
Trace Coburn |

I’ve been wanting to play an SGG Talented Rogue in the AE for a while now, but the 3PP ban puts the kibosh on that. [sigh] Oh, well, there’s always the archaeologist-bard I wanted to try out.
Let’s see what kind of stats I can roll up:
4d6 ⇒ (5, 2, 1, 6) = 14 13
4d6 ⇒ (3, 4, 6, 5) = 18 15
4d6 ⇒ (3, 5, 5, 2) = 15 13
4d6 ⇒ (2, 6, 1, 5) = 14 13
4d6 ⇒ (4, 3, 4, 6) = 17 15
4d6 ⇒ (4, 1, 6, 2) = 13 12
No stand-outs, but equivalent to a 25-point buy - certainly workable. I’ll try to work up a full stat-block and background in the next couple of days. Hopefully the GM will approve.

YanJieming |

4d6 - 2 ⇒ (5, 6, 2, 2) - 2 = 13
4d6 - 3 ⇒ (3, 3, 3, 6) - 3 = 12
4d6 - 1 ⇒ (3, 6, 5, 1) - 1 = 14
4d6 - 2 ⇒ (2, 5, 2, 2) - 2 = 9
4d6 - 1 ⇒ (1, 2, 1, 6) - 1 = 9
8 point build. Less than satisfactory.
4d6 - 1 ⇒ (2, 1, 3, 3) - 1 = 8
4d6 - 3 ⇒ (3, 3, 4, 3) - 3 = 10
4d6 - 1 ⇒ (6, 2, 1, 2) - 1 = 10
4d6 - 1 ⇒ (2, 1, 2, 3) - 1 = 7
4d6 - 2 ⇒ (5, 6, 3, 2) - 2 = 14
2 point build. Third times a charm.
4d6 - 1 ⇒ (3, 2, 3, 1) - 1 = 8
4d6 - 1 ⇒ (3, 1, 5, 2) - 1 = 10
4d6 - 4 ⇒ (4, 4, 4, 6) - 4 = 14
4d6 - 4 ⇒ (6, 4, 4, 4) - 4 = 14
4d6 - 2 ⇒ (2, 5, 5, 3) - 2 = 13
14 point build. So close . . .
4d6 - 1 ⇒ (2, 5, 6, 1) - 1 = 13
4d6 - 2 ⇒ (5, 5, 5, 2) - 2 = 15
4d6 - 1 ⇒ (5, 1, 4, 5) - 1 = 14
4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14
4d6 - 2 ⇒ (3, 2, 6, 6) - 2 = 15
And clear to the other end . . . 33 point build. No excellent stats. But nothing bad either. Let's see what we can do with it.

Been-jammin |

Here's the crunch (minus gear). I'll have the fluff up tomorrow.
Male Tengu Monk (Flowing Monk) 1
LG Medium Humanoid (tengu)
Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex)
hp 8 (1d8)
Fort +2 (+2 trait bonus vs. disease and poison), Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Tengu) +3 (1d3+1/x2) and
. . Unarmed strike +3 (1d6+1/x2)
Special Attacks flurry of blows -1/-1
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 11, Int 13, Wis 17, Cha 11
Base Atk +0; CMB +1 (+3 Tripping); CMD 17 (19 vs. Trip)
Feats Improved Trip, Improved Unarmed Strike, Weapon Finesse
Traits Hagfish Hopeful, Varisian Wanderer (Sleight of Hand)
Skills Acrobatics +7, Linguistics +6, Perception +9, Perform (dance) +4, Sense Motive +7, Sleight of Hand +8, Stealth +9; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Aquan, Common, Shoanti, Tengu, Varisian
SQ ac bonus +3, redirection (1/day) (dc 13), unarmed strike (1d6)
Other Gear
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Hagfish Hopeful +2 trait bonus on Fortitude saves against disease and poison.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Redirection (1/day) (DC 13) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Varisian Wanderer (Sleight of Hand) +1 to Sleight of Hand checks, Sleight of Hand is always a class skill for you.

Trace Coburn |

DM-Salsa, a query regarding my prospective archaeologist-bard and her race:
In place of the darkness SLA -
- DR 2/cold iron*
- +2 racial bonus to Charisma* (offsetting the normal -2 racial penalty = no racial mod)
In place of fiendish sorcery -
- ‘prehensile tail’ (per the ARG)
Now, the Cha bonus I’d like to keep to preserve her bardic spell-casting ability and other ‘face’ abilities, the DR plays into the character concept (she’s a foundling raised by Magnimar’s temple of Iomedae, again playing on the inherent contradictions), and the tail is mainly to dispense with fiendish sorcery, which a fighting archaeologist doesn’t need. I’d fully understand if you’re reluctant to allow all those alternate traits, but the DR and Cha bonus are the ones I’d like to keep the most - would it be okay to trade away the darkness SLA for the DR, fiendish sorcery for the straight Cha bonus, and nix the prehensile tail outright?
Or am I asking too much of my first-ever PbP? Should I re-think the whole concept?

Kyras Windwander |

My backstory is finished! Let me know what you think, good Master Salsa. I can change things with a fair amount of ease.
Also, if any of my fellow players are natives of Sandpoint, I encourage you to have once known Kyras in some form or another. He's a healer and an herbalist by trade, but is probably better known for his insanely beautiful mother and his pranksome nature. Although, if anyone had any traumas in their pasts, he could have potentially been called in. Anyone who was close with Father Zantus probably knows of him as well. :D
That's all for my spiel for now, but I'm sure I'll come back with more, as they occur to me.

Kyras Windwander |

Noro: Sounds possible, especially if she's younger than he is. He had a few issues when his first circle of friends grew up and he, well, didn't. It would have been in good fun, though. At least, in his opinion.
Sebastian: Keep in mind their relative ages. Kyras is like, a decade older than your character, and much of his mischief was when he was much younger. Well, he still does prank, but mostly it's with people who don't mind... kinda. He gets under the serious folk's skin a lot.
Kuro: Possibly! He's let most of his former friends drift away since he was fifteen, though. Just sort of... stopped interacting with them on more than an acquaintance basis, though he's still quite friendly to just about everyone.

Lord Charles Iridian Bloodgrave |

I think deep down we all crave high point builds, but it's about the game and what the character can bring to the table also.
Charles was built on a 20 or 25 point buy originally, and although I've had to give him rubbish Dex, I felt that having an intelligence of 9 would have been too cheesy.
As much as I'd like to give him the Dex instead of Int, stats mostly effect how your character should be, so a 9 in Dex and a 12 in Int is what I had to do with my stats rolled.
Hopefully those of you who've read the concept of him love/like it though, and if picked, I'll update my profile with the build I posted here. Alternatively, I could just spoiler it in my current profile if Salsa prefers. :)
Please let me know. :)

Thirzin Bronzebeard |

Kyras: It depends on the prank. If someone's putting hot pepper oil in his beer...now that's not gonna end well, but good natured ribbing or something truly funny, then yeah, he'd get a chuckle out of it, saying you're a crazy youngster (which, compared to Thirzin, you are).
It would all depend, really. Now if it was a mean prank, he'd take you out back and have some words. And if words didn't work, he'd probably tie you up, throw the rope over something and hoist you up like a piñata for 15 minutes or so to let you cool off. ;)

Kyras Windwander |

Nah, if he thinks Thirzin wouldn't benefit from learning to laugh at his own expense, he probably wouldn't do anything. He's mostly outgrown it... except when he thinks people are being stuck up sticks in the mud. Lawful Stupid people, mostly. Preachy people who blindly follow something that doesn't make sense to Kyras. Which is many laws. He knows he means no harm, so why should he be punished? Etc.

Noro_Kas |

Noro: Sounds possible, especially if she's younger than he is. He had a few issues when his first circle of friends grew up and he, well, didn't. It would have been in good fun, though. At least, in his opinion.
Sebastian: Keep in mind their relative ages. Kyras is like, a decade older than your character, and much of his mischief was when he was much younger. Well, he still does prank, but mostly it's with people who don't mind... kinda. He gets under the serious folk's skin a lot.
Kuro: Possibly! He's let most of his former friends drift away since he was fifteen, though. Just sort of... stopped interacting with them on more than an acquaintance basis, though he's still quite friendly to just about everyone.
never picked an age for Noro so she could be younger probably around 19 or 20.

bi0philia |

Proposing Fenn, a Barbarian(War Dog)
Stats probably something like
Strength 15
Dexterity 15 or Strength 17 and Dexterity 15, I'm not sure.
Constitution17
Intelligence6
Wisdom10
Charisma11
Feats: Maybe TWF, Iron Will
@DM/Everyone: This is a super-rough 1st draft, Just sort of mad-libbing. I'd definitely appreciate any feedback/advice/suggestions. Thanks so much.
General synopsis would be something along the lines of Fenn's parents were traveling and working with a small 2 wagon caravan out of Sandpoint when young Fenn was no more than four or five. Fate struck in the form of a goblin ambush that decimated the under-prepared expedition. Weeks later when the wreckage was found by another group of travelers, there was no sign of the pack of hunting dogs which Fenn's parents were responsible for, nor was there any sign of young Fenn. His parents were dead along with the rest of the travelers. It was a sad sight, but one that had been seen many times before in Varisia. It was assumed that Fenn was also slain by the goblins, along with the dogs, since goblins have a strong dislike of the creatures.
The tragedy spurned a goblin hunt which was successful in eliminating several of the little boogers but still no sign of the child or dog. With no surviving relatives to remember the pain, The Varisian's soon put it out of their mind, and did their best to carry on, only serving as yet another nightmarish story of the goblins of the hinterlands.
As it turns out however, a particularly smart and maternally instinctual dog rescued the young child and whisked off into the wilderness with the rest of the 'pack'. Fenn was raised by the animals, but as a result is not the sharpest spear.
He fights with his "brother", a dog.
Here's where I'm not sure where to go with it. I'm assuming at some point he has made his way back into Sandpoint, and been taken in by a family or two, where he's picked up on how to speak(pretty much), as well as some stories of great heroes and grand adventures and good deeds. These things have inspired the young lad and he strives to be a hero. Never-the-less, he's a bit animistic and off-kilter at times, usually returning to the wilderness for days and weeks at a time before wondering back into town with a bright smile on his face. He's an eternal optimist and fierce combatant. He'd be something of a local in Sandpoint, and has probably had some interaction with anyone else growing up there over the past 6-7 years.
I'm imagining him being 16 or 17 now, having returned from the wild/'dead' and been coming in and out of Sandpoint since he was probably 10.
I don't have the player's guide infront of me right now but I'm thinking maybe the "monster hunter" related campaign trait as I feel like it mentions coming and going from Sandpoint.

Akisame Koetsuji |

Okay, I have pulled Terry out of this running and decided Akismae the monk was a better call. I find that he is better suited for this kind of campaign and I like his build a lot.
So here is my sure choice, Akisame Koetsuji, the Maneuver Master Monk.
Out of all the class combinations I have made this is one of my favorites. In a one-shot I used him in, I threw a dragon. Tons of fun. I look forward to using him in a full blown AP.