote which relates to the situation at hand. He is prone to overestimating his magical prowess and abilities.
He has recently travelled to the hamlet of Heldren. He has heard of rumors that powerful and ancient dormant magical energies surround the sleepy village. Somehow Heldren may be connected to distant lands or worlds via dimensional portals. He intends to investigate the truth of these rumors in an effort to return to Seridia.
Male, Human, Wizard 1, NG
Age: 62 Height: 5 ft. 8 in. Weight: 144 lbs.
Languages: Common, Elvish, Dwarvish, Celestial, Abyssal, Infernal, Draconic
Deity: Desna
Init: 0; Senses: Perception +1
_________________
DEFENCE
_________________
AC: 10 (+7 armour, +5 shield, +2 Dex), touch 10, flat-footed 10
hp: 6
Fort: 0, Ref: 0, Will: +3
_________________
OFFENCE
_________________
Speed: 30 ft.
Melee: Quarterstaff +0 (1d6)
_________________
STATISTICS
_________________
Str: 10, Dex: 10, Con: 10, Int: 17, Wis: 12, Cha: 14
BAB 0; CMB 0; CMD 10
_________________
FEATS
_________________
Scribe Scroll
Spell Focus: Evocation
Spell Specialization: Burning Hands
_________________
TRAITS
_________________
Mathematical Prodigy (+1 Know: Arcana & Engineering)
Unintentional Linguist (+1 Linguistics + bonus language)
Warded Against Witchery: +1 saves & ID witchcraft)
_________________
SKILLS - 7 pts/lvl
_________________
Fly 1 (4)
Knowledge: Arcana 1 (8)
Knowledge: Engineering 1 (8)
Knowledge: Nature 1 (7)
Knowledge: Planes 1 (7)
Linguistics 1 (8)
Spellcraft 1 (7)
_________________
GEAR
_________________
Worn
-Explorers Outfit
-Bonded Amulet
Belt pouch
-Coinage
-Spell materials
Backpack
-Spell Book
-Waterskin
-5 days rations
-Mess kit
-Cooking pot
-Spices
-Blanket
-Bedroll
-Flint & steel
-3 Torches
Load: Light
Armour Check Penalty: None
_________________
MAGIC
_________________
Arcane School: Evocation
Opposing Schools: Enchantment & Illusion
Arcane Powers:
Intense Spells (+ ½ lvl to dmg for Evocation spells)
Force Missiles (6/day. 1d4+1 dmg)
Spells Known:
0-Level: 3 per day, DC 13 (Evocation 14)
Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Open / Close, Root, Arcane Mark, Prestiditation.
1st-Level: 2 per day + 1 Evocation spell, DC 14 (Evocation 15)
Burning Hands, Floating Disc, Hydraulic Push, Endure Elements, Hold Portal, Identify

Raed Ironfist |

@Aldous: At 63 your character is considered old which means a +2 to int, wis, and cha but a -3 to str, dex, and con. I crunched the points and even without the +2 from human you still have 2 points left (assuming original stats as str13 con13 dex13 int15 wis10 cha12). You could bump up wis and have an int of 19 which is rather impressive.

Aldous Astalar |

@Aldous: At 63 your character is considered old which means a +2 to int, wis, and cha but a -3 to str, dex, and con. I crunched the points and even without the +2 from human you still have 2 points left (assuming original stats as str13 con13 dex13 int15 wis10 cha12). You could bump up wis and have an int of 19 which is rather impressive.
I messed that up big time. I did 15 point buy only but I also forgot to apply the aging effects for "middle aged". Will re-work.

DM DoctorEvil |

Ginganinja - additional CHA is your call, not a requirement. Looks like you've re-arranged a bit. Thanks!
Leave your story as is, we'll work it into the intro for the campaign
As far as I am concerned, you can consider yourself in the group. Go ahead and move to the Discussion tab.
That is one slot (divine) filled.

DM DoctorEvil |

Jolly Roger - Tal Darkariel - wizard
Wolfgang Rolf - Ranger with Freebooter and Trapper archetypes
PatheticWretch - Talon Thieftaker - human rogue
Raed Ironfist - Dwarven Monk
Cuan - Andrus - half-elf Arcane Duelist bard
trawets71 - Trawets - wizard evoker
Agatha Ulfdottir - Agatha - barbarian invulnerable rager
Melee
Raed Ironfist(P) - Dwarven monk
Agatha Bjornsdottir (P) - Barbarian invulnerable rager
Ong'rag - half-orc barbarian
Arthrax - Fighter
Abroshgre - gnome cavalier
Elxurian - aasimar paladin
Brave Snownest - hospitaler paladin/life oracle
Arcane
Tal Darkariel(P) - wizard
Trawets - (P) - evoker wizard
Delweir - human wizard infernal binder
Sindre - rime-blooded sorceror
Aspex - Human infernal binder
Aldous - human wizard
Skill
Wolfgang Rolf (P) - Ranger w/Trapper and Freebooter
Talon Thief-taker (P) - human rogue
Andrus (P) - half-elf arcane duelist bard
Horef - half-orc rogue
Divine
Meditrina (P) - cleric of Sarenrae - SELECTED
Vesna Kania - oracle/sorceress
Here is the updated list. One of 6 spots is taken. I will choose another later today, perhaps. I am going to continue to review builds player by player and give you comments. If you need edits, this is the time to get them done.

DM DoctorEvil |

Looks like a good dwarven monk. I like the grapple focus, but I'm not sure how you have a +8 to grapple, I could only get a +6....Here are some other things you need to investigate or change.
1. Alignment - monks can only be lawful. Your current CG isn't going to work.
2. Skill points - I show you have 4 to spend (even with Favored Class) but looks like you spent 5.
3. Serpentine Squeeze is only usuable by followers of the CE serpentine god Ydersius. I don't think that'll be your deity and you stay a monnk, so you'll need to find another basic trait.
Backstory needs some work. You need some explanation of why you are in Heldren, which isn't in the north at all, but on the border of Qadira and Taldor in the Inner Sea region. If you came from teh north to Heldren it might make sense to have the coldweather gear and snowshoes, but why come there? The idea of a grappling dwarf is okay, but monk's need years of study and discipline to get their abilities, so we need to see that training in your story as well.

DM DoctorEvil |

Cuan - Andras would be next, but if he's still not done, I will wait until you post with him. The competition is fierce here, so if you don't have him done soon, you may lose your spot.
Wolfgang - similar story. I need more than a concept in the near future.

DM DoctorEvil |

The build looks solid for a wizard evoker. The backstory makes sense and gives you a reason to be in Heldren.
The only thing that doesn't tie for me is the Grandmother teaching you Skald, and then that language not being on your list of known tongues. Either change the backstory to Hallit or change your known language to Skald, and it'll be fixed.
I like your chances of getting in the game at this point!

DM DoctorEvil |

The build looks good. My only issue now is the dog. If you use the stats for Riding Dog, you're giong to have to pay the price of a Riding Dog (150gp).
A Guard dog is statted like a dog from the Beastiary, but is only 50gp. Pick one or the other, can't have the lower price and the highter stats. Using an pet etc in combat requires a Handle Animal check for them to do your bidding, that could bee interesting.
If you can get that fixed, you might be my first Melee type taken into the game.

DM DoctorEvil |

That gets me through all the completed preferred list candidates. I selected Meditrina because she was the only true divine candidate so far, and her sheet was ready to go, and her build and story were good.
I have given several of you some required changes, that if made, might get you in the game as well.
I have RL game tomorrow night, so may not get much more reviewing done. Good luck working on your sheets, and as always, PM me with questions.

Khar Efran |

So my RL RoW game might be ending as the GM wants to try out a different AP. As such, I would like to submit my character Khar for consideration.
Basic background in the profile.
To note I have played through the first (I believe) 2 books of the AP but I know how to keep my OOC and IC seperate and as I mentioned I would love to see this play out in PbP with some more focus on the RP aspects.

Raed Ironfist |

2. Couldn't give anything up so I dumped Cha. Reasoning being a)don't really need it and b) it fits my backstory since he is scarred from fighting so much unarmed and unarmored.
3. I used the pfsrd to find traits and it didn't mention anything about having to worship a snake god. Changed to reactionary anyway. Instead of being bullied he is just quicker to react because he hunted creatures underground. Also why I took survival.
Changed backstory. I know Heldren isn't north but neither is he. He is from the south but his ancestors are form the north, which is why I have the trait. Added some description about training but not all monks are monastery trained. The description on Paizo says they can be self-taught brawlers and he taught himself over years against formidable creatures underground. This lends itself towards some of his later abilities like grab and constrict and, in a sense, Serpentine Squeeze? Maybe? No? Alright.

DM DoctorEvil |

Based on the builds and quick fixes, I'd like to invite Agatha and Trawets into the game. Please dot over in the Discussion tab as we continue to muster your party-mates.
That fills 3 of the 6 slots (divine, arcane, melee), still need a primary skills character and 2 wildcards. I am going through the applications in order for the preferred members and if I like it enough offering invites. If there are still issues, or I am just on the fence about it, I am holding back.
There are still slots to be filled so hang in there.
Jolly Roger - Tal Darkariel - wizard
Wolfgang Rolf - Ranger with Freebooter and Trapper archetypes
PatheticWretch - Talon Thieftaker - human rogue
Raed Ironfist - Dwarven Monk
Cuan - Andrus - half-elf Arcane Duelist bard
Daxcenturi - Khar - sorceror
Melee
Raed Ironfist(P) - Dwarven monk
Agatha Bjornsdottir (P) - Barbarian invulnerable rager - SELECTED
Ong'rag - half-orc barbarian
Arthrax - Fighter
Abroshgre - gnome cavalier
Elxurian - aasimar paladin
Brave Snownest - hospitaler paladin/life oracle
Arcane
Tal Darkariel(P) - wizard
Trawets - (P) - evoker wizard - SELECTED
Khar - (P) sorceror
Delweir - human wizard infernal binder
Sindre - rime-blooded sorceror
Aspex - Human infernal binder
Aldous - human wizard
Skill
Wolfgang Rolf (P) - Ranger w/Trapper and Freebooter
Talon Thief-taker (P) - human rogue
Andrus (P) - half-elf arcane duelist bard
Horef - half-orc rogue
Divine
Meditrina (P) - cleric of Sarenrae - SELECTED
Vesna Kania - oracle/sorceress

DM DoctorEvil |

So my RL RoW game might be ending as the GM wants to try out a different AP. As such, I would like to submit my character Khar for consideration.
Basic background in the profile.
To note I have played through the first (I believe) 2 books of the AP but I know how to keep my OOC and IC seperate and as I mentioned I would love to see this play out in PbP with some more focus on the RP aspects.
So you'd start him over as i level 1 sorceror? Or start something new? Can I see the build of the PC you are submitting?

DM DoctorEvil |

What is your second favored class?
The backstory is a acceptable, a fallen noble family and a guard who'd rather be dealing arcane energy than damage.
I want to see what Talon and Wolfgang bring to the table before selecing a skills player, but this is a good application.

DM DoctorEvil |

** spoiler omitted **
The rest of the changes are fine with me.

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Khar Efran wrote:So you'd start him over as i level 1 sorceror? Or start something new? Can I see the build of the PC you are submitting?So my RL RoW game might be ending as the GM wants to try out a different AP. As such, I would like to submit my character Khar for consideration.
Basic background in the profile.
To note I have played through the first (I believe) 2 books of the AP but I know how to keep my OOC and IC seperate and as I mentioned I would love to see this play out in PbP with some more focus on the RP aspects.
Yes the profile has been set back to level 1. Here is the the current stats for where he was in RoW. I could always swap him around to play as a different role to meet the needs of the party, but for now was just sticking to the original concept.
Male Human (Keleshite) Dragon Disciple 3/Sorcerer 5
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 deflection)
hp 59 (3d12+5d6+16)
Fort +7 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. cold weather), Ref +6, Will +8
Resist dragon resistances, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron longspear +10 (1d8+8/×3) and
. . bite +9 (1d6+7) and
. . 2 claws +9 (1d6+5) and
. . icicle wand +10 (1d4+5/19-20+1 cold) and
. . unarmed strike +9 (1d3+5 nonlethal)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks bloodline arcana: draconic, breath weapon, dragon bite, claws
Sorcerer Spells Known (CL 7th; concentration +10):
. . 3rd (5/day)—fireball (DC 17), fly
. . 2nd (7/day)—command undead (DC 15), resist energy, scorching ray
. . 1st (7/day)—burning hands (DC 15), disguise self, endure elements, enlarge person (DC 14), mage armor, magic missile, shield
. . 0 (at will)—acid splash, detect magic, mage hand, message, open/close (DC 13), read magic, spark (DC 13)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +9; CMD 22
Feats Elemental Focus, Eschew Materials, Improved Natural Armor, Point-Blank Shot, Power Attack, Precise Shot, Spell Penetration
Traits restless wayfarer, world traveler
Skills Appraise +4, Diplomacy +10, Fly +10, Knowledge (arcana) +9, Perception +7, Profession (merchant) +4, Spellcraft +9, Use Magic Device +7
Languages Common, Draconic, Kelish
SQ bloodlines (draconic)
Combat Gear cold iron crossbow bolts (50), cold iron crossbow bolts (50), icicle wand, potion of cure light wounds (3), scroll of blink, scroll of comprehend languages, scroll of scorching ray, scroll of see invisibility, wand of ice spears (40 charges), wand of mage armor (50 charges), wand of mage armor (50 charges), wand of silent image (12 charges), wand of spider climb (17 charges), wand of sure casting (50 charges), wand of true strike (5 charges), alchemist's fire (9), blackfire clay; Other Gear +1 cold iron longspear, light crossbow, amulet of natural armor +2, cloak of resistance +2, handy haversack, migrus locker, ring of protection +1, bedroll, belt pouch, blanket, winter, cold weather outfit, everburning torch, flint and steel, furs, mess kit, snowshoes, soap, torch (2), trail rations (8), waterskin, 140 gp, 5 sp
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/9
Blackfire clay - 0/10
Breath Weapon (1/day, DC 14) (Su) - 0/1
Cold Iron crossbow bolts - 10/50
Cold Iron crossbow bolts - 0/50
Ice Spears (50 charges) - 0/50
Icicle wand - 0/1
Magic Claws & Bite (6 rounds/day) (Ex) - 0/6
Potion of cure light wounds - 0/3
Torch - 0/2
Trail rations - 0/8
Wand of ice spears (40 charges) - 9/40
Wand of mage armor (50 charges) - 0/50
Wand of spider climb (17 charges) - 7/17
Wand of sure casting (50 charges) - 0/50
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (1/day, DC 14) (Su) 1/day, Breath Weapon deals 3d6 Fire damage, DC 14.
Cold weather outfit +5 Fort save vs. cold weather.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Magic Claws & Bite (6 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage. Bite attack deals 1d6 damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scroll of blink Add this item to create a scroll with spells on it.
Scroll of comprehend languages Add this item to create a scroll with spells on it.
Scroll of scorching ray Add this item to create a scroll with spells on it.
Scroll of see invisibility Add this item to create a scroll with spells on it.
Snowshoes -50% walking penalty for heavy snow.
Wand of ice spears (40 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of spider climb (17 charges) Add this item to create a wand of a chosen spell.
Wand of sure casting (50 charges) Add this item to create a wand of a chosen spell.

Lars Andronsa |

Alright gear purchased.
Lars personality wise should face no problems dealing with other party members. Sure he has trust issues, but character development should iron that out in time. I know he's not exactly what one would call an ideal hero, he's basically a Jack Sparrow type of character...minus the ego, but its worth mentioning that he has every reason to be committed to the quest of the campaign, after all the Witches of Irrisen and he's reasoned that since they won't leave him alone, his best chance of staying is taking the fight to them but he can't do that alone, and especially when his ex-captain is after his hide as well. Yes, Lars may not be the most altruistic person in the room, but he's not completely without scruples, he's a greedy, opportunist who has yet to learn what real companionship is, and he may just understand as he goes through the campaign.
In battle Lars will always try to get in melee range, and his class abilities along with feat selections like the dirty trick feats and improved trip will make the life of all characters who enter melee a lot easier. While making the life of his enemies a lot more difficult.

DM DoctorEvil |

1) What is a quick-draw shield? I can't find any reference for why it costs so much or what is special about it.
2) The shield should make your AC 16 right? +3 for studded, +2 for Dex.
3) Languages - if you take the Varisian ethnicity you get that language for free. Do you want to add another?
If you get these wrinkles done, I likely have a place for you in the game.

Lars Andronsa |

1)Here is a link to a description of the quickdraw light shield; its basically a shield that can equipped and unequipped by only using a swift action if you have a +1 BAB, this is further improved by the quick draw feat which makes it require a free action instead.
2)Yes, but I kept it at 15 because I'll equip the shield when the situation calls for it and remove it when I need to do something like stealth.
3)Alright I'll do that. I guess I'll pick Skald as a third language since it makes that he'd pick it up from the time he's spent at Kalsgard.
I am glad you like the character Doc, and I hope I can join the game.

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Talon Thief-taker aka Pathetic Wretch:
This looks like a mostly good build we just a few questions.
Responses below...I also updated his character sheet.
1. The languages Undercommon and Drow sign language both point to underground issues, but there's no mention in the backstory as to why a bounty hunter would be speaking these? Care to change, or craft part of th story?
I've changed the languages to some more fitting for the campaign. I initially had a slightly different backstory that involved the underdark, but changed it and forgot to change the languages.
2. Where is he from? Ending up in Heldren chasing a crook, is bad luck, I guess.
Talon is from Cassomir in the empire of Taldor. He has chased his bounty to Heldren, but has reached a cold trail. Out of funds, he is looking for work, and perhaps a reason to keep going at all.
3. You don't have a campaign trait. Adding it is optional, I guess, but it ties you to the story and also give a little boost of awesomeness from time to time. You may still add, if you like, but incorporate in your back-story.
Added the Northern Ancestry campaign trait.
4. No arrows or gear? Equipping after selected is fine.
Purchases made!
I'd say you are in the running to be a finalist. Need a rogue type in every party, and if you brush him up a bit, looks good!
I would love to be seleted...thanks for your consideration and work!