
DM Papa.DRB |

You arrived in the city of Bildt on the island of Aegos seven days ago. After purchasing supplies, especially a cold weather outfit, getting directions to Rybalka, and hiring someone to ferry you across The Broken Bay, you set out five days ago for the small village, and the annual Vigil of Light ceremony where the moonshard was brought out and the light was displayed on the longest night of the year. It has been cold, snow has fallen occasionally on your journey, and you had to push the last day to ensure that you arrived at Rybalka before the ceremony would start after dark on Kuthona 22nd, which is the Winter Solstice.
As you approach the village you make your way down the street, you realize that the expected murmur of activity is missing and that the settlement of Rybalka seem ominously quiet and cold. Then rounding a building, you spot a group of villagers carrying torches towards the large stone cathedral on the edge of town. Following them, you see they rap on the doors, which are opened for a brief moment, allowing a sound of voices to escape along with some light and heat, causing the air to steam. The interior of the building is bathed in warm, inviting reds and oranges, sharply contrasting the cold whites and blues of the snow and ice surrounding you in the darkness outside.
You suddenly feel quite vulnerable standing out here all alone. The last of the villagers round the bend and pass by you, heading for the cathedral.
"You coming!?" one of the women calls, her voice suggesting that any other choice would be madness.
Land of the Linnorm Kings – Map
Rybalka Picture
Rybalka Map
The Darklands of Golarion:
Darklands – information, especially
Sekamina
Please provide the following information in your request to join:
A complete character sheet, including description, history, general look ahead and why you are seeking out the Vigil of Light ceremony in the Land of the Linnorm Kings. No need for an alias yet. Only selected characters will need to set one up.
Recruitment ends on Thursday, April 23rd. Five characters will be selected and announced Saturday, April 25th. Play will begin on Monday, April 27st.
Character Creation Guidelines
Warrior (melee): Paladin, Fighter, Barbarian, Monk
Divine (9th level spells, melee): Cleric, Druid
Arcane (9th level spells, knowledge): Wizard, Sorcerer
Skill (trap, scout, etc.): Bard, Rogue, Ranger
Other: Something to “round out” the party depending on the first four selected, but most likely someone who has additional healing, ie. a druid if a cleric was divine, a bard who takes cure spells also if another skill monkey was selected.
PbP rules
-- david, DM Papa.DRB
Notes:
- As you should be able to tell by the links to various places on Golarion, you will end up in the Darklands, probably around 7th level, so mounts and bigger than large animal companions will be an issue. Also, you will need a cold weather outfit as either your free or a purchased outfit; or keep endure elements memorized as you are outdoors for a lot of the first 6 levels. Think of Fairbanks, Alaska, USA on December 22nd. Link Here.
- When Pathfinder Unchained is released at the end of April, I may allow some minimum rebuild as long as the character stays true to its original group (I just read the skills / feats / multiclassing blog entry and all I can say is WOW!)

Aku Warashi |
Hello DM.
Here is my partial application:
Timezone: GTM -3, Belo Horizonte, Brazil.
Race: Human (Ulfen)
Class: Fighter
Name: Shortnose
I need to finish some fluffy such as personality and appearance. Minor gear among other minor things.
NG Medium Humanoid (Human)
Init +2; Senses Perception +1
------------------------------
DEFENSE
------------------------------
AC 21, touch 13, flat-footed 19 (+5 armor, +2 dex, +2 shield +1 Dodge, +1 trait)
hp 13
Fort +4, Ref +2, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft {20ft on scale mail}.
Melee
Scimitar +4 1d6+3
Greatsword +5 2d6+4
Ranged
------------------------------
STATISTICS
------------------------------
Str 15+2, Dex 14, Con 14, Int 10, Wis 12, Cha 11
Base Atk +1; CMB +4; CMD 16
Traits
Defender of the Society (Fighter, Society)
Feats
Weapon Focus(Greatsword)[bonus human],Power Attack[bonus feat 1st level fighter],Dodge[1st level]
Skills (3 points; 2 class, 1 INT)
ACP -6
Climb +1 (1+3+3-6)
Handle Animal +4 (1+0+3)
Prof Soldiering +5 (1+1+3)
Languages Common(Taldane)
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-86 lb. Medium 87-172 lb. Heavy 173-258 lb.
Current Load Carried 57 lb.
Money 35 GP 0 SP 0 CP
After being chased away from the army, Shortnose joined a band of mercenaries, charged to check up a village that had been late on its payment. No one was expecting a battle, but best be sure.
Travelling in the cold road, the band of brothers reached after some weeks the village, to find all its adults had been killed, leaving only starving children.
Soon after, a plague claimed almost all their mounting animals, which left them with wagons to pull and no animal to pull it.
The starved children were put on top of the wagons and those, with strong body were set to pull it. Life is hard and unfair, but at least, they were able to save the children.
Shortnose took the blood-stained shirt and pushed it beneath the collar of the leather yoke, stuffing it across the width of his collar bones where his skin had been worn away and things were looking raw. Even beneath the cold weather outfit, his blood could be seen. Someone had brought him a new shirt, sopping wet and ice cold, but all that blood didn’t bother him much – he was already adding to it.
The wagon was heavy. Heavier now with children riding atop all the bundles of food. But for all their numbers, not as heavy as it should have been. That was because they were mostly starved down to bones. He didn’t like thinking about that. Back when he’d been a child he remembered hungry times, but every one of those times his da would come in with something for the runts, Shortnose the runtiest of them all. A scrap.
Something to chew. And his ma, she’d go out with other mas and they’d be busy for a few days and nights and then she’d come back in, sometimes bruised, sometimes weeping, but she’d have money for the table, and that money turned into food. His da used to swear a lot those times she did that.
But it was all down to feeding the runts. ‘My beautiful runts,’ his da liked saying. And then, years later, when the a new law as passed in Kalsgard, suddenly Ma couldn’t get the money the way she used to, but she and Da were happier for all of that anyway.
Shortnose’s older brothers had all gone off by then, two of ’em to war and the other one to marry Widow Karas, who was ten years older than him and who Shortnose secretly loved with all his might, so it was probably a good thing he ran away when he did, since his brother wouldn’t have taken kindly to that trouble behind the barn with Karas drunk, or maybe not, and anyway it was all in good fun –
He noticed a boy walking beside him. Carrying a sack. His hands were bloody and he was licking them clean.
Brought me that shirt, did you? ‘Ain’t good, runt,’[b] he said. [b]‘Drinking blood.’
The boy frowned up at him, and went on with his licking until his hands were clean.
– and he’d heard later how one of his brothers got killed outside Jol and the other one came back with only one leg, and then the pensions came through and Ma and Da stopped having to struggle so, especially when Shortnose joined up himself and sent two-thirds of his pay back home; half of that went home to Da and Ma; the other third went to his brother and his wife, because he felt guilty about the baby and all.
Still, it wasn’t good being hungry so young, and starving was worst of all. His da used to say, ‘If ya can’t feed ’em, don’t have ’em. Deities’s proud pole, it don’t take a genius to see that!’ It sure don’t, and that was why Shortnose kept paying for his runt, and he’d still be paying for it if it wasn’t for them being fired and made outlaws and deserters and all the other names the military came up with for not doing what they told you to do. By now, though, that runt would be old enough to work all on its own, so maybe his brother would have called off the bounty on his head. Maybe everything was all right by now, the dust settled and all.
It was nice to think so. But now he’d gone and fallen in love with Flashwit and Mayfly and wasn’t that silly, since there were two of them and only one of him. Not that he saw that as a problem. But women could get funny about things like that. And lots of other things too, which was why they were so much trouble.
The hauler on his right stumbled. Shortnose reached down one-handed and lifted the woman back on to her feet. She gasped her thanks.
Now women. He could think about women all—
‘You’re Shortnose, aren’t ya?’
He glanced down at her. She was short, with big, strong-looking legs – now that was bad luck for her, wasn’t it? The one thing that made proper men drool turned out getting her yoked like a – like a – ‘Yah, that’s me.’
‘Been tryin to look, y’see?’
‘No.’
‘I heard you got the same ear bitten off twice.’
‘So?’
‘Well, er, how’s that possible?’
‘Don’t ask me. It was all Bredd’s fault.’
‘Bredd? Nefarias Bredd? You were fighting him?’
‘Might have been. Save your breath, soldier. See this runt here? He ain’t saying a thing, cause he’s smart.’
‘It’s because he doesn’t understand Taldane.’
‘As good an excuse as any, I always say. Anyway, just keep pulling, and think about things you like to think about. To distract ya from all the bad stuff.’
‘What are you thinking about?’
‘Me? Women.’
‘Right,’ she said in a strangely cold tone. ‘So I guess I’ll think about handsome, clever men.’
He smiled down at her. ‘You don’t have to do that, lass – you got one walking right beside you.’
The boy went away and came back a short time later with some more cloth, which he gave to Shortnose so that he could stop his bleeding nose.
Like his da used to say, ‘There ain’t no figurin’ the ways of women.’ Too bad too. She was kinda pretty and, even better, she could swear the hide off a bhederin. Could there be a sexier combination? He didn’t think so.

DM Papa.DRB |

1. Any particulars on the festival or the pretty moonshard item?
2. No reason a typical "hired sword" pc would be out of place, right?
Answers:
2. A hired sword is just fine and not out of place.
1. Rybalka is a frontier town. It hasn’t been many years since the territory was taken from the indigenous locals (the Vikmordere) but folk here have absorbed elements of the traditions of the tribal peoples. One of these Vikmordere traditions ensures that “light follows dark” on the longest night of the year. The Rybalkan cathedral houses the moonshard, a sliver of mysterious rock that glows at the moment when the longest night wanes, beginning the lengthening of days. Further local legend says that it protects the folks from the evils inhabiting the Dark Woods north of the town.
In the initial post there is a link to a picture of the moonshard buried in the first paragraph.
-- david

DM Papa.DRB |

Would the 'Helpful' trait, for Halfings only be acceptable?
"Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2."
http://www.d20pfsrd.com/traits/race-traits/helpful
I am creating a Halfing Earth Druid, if you are curious.
Yes, that trait is fine. What is an Earth Druid?
-- david
edit: Do you mean a druid with the Earth domain instead of an Animal Companion? (I forgot that the Core Rulebook allowed that, my bad).

DM Papa.DRB |

Sorry, Earth Domain druid. It is NOT an Archetype, just a domain.
http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains /earth-domain
Should be OK for Core, yes?
Yes, that is good. I edited my post probably about 30 seconds before you made yours. heh...
Thanks for confirming that.
-- david

Lothalian Sybellus |

Here is my submission for Lothalian Sybellus. Male Elven Cleric of Serenrae. Please let me know if you have any questions or need anything further. I am TZ GMT -5.
Lothalian Sybellus
Male Elf cleric 1
LG Medium humanoid (elf)
Init +3, Senses low-light vision; Perception +4
Aura aura of good,
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DEFENSE
--------------------------------------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex, )
hp 9 ((1d8)+1)
Fort +2, Ref +3, Will +4, +2 vs. enchantment spells and effects
--------------------------------------------------
OFFENSE
--------------------------------------------------
Speed 30 ft.
Ranged longbow +3 (1d8/x3)
Melee longsword +1 (1d8+1/19-20)
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +3 (1d4+1/19-20)
Special Attacks Sun's Blessing,
Prepared Spells
Cleric (CL 1st; concentration +3)
1st-bless, divine favor(DC )
0th-light, resistance(DC 12), virtue
Endure Elements:Domain spell.
Deity Sarenrae; Domains Healing, Sun,
--------------------------------------------------
STATISTICS
--------------------------------------------------
Str 13, Dex 16, Con 10, Int 12, Wis 14, Cha 14,
Base Atk +0; CMB +1; CMD 14
Feats Combat Casting
Skills Diplomacy +6, Heal +7, Knowledge (Religion) +5,
Traits Caretaker,
Languages Common, Elven, Sylvan
SQ aura, aura of good, channel positive energy (1d6, DC 10, 5/day), elven immunities, elven magic, keen senses, low-light vision, orisons, rebuke death (5/day), spontaneous casting, weapon familiarity,
Combat Gear rations (trail/per day) (3),
Other Gear longbow, cold-weather outfit, leather, arrows (20), backpack, flint and steel, blanket, waterskin, longsword, dagger, Gold: 131.3gp
--------------------------------------------------
SPECIAL ABILITIES
--------------------------------------------------
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex) You project a faint good aura.
Caretaker As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 5 times per day.
Domains
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
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.
Rebuke Death (Sp) You can touch a living creature as a standard action, healing it of 1d4 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 5 times per day.
Spontaneous Casting
Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add a +1 bonus to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Race Line in Profile:
LG Male Elf
cleric
1
Class Line in Profile:
(HP 9 AC:15 T:13 F:12 Saves F:+2 R:+3 W:+4 CMB:+1 CMD:14 Init:+3 Perc: +4

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For your consideration:
Rask Delvedeep Dwarven Dungeon Guide and Explorer
The dwarf sports a short trimmed beard, well kept and clean. His step is agile and sure, and his eyes scan all the horizon with intensity. Under his winter clothes he wears a light leather armor, a composite bow on his back, and a dwarven battle axe on his belt.
If you talk to him he will tell you about his trade. To lead groups of explorers into caves, to explore and find out the hidden treasures lost into the ground.
Male Dwarf ranger 1
LG Medium humanoid (dwarf)
Init +3, Senses darkvision (60 ft.); Perception +5
=================================================
DEFENSE
=================================================
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 ((1d10)+1)
Fort +3, Ref +5, Will +1, +2 vs. poison, spells, and spell-like abilities
=================================================
OFFENSE
=================================================
Speed 20 ft.
Ranged longbow (composite/+1) +4 (1d8+1/x3), within 30 ft. +5 (1d8+2)
Melee waraxe, dwarven +3 (1d10+2/x3)
Special Attacks Magical Beast +2,
=================================================
STATISTICS
=================================================
Str 14, Dex 17, Con 12, Int 10, Wis 12, Cha 10,
Base Atk +1; CMB +3; CMD 16 (20 vs bullrush) (20 vs trip)
Feats Point-Blank Shot
Skills Disable Device +8, Knowledge (Dungeoneering) +4, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +5, Stealth +4, Survival +5,
Traits Trap Finder,
Languages Common, Dwarven
SQ darkvision, defensive training, greed, hardy, hatred, humanoid traits, stability, steady, stonecunning, track +1, weapon familiarity, wild empathy +1,
Gear longbow (composite/+1), arrows (20) (2), leather, cold-weather outfit, thieves' tools, backpack, bedroll, chalk (1 piece) (10), flint and steel, hammer, lantern (hooded), piton (5), rope (silk/50 ft.), sack (2), waraxe, dwarven, waterskin (filled), pouch (belt), coin (copper piece) (8), coin (silver piece) (9), candle (10), oil (1 pint flask) (10), rations (trail/per day) (5), torch (2),
=================================================
SPECIAL ABILITIES
=================================================
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Magical Beast (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against magical beasts. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you?ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you?ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati?s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Hope you like him!

Ellion Hesoni |

Allow me to make the following submission for the arcane end of the field:
Male Conjurer 1
CG Medium Humanoid (Elf)
Initiative +3; Senses Perception +2; Low-light vision 30’.
------------------------------
DEFENSE
------------------------------
AC 13, touch 13, flat-footed 10 (+3 dex)
HP: 7 (1d6+1/lvl = 7)
Fort +1, Ref +3, Will +2 ( +2 vs. enchantments, immune to sleep)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Acid Dart (1d6 + .5lvl, ranged touch) (7/day)
------------------------------
STATISTICS
------------------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Traits
Feats Scribe Scroll, Skill Focus(Spellcraft), Spell Focus(Transmutation)
Skills (7 points; 2 Wizard, 4 INT, 1 favored class)
ACP 0
(1) Appraise +11
(1) Craft(Alchemy) +8
(1) Know(Arcana) +8
(0) Know(Dungeoneering) +4
(0) Know(Engineering) +4
(1) Know(Geography) +8
(1) Know(History) +8
(0) Know(Local) +4
(0) Know(Nature) +4
(0) Know(Nobility) +4
(0) Know(Planes) +4
(0) Know(Religion) +4
(1) Linguistics +8
(0) Perception +2
(1) Spellcraft +8
Non-Standard Skill Bonuses
+2 Spellcraft to identify properties of magic items, racial
[spoiler=Special Abilities]
------------------------------
SPECIAL ABILITIES
------------------------------
[spoiler=Arcane School (Conjuration) (Opposed: Enchantment, Necromancy)]
Summoner's Charm (Su):Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-100 lb. Heavy 101-200 lb.
Current Load Carried 19 lb.
Money 0 PP 48 GP 8 SP 2 CP (~1 pounds)
Elvish Spellbook (15 GP) (3 lb.)
Cold Weather Outfit (8 GP) (1 lb.)
2 vials of Ink (16 GP) (1/8 lb.)
12 sheets of parchment (1.2 GP) (0 lb.)
6 quills (3 SP) (0 lb.)
2 scroll cases (2 gold) (1 lb.)
2 satchels (1 SP) (1/8 lb.)
3 days' rations (1.5 GP) (3 lb.)
Waterskin (1 SP) (l lb.)
Backpack (1 SP) (1 lb.)
He chose the former path, catching wind of a moonstone in the Northern lands by a trader coming through the territory. Those savages probably don't know how to analyze the thing. However, his proctors did not know the answer themselves, so it was technically a valid aspect for completing his studies. His family's connections to the royals, tangential as they were, would assure him a spot as an arcanist to the queen in some respect ... if he graduated. It seemed a trip to the far reaches was in order. It was a good thing he'd learned that abjuration against temperature.
This isn't to say he isn't kind. The wizard makes efforts to help those that won't strain him drastically, though he is a bit haphazard about his priorities in what constitutes "strain" ... some of the better looking colleagues he had seemed to find their way up the list.
If left to his own devices, he can be a bit lazy, though his youth (in Elven terms) leaves little room for that. Once his mind is set to a task, he narrowly pursues it to the exclusion of much else.
--------------------
SPELLCASTING (Spellbook)
--------------------
* = prepared
0th: (all),
- Detect Magic*
- Light*
- Mage Hand*
1st (3/3):
- Endure Elements*
- Mage Armor
- Magic Missile*
- Mount
- Obscuring Mist
- Shield
- Summon Monster I*

Jubal Breakbottle |

Warrior (melee): Ordrud Half-orc paladin of Iomedae
Ordrud
Half-orc paladin 1 of Iomedae
LG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor +2 shield +1 Dex)
hp 12 (1d10+1 Con +1 favored class)
Fort +3, Ref +1, Will +2; +2 trait bonus vs. charm and compulsion
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +5 (1d8+4/19-20)
Melee gauntlet +5 (1d3+4/20)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +2)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 11, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Traits Birthmark
Skills Diplomacy +6, Intimidate +4, Knowledge (religion) +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood
Other Gear
Cold weather outfit
Banded mail – 250
heavy wooden shield – 7
longsword – 15
paladin’s kit – 11
grooming kit – 1
gear maintenance kit – 5
grappling hook – 1
(5) pints of oil – 0.5
Currency = 9 gp and 5 sp
--------------------
Special Abilities
--------------------
Birthmark +2 save vs. charm & compulsion
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
For those trained in Appraise, Craft (armor), or Craft (weapons), both armor and longsword are fastidiously maintained and styled as if forged for the First Mendevian Crusade.
I’ll improve the detail when I select an avatar picture.
Ordrud learned honor and the enlightenment of Iomedae from the Father who cultured a calm and patient temperament with kind words and persistence. The Father also schooled Ordrud in logic, literacy, and religion. Various worshippers trained Ordrud how to fight and wield the longsword of Iomedae. When he was recognized as a man, the Father gifted Ordrud a longsword and armor that were forged for the First Mendevian Crusade. Now, it is Ordrud’s turn to carry and use them with honor.
Ordrud trained as a fighter and is not aware of his paladinhood. He is a devout follower of Iomedae and practices his faith accordingly. His Detect Evil and Smite Evil abilities will be triggered by the player, and Evil will reveal itself to Ordrud as “bad” feelings. Ordrud won’t know or control these abilities until he realizes his paladinhood.
From a game mechanic perspective, he will progress depending on the party. Probably Step Up, maybe Deadly Aim, Extra Lay on Hands, or Weapon Focus (longsword).
and

DM Papa.DRB |

So far, I see the following submissions: (done == submission is complete enough that a decision can be made, but may need some small changes (aka, no kits as they are not core, missing a memorized clerical spell); not done == race and/or class stated, but no detail)
If I have missed anyone or anything, let me know, thanks.... -- david
Warrior
psionichamster - dwarf fighter [not done]
Aku Warshi - Shortnose - human fighter [done GMT-3]
Jubal Breakbottle - Ordrud - halforc paladin [done GMT-5]
Divine
Gerald - dwarf druid [not done]
Mowque - halfling druid [not done]
Lothalian Sybellus - elven cleric [done GMT-5]
Arcane
Ellipsis - wizard [not done]
Ellion Hesoni - Lykon Breneese - elf wizard (conjurer) [done]
Skill
Corsario - Rask Delvedeep - dwarf ranger [done]
NostrusUK - halfling bard [not done]
Other (Not stated)
-- david
Edit:
Got a PM from someone (whos name shall not be spoken) asking if the [not done] tag meant they were out of the running. My answer was:
===
Will not affect chances at all. Submissions are open to April 27th.
My post was simply to let folks know what I have seen / read in the thread and my perceptions on the state of each submission.
===

![]() |

Here's Harek Ironshirt, dwarven sellsword and traveller.
I am at GMT -5
Dwarven Fighter 1
Male Dwarf Fighter 1
LG Medium Humanoid (Dwarf)
[b]Init: +1; Senses darkvision 60’, Perception +7
DEFENSE:
AC 19 Touch 11 Flat-Footed 18 (Dex +1, Shield +2, Armor +6)
HP: 13 (1d10+3)
Fort +5 Ref +1 Will +4 (+2 vs Spells/SLA, +2 vs poison)
OFFENSE:
Speed:20
Melee: Dwarven Waraxe +4 (1d10+3 20/x3)
Ranged: javelin +2 (1d6+3 20/x2) Range 30 Ammo 4
SA: Power Attack -1/+2
STATISTICS:
Str 16 Dex 12 Con 14 Int 12 Wis 14 Cha 10
Base Atk 1; CMB +4 ; CMD 15 (19 vs trip)
SQ: Defensive Training, Hardy, Stability, Greed, Stonecunning, Hatred, Favored Class (Fighter; HP)
Feats: Power Attack, Iron Will
Trait: Seeker
Skills: Sense Motive +3, Survival +6, Perception +7
Languages:Common, Dwarven, Undercommon
Gear: chainmail (150gp/40lbs), heavy wooden shield (7gp/10lbs) dwarven waraxe (30gp/8lbs), dagger (2gp,1lb),javelin (4x1gp/1lb), backpack, bedroll, blanket, cold weather outfit, belt pouch, flint & tinder, torch (4), hemp rope (50’), hammer, iron spikes (6), rations (7), waterskin, short sword (10gp/2lbs), morningstar (8gp/6lbs) (89gp left over after armor/weapons)
Carry Weight: Armor & Weapons: 71lbs; Backpack & Gear: 54.5; Coin: 3lbs
Coin: 45gp, 43sp, 40cp
Description:
Backstory:
Harek soon submitted an appeal for “Special Outside Duty” with his Union leaders and Clan Chief, which was approved in rapid fashion. Girding himself for the outside, he bade his clanmates farewell and set out into the world at large. Travelling with the Varisians, he learned much of the topside world, learning to laugh amongst humans and calling many of them friends. Eventually, after about 18 months of travelling with and guarding the caravan, he decided to head north, to see the snowy lands of the Linnorm Kings. Exciting challenges, especially stories of giants and linnorms, drew his attention there.
Having signed up with another caravan, this one of pilgrims looking to make it in time for the Vigil of Light at the village of Bybalka, Harek has learned travel in the snow and cold is even harder than predicted. The crew made it, though, if but barely in time. Happy for the experience and adventure, Harek looks forward to what the future holds in this strange, snowy environment so unlike the tunnels and holds he grew up in.

Kaztor Strongforge |

DM, here is Gerald's dwarf Druid. I'm GMT -5 as well.
Depending on party makeup, I will probably stay Druid for the whole path, but if we are light on melee, a fighter dip could be possible as well. All the other information is contained in the profile.
I'm willing make any changes necessary. Thanks for the consideration.

DM Papa.DRB |

So far, I see the following submissions: (done == submission is complete enough that a decision can be made, but may need some small changes (aka, no kits as they are not core, missing a memorized clerical spell); not done == race and/or class stated, but no detail)
Also, submission are still open. Those folks with [not done] are still eligible to submit a character for consideration, as I have not made any decisions yet.
If I have missed anyone or anything, let me know, thanks.... -- david
Updated, GMT, and a couple of completed characters.
Warrior
psionichamster - Harek Ironshirt - dwarf fighter [done GMT-5]
Aku Warshi - Shortnose - human fighter [done GMT-3]
Jubal Breakbottle - Ordrud - halforc paladin [done GMT-5]
Divine
Gerald - Kaztor Strongforge - dwarf druid [done GMT-5]
Mowque - halfling druid [not done]
Lothalian Sybellus - elven cleric [done GMT-5]
Arcane
Ellipsis - wizard [not done]
Ellion Hesoni - Lykon Breneese - elf wizard (conjurer) [done]
Skill
Corsario - Rask Delvedeep - dwarf ranger [done GMT-6]
NostrusUK - halfling bard [not done]
Other (Not stated)

Ellipsis |

Here is Carius Wyne, Human Wizard.
I am at PST [GMT -8]
Carius Wyne
Male Human Wizard 1
NG Medium humanoid (Human)
Initiative +3
Speed 30 ft
Senses Perception +1 (+3 in dim light; +2 when familiar in arm's reach)
--------------------------------------------------
DEFENSE
--------------------------------------------------
HP 7 (1d6+1)
AC
Normal 12
Touch 12
Flat-footed 10
Combat Maneuver Defense 12
Saves
Fort +1
Ref +2
Will +3
--------------------------------------------------
OFFENSE
--------------------------------------------------
Base Attack Bonus +0
Combat Maneuver Bonus +0
Melee Quarterstaff +0 (1d6)
Melee Dagger +0 (1d4/19-20)
Ranged Light Crossbow +2 (1d10/19-20)
--------------------------------------------------
STATISTICS
--------------------------------------------------
STR 10
DEX 14
CON 12
INT 18
WIS 13
CHA 10
Skills (2 + 4 INT + 1 Racial + 1 Favored Class)
Appraise +8
Knowledge (Arcana) +8
Knowledge (History) +8
Knowledge (Local) +8
Knowledge (Nobility) +8
Knowledge (Planes) +8
Linguistics +8
Spellcraft +8
--------------------------------------------------
SPECIAL ABILITIES
--------------------------------------------------
Class Features
Arcane Bond (Familiar - Owl)
Arcane School (Divination)
Opposition Schools (Enchantment, Illusion)
Cantrips
Forewarned
Diviner's Fortune
Feats
Scribe Scroll
Combat Casting
Eschew Materials
Languages
Common (Taldane)
Skald
Varisian
Shoanti
Elven
Draconic
Spellcasting
Known
Cantrips
Resistance
Acid Splash
Detect Magic
Detect Poison
Read Magic
Dancing Lights
Flare
Light
Ray of Frost
Bleed
Disrupt Undead
Touch of Fatigue
Mage Hand
Mending
Message
Open/Close
Arcane Mark
Prestidigitation
1st
Endure Elements
Mage Armor
Grease
Comprehend Languages
Identify
Ray of Enfeeblement
Magic Weapon
Prepared
Cantrips
Detect Magic
Light
Prestidigitation
1st
Mage Armor
Grease
School - Identify
Tireless Logic (Ultimate Campaign)
Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
GP 35
SP 8
Cold-weather outfit [8 gp]
Light Crossbow [35 gp]
Bolts (20) [2 gp]
Dagger [2 gp]
Quarterstaff [-]
Spellbook [-]
Winter Blanket [.5 gp]
Bedroll [.1 gp]
Backpack [2 gp]
Waterskin [1 gp]
Parchment (50) [10 gp]
Inkpen [.1 gp]
Ink [8 gp]
Scroll Case [1 gp]
Signal Whistle [8 gp]
Trail Rations (10) [5 gp]
Hunk of Meat [.3 gp]
Hunk of Cheese (2) [.2 gp]
Flint and Steel [1 gp]
Carius is a short, bespectacled human with ink-stained fingers and short brown hair just starting to thin. He mumbles constantly to himself, occasionally pulling out a piece of parchment to jot down a quick note or crude sketch.
Hailing originally from Absalom, Carius has spent the last half-decade traveling among the peoples of the Northlands to chronicle their history and culture. His hope is for this work to one day be published in the prestigious Pathfinder Chronicles, but to date his discoveries have remained stubbornly pedestrian. Hearing tales of the mysterious Vigil of Light and the mystical moonstone, he has traveled north to the town of Rybalka in the hopes he will find a tale worth writing about.

Walter das Sombras |

Hey guys! I wanna throw a character into the ring here!
I'm GMT -4 (Sinop, Brazil)
Here's Eitik, human bard.
Bard 1 - NG Medium Humanoid (Human)
Init: +2, Senses: Perception: +4
Languages: Common, Dwarven
=================================================
DEFENSE
=================================================
AC 16 (+2 dex, +4 armor), Touch 12, Flat-footed 14
CMD 14
HP 10 (8+1+1fc)
Fort: +1, Ref: +4, Will: +2
=================================================
OFFENSE
=================================================
Speed: 30 ft. (6 Squares)
Melee Greatsword +3 (2d6+3/19-20)
Face: 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: +2
Special Actions:
Known Spells - Bard (CL 1st):
1st - Cure Light Wounds; Sleep.
Cantrips - Message, Dancing Lights, Detect Magic, Prestidigitation
Deity: Favors Sarenrae and Desna
=================================================
STATISTICS
=================================================
Abilities: Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Special Qualities: Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1
Feats: Light Armor Proficiency; Simple Weapon Proficiency; Weapon Focus (Greatsword); Weapon Proficiency - Greatsword (1st)
Traits: Trap Finder;
SKILL TOTAL (6class+1human+1int)=8
+0 Acrobatics DEX (2+0-2) CS
+1 Appraise INT (1+0+0) CS
+7 Bluff CHA (3+1+3) CS
+0 Climb STR (2+0-2) CS
+7 Diplomacy CHA (3+1+3) CS
+7 Disable Device (2+1+3+1) CS
+3 Disguise CHA (2+0+0) CS
+0 Escape Artist DEX (2+0-2) CS
+0 Heal WIS (0+0+0)
+3 Intimidate CHA (3+0+0) CS
+2 Knowledge(Arcana) INT (1+0+0+1) CS
+2 Knowledge(Dungeoneering) INT (1+0+0+1) CS
+2 Knowledge(Engineering) INT (1+0+0+1) CS
+6 Knowledge(Geography) INT (1+1+3+1) CS
+2 Knowledge(History) INT (1+0+0+1) CS
+2 Knowledge(Local) INT (1+0+0+1) CS
+2 Knowledge(Nature) INT (1+0+0+1) CS
+2 Knowledge(Nobility) INT (1+0+0+1) CS
+2 Knowledge(Planes) INT (1+0+0+1) CS
+6 Knowledge(Religion) INT (1+1+3+1) CS
+1 Linguitics INT (1+0+0) CS
+4 Perception WIS (0+1+3) CS
+7 Perform - Oratory CHA (3+1+3) CS
+0 Ride DEX (2+0-2)
+0 Sense Motive WIS (0+0+0) CS
+0 Sleight of Hand DEX (2+0-2) CS
+5 Spellcraft INT (1+1+3) CS
+0 Stealth DEX (2+0-2) CS
+0 Survival WIS (0+0+0)
+0 Swim STR (2+0-2)
+X Use Magic Device (3+0+0)
Possesions: Chain Shirt 100gp; Greatsword 50gp; Cold Weather Outfit (free); Backpack, other cheap stuff to be added later.
And impressively enough, Eitik did not falter. He was aphatic at the time, the result of everything he had witnessed during his short life, but he realized, young as he was, how they worked hard to get him away from that place. So he wished with all his might to be truthful to that promise. In the beginning he set a goal: go to the other side of the world, and Eventually the boy grew into a man, and he learned a bit of this, and a bit of that. Enough to make his way north, mostly unharmed. Of course, to go to some areas he needed to learn a little about the world, how to wield a weapon, to defend himself, to heal and to cooperate with others to survive. In fact, the farther he got from Geb, the merrier he became. The sad moments he still remembered were a constant proof of how lucky he was, and thus every day he got more satisfied with his distance from the undead kingdom. He got to know hundreds of people during his journey, worked in a thousand different jobs, learned more than he would have in Geb and, what’s most important, he enjoyed the journey.
Weirdly enough, he tried not to promise much to others, but the ones he made were kept forever. After all, betraying his own promises would make of him a liar, and that would throw to waste the efforts his parents made such a long time ago. So he went, committing only to causes that would not trouble his main quest – get to the other side of the world – and that helped him avoid most of the troubles.
But eventually his main quest was getting to its end. After 12 years on the road he was now 23, and uncertain where his fate would lead him. The Land of the Linnorm Kings would be his finish line, and at first Bildt seemed like the obvious choice, but the festival in Rybalka brought his attention, specially since light meant so much to him after the years of darkness he’d gone through. Now that he’s so close, doubts fill his mind about what he will do next, but certainly he will find something to do with his life. Maybe a new long-term-promise?
Eitik is not here to do something, but quite the opposite. This is the finish line of his previous goal, his promise to his mother, 12 years ago. From here the man has no idea what to do, yet, but he will certainly find something out, or if destiny has nothing for him there is the possibility of heading south toward the southwestern border of the world.
Lords of Themselves (Kingmaker) - Pretty (rogue)
Hellscarred (homebrew) - Roland (barbarian)
Mummy's Mask - Calla (arcanist)
WotW - Argan (rogue) - Aku is the gm, btw.

Robert Henry |

dotting, I am in GMT -4 (EST) or is it -5 GMT, I assume its one or the other based on DST
I've been reading along, I like the premise and have been thinking about character ideas that would fit. I have a hankering to play a Halfling, I’m not playing one yet and I like the little buggers. The requirement for traits and archetypes combined with a reason to be at the annual Vigil of Light ceremony provide an interesting challenge for storytelling purposes.
I’m thinking a Halfling ranger who hunts for furs in the deep north, favoring smaller creatures like mink and fox. Taking a little inspiration from this story: he would also raid the cabins of those who went south during the deep cold. He would of course need the trait “Trap Finder” (from Mummy's Mask Players Guide) since the archetype “trapper” is not available.
He could have arrived in the city of Bildt to sell his fall harvest or furs, or might be fleeing from an unhappy cabin owner, Maybe he steals from other peoples traps also. I’ll need to think about that. If he is fleeing pursuit he is could be looking for a large crowd to get lost in. Obviously I have some narrative decisions to make,

DM Papa.DRB |

So far, I see the following submissions: (done == submission is complete enough that a decision can be made, but may need some small changes (aka, no kits as they are not core, missing a memorized clerical spell); not done == race and/or class stated, but no detail)
Also, submission are still open. Those folks with [not done] are still eligible to submit a character for consideration, as I have not made any decisions yet.
If I have missed anyone or anything, let me know, thanks.... -- david
Updated, GMT, and added a couple of characters.
Warrior
psionichamster - Harek Ironshirt - dwarf fighter [done GMT-5]
Aku Warshi - Shortnose - human fighter [done GMT-3]
Jubal Breakbottle - Ordrud - halforc paladin [done GMT-5]
Divine
Gerald - Kaztor Strongforge - dwarf druid [done GMT-5]
Mowque - halfling druid [not done]
Lothalian Sybellus - elven cleric [done GMT-5]
Arcane
Ellipsis - Carius Wyne - human wizard [done GMT-8]
Ellion Hesoni - Lykon Breneese - elf wizard (conjurer) [done]
Skill
Corsario - Rask Delvedeep - dwarf ranger [done GMT-6]
NostrusUK - halfling bard [not done]
Walter das Sombras - Eitik - human bard [done GMT -4]
Robert Henry - halfling ranger(?) [not done GMT -5]
Other (Not stated)
CHANGE IN SUBMISSION DEADLINE
There are enough submissions to make the decision, so this is the 72 hour notice that submissions are due Friday morning at 0800, April 17th EST.
For a Core Rulebook only game, I was surprised how many people responded quickly.
There are three that still need to post their characters.
Mowque
NostrusUK
Robert Henry

Mowque |

Here is Kazmir Brightbeard!
He has great natural curiosity and generally sunny disposition. This sometimes crosses into naivety, doubly so when dealing with non-dwarves. But he can be a big help and enjoys working with others to achieve a goal.
So the young child was raised as a dwarf, speaking only Dwarven and knowing nothing of his roots. His new family lived deep in the mines, so he had little contact with the surface part of the city, and was already a lad of ten or eleven before he truly encountered his own kind.
It was a difficult childhood, of course. He was always smaller than the other children, quicker to laugh and slower to learn the intricate crafts the dwarves so esteemed. And there was more than one dwarf who did not approve of a Halfling in Janderhoff’s hallowed halls. But he preserved, never letting this difficulties crush his naturally bright nature. In those difficult years he had three refuses. One was his loving family, who stood by him through all his trials and tribulations, accusations and suspicions. Second was his faith. After learning how his family found him, he became a devoted follower of Torag and even the most pig-headed and stubborn dwarf could not find fault in his careful religious observances. The third was the quiet, deep call of nature. He would often play, alone, in the various caverns and deeps of the city, exploring with his bright and inquisitive nature. He soon learned much of their deep ways and the wildness of the more forgotten passages.
His explorations made him tough, self-reliant yet wise and calm. He knew that rushing, false bravado or haughtiness would only lead to death in the unforgiving caverns. The distant cave trips also opened him to magic, and he soon became expanding his powers, as other dwarves disapproved even more. It was one thing to have a Halfling child, but to have a magical youth running their tunnels? By the time he was twenty, the elders were against him. They even prevented him from making his Gladdringgar, although he would have made the best in years.
With all this opposition, he decide the best way to gain acceptance was to leave, hone his powers, perhaps explore the world, and return with knowledge to help his people. With this in mind he left his family (who reluctantly supported him, also under pressure from the community). Soon finding himself aboard, his natural curiosity led him north, towards the wild and frigid Linnorm kingdoms. It was said that a magical jewel known as the Moonshard could be found there, and perhaps studied. It might prove to be his ticket to acceptance among his people, and also satisfy his own natural curiosity, which had been stoked after hearing stories of the strange and powerful stone. A dwarf’s love for stone and the Halfling love of knowledge made a potent combination.
Kazmir Brightbeard
Druid 1 - NG Small Humanoid (Halfling)
Init: +7, Senses: Perception: +9
Languages: Common, Dwarven
=================================================
DEFENSE
=================================================
AC 16 (+3 dex, +2 armor, +1 Size), Touch 14, Flat-footed 13
CMD 12
HP 10
Fort: +4, Ref: +4, Will: +6
=================================================
OFFENSE
=================================================
Speed: 20 ft. (4 Squares)
Melee Quaterstaff, 1d4
Base Atk: +0, CMB: +1
Known Spells - Druid (CL 1st):
Spells per Day- 3 0lvl., 2 1rst lvl.
Domain Earth:
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Deity: Torag
=================================================
STATISTICS
=================================================
Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13
Feats: Improved Initiative (+4 to Intative)
Traits: Helpful(Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.)
SKILL TOTAL (4 Class)=4
Acrobatics +2, Climb+2, Heal +7, Knowledge Nature +6, Perception +9,Stealth +7, Survivial +9
Possesions: Leath Shirt 18gp; Quaterstaff; Cold Weather Outfit (free); other cheap stuff to be added later (light stuff, near weight limit!).
Race Stuff:
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

DM Papa.DRB |

Dotting, intending to post a Snowcaster twilight speaker - elven cleric of Findeladlara.
EDIT: Findeladlara isn't one of the 20 core deities. She gets a list of domains, which are core. Is that acceptable?
This is OK with me, as the only "non-core thing" about her is the name. As you suggested, just choose from the core domains she is entitled to.
-- david

DM Papa.DRB |

So far, I see the following submissions: (done == submission is complete enough that a decision can be made, but may need some small changes (aka, no kits as they are not core, missing a memorized clerical spell); not done == race and/or class stated, but no detail)
Also, submission are still open. Those folks with [not done] are still eligible to submit a character for consideration, as I have not made any decisions yet.
If I have missed anyone or anything, let me know, thanks.... -- david
Updated list:
Warrior
psionichamster - Harek Ironshirt - dwarf fighter [done GMT-5]
Aku Warshi - Shortnose - human fighter [done GMT-3]
Jubal Breakbottle - Ordrud - halforc paladin [done GMT-5]
Divine
Gerald - Kaztor Strongforge - dwarf druid [done GMT-5]
Mowque - Kazmir Brightbeard - halfling druid [done GMT-5]
Lothalian Sybellus - elven cleric [done GMT-5]
The Dread Pirate Hurley - Snowcaster - elven cleric [not done]
Bilbo Bang-Bang - ? cleric [not done GMT-6]
Arcane
Ellipsis - Carius Wyne - human wizard [done GMT-8]
Ellion Hesoni - Lykon Breneese - elf wizard (conjurer) [done]
Skill
Corsario - Rask Delvedeep - dwarf ranger [done GMT-6]
NostrusUK - halfling bard [not done]
Walter das Sombras - Eitik - human bard [done GMT -4]
Robert Henry - halfling ranger(?) [not done GMT -5] Per next post, removing
CHANGE IN SUBMISSION DEADLINE
There are enough submissions to make the decision, so this is the notice that submissions are due Friday morning at 0800, April 17th EST.
For a Core Rulebook only game, I was surprised how many people responded quickly.
There folks still need to post their characters.
NostrusUK
The Dread Pirate Hurley
Bilbo Bang-Bang

![]() |

AC:16(+4armor,+2dex), Inti:+2
Saves: fort:+5 ref:+2 will:+6(+2)
BAB:0 CMD:13 CMB:+1
skills: heal:+2, knowledge(religion)+1,craft(weapons)+1
Ranged: light crossbow+2(1d8+2)
Special: domains(good,earth), channel energy (positive)1d6,aura(good)
0-3
1- 1+1

DM Papa.DRB |

Updated list: If I have missed anyone or anything, let me know, thanks.... -- david
(done == submission is complete enough that a decision can be made, but may need some small changes; not done == not enough detail)
Warrior
psionichamster - Harek Ironshirt - dwarf fighter [done GMT-5]
Aku Warshi - Shortnose - human fighter [done GMT-3]
Jubal Breakbottle - Ordrud - halforc paladin [done GMT-5]
Divine
Gerald - Kaztor Strongforge - dwarf druid [done GMT-5]
Mowque - Kazmir Brightbeard - halfling druid [done GMT-5]
Lothalian Sybellus - elven cleric [done GMT-5]
The Dread Pirate Hurley - Snowcaster - elven cleric [not done]
faithless one - dagit - dwarf cleric [not done]
Arcane
Ellipsis - Carius Wyne - human wizard [done GMT-8]
Ellion Hesoni - Lykon Breneese - elf wizard (conjurer) [done GMT-5]
Skill
Corsario - Rask Delvedeep - dwarf ranger [done GMT-6]
NostrusUK - halfling bard [not done]
Walter das Sombras - Eitik - human bard [done GMT -4]
Bilbo Bang-Bang - ? rogue [not done GMT-6]
Robert Henry - halfling ranger(?) [not done GMT -5]
NEW SUBMISSION DEADLINE - Friday April 17th @ 0800 EST

DM Papa.DRB |

Updated list: If I have missed anyone or anything, let me know, thanks.... -- david
(done == submission is complete enough that a decision can be made, but may need some small changes; not done == not enough detail)
Warrior
psionichamster - Harek Ironshirt - dwarf fighter [done GMT-5]
Aku Warshi - Shortnose - human fighter [done GMT-3]
Jubal Breakbottle - Ordrud - halforc paladin [done GMT-5]
Divine
Gerald - Kaztor Strongforge - dwarf druid [done GMT-5]
Mowque - Kazmir Brightbeard - halfling druid [done GMT-5]
Lothalian Sybellus - elven cleric [done GMT-5]
The Dread Pirate Hurley - Snowcaster - elven cleric [not done]
faithless one - dagit - dwarf cleric [not done]
Arcane
Ellipsis - Carius Wyne - human wizard [done GMT-8]
Ellion Hesoni - Lykon Breneese - elf wizard (conjurer) [done GMT-5]
Skill
Corsario - Rask Delvedeep - dwarf ranger [done GMT-6]
NostrusUK - halfling bard [not done]
Walter das Sombras - Eitik - human bard [done GMT -4]
Bilbo Bang-Bang - ? rogue [not done GMT-6]
Robert Henry - halfling ranger(?) [not done GMT -5]
SUBMISSION DEADLINE - Friday April 17th @ 0800 EST

DM Papa.DRB |

Updated list: If I have missed anyone or anything, let me know, thanks.... -- david
(done == submission is complete enough that a decision can be made, but may need some small changes; not done == not enough detail)
Warrior
psionichamster - Harek Ironshirt - dwarf fighter [done GMT-5]
Aku Warshi - Shortnose - human fighter [done GMT-3]
Jubal Breakbottle - Ordrud - halforc paladin [done GMT-5]
Divine
Gerald - Kaztor Strongforge - dwarf druid [done GMT-5]
Mowque - Kazmir Brightbeard - halfling druid [done GMT-5]
Lothalian Sybellus - elven cleric [done GMT-5]
The Dread Pirate Hurley - Snowcaster - elven cleric [not done]
faithless one - dagit - dwarf cleric [not done]
Arcane
Ellipsis - Carius Wyne - human wizard [done GMT-8]
Ellion Hesoni - Lykon Breneese - elf wizard (conjurer) [done GMT-5]
Skill
Corsario - Rask Delvedeep - dwarf ranger [done GMT-6]
NostrusUK - halfling bard [not done]
Walter das Sombras - Eitik - human bard [done GMT -4]
Bilbo Bang-Bang - ? rogue [not done GMT-6]
Robert Henry - halfling ranger(?) [not done GMT -5]
SUBMISSION DEADLINE - Friday April 17th @ 0800 EST
12+ hours till I close down submissions. I wake up around 0800-0900 in the morning (retired, so sleeping in is a habit) and I'll post closure of submissions, then make a decision by Saturday morning.