
AdamWarnock |

LG Female Human Paladin of Shedlyn 1
HP: 12
Senses: Perception +2
Init: +2
Speed: 30 Feet
Size: Medium (5 feet)
Reach: 5 feet
Languages: Common, Celestial, Varisian
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Attributes
STR: 16 +3 (5 points, +2 Bonus)
DEX: 14 +2 (5 points)
CON: 14 +2 (5 points)
INT: 14 +2 (5 points)
WIS: 12 +1 (2 points)
CHA: 15 +2 (3 points, +2 Bonus)
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Offense
BAB: +1
Melee: +4
Ranged: +3
Melee
Gladius
|-- Attack: +4 | Damage: 1d6+3 P or S | Crit: 19-20/x2
Glaive
|-- Attack: +5 | Damage[i]: 1d10+4 S | [i]Crit: x3
Halberd
|-- Attack: +5 | Damage: 1d10+4 P or S | Crit: x3
Range
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Defense
AC: 16/14/12 (+2 DEX, +4 Armor)
Fort: +4 (+2 CON, +2 Paladin) (+6 vs, Charm and Compulsion)
Reflex: +2 (+2 DEX, +0 Paladin) (+4 vs, Charm and Compulsion)
Will: +4 (+2 WIS, +2 Paladin) (+6 vs, Charm and Compulsion)
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Skills
Skill Points: 8
Paladin: 2
Intelligence Mod: 2
Favored Class Bonus:1
Human: 1
Background Skills: 2
TOTAL:
Armor Check Penalty: -2
Acrobatics (DEX)^ +2 Ranks: 0
Appraise (INT)° +2 Ranks: 0
Artistry (INT)° +2 Ranks: 0
Bluff (CHA) +2 Ranks: 0
Climb (STR)^ +3 Ranks: 0
Craft(Wood Carving) (INT)*° +8 Ranks: 1 (+2 from Artisan, +1 Rank, +3 class, +2 INT)
Craft (INT)*° +2 Ranks: 0
Diplomacy (CHA)* +6 Ranks: 1 (+1 Rank, +3 class, +2 CHA)
Disable Device (DEX)^† - Ranks: 0
Disguise (CHA) +2 Ranks: 0
Escape Artist (DEX)^ +2 Ranks: 0
Fly (DEX)^ +2 Ranks: 0
Handle Animal (CHA)*†° - Ranks: 0
Heal (WIS)* +6 Ranks: 1 (+1 Rank, +3 class, +2 WIS)
Intimidate (CHA) +2 Ranks: 0
Knowledge (arcana) (INT)‡ - Ranks: 0
Knowledge (dungeoneering) (INT)‡ - Ranks: 0
Knowledge (engineering) (INT)‡° - Ranks: 0
Knowledge (geography) (INT)‡° - Ranks: 0
Knowledge (history) (INT)‡° - Ranks: 0
Knowledge (local) (INT)‡ - Ranks: 0
Knowledge (nature) (INT)‡ - Ranks: 0
Knowledge (nobility) (INT)*‡° - Ranks: 0
Knowledge (planes) (INT)‡ - Ranks: 0
Knowledge (religion) (INT)*‡ - Ranks: 0
Linguistics (INT)†° +6 Ranks: 1 (+1 Rank, +3 class, +2 INT)
Lore (INT)†° - Ranks: 0
Perception (WIS) +2 Ranks: 0
Perform (Dancing)(CHA)*° +7 Ranks: 1 (+1 from Intense Artist, +1 Rank, +3 class, +2 CHA)
Perform (Singing)(CHA)*° +7 Ranks: 1 (+1 from Intense Artist, +1 Rank, +3 class, +2 CHA)
Perform (Wind)(CHA)*° +6 Ranks: 1 (+1 Rank, +3 class, +2 CHA)
Perform (CHA)*° +2 Ranks: 0
Profession(Cook) (WIS)†° +6 Ranks: 1 (+1 Rank, +3 class, +2 WIS)
Profession (WIS)*†° - Ranks: 0
Ride (DEX)*^ +2 Ranks: 0
Sense Motive (WIS)* +2 Ranks: 0
Sleight of Hand (DEX)^†° - Ranks: 0
Spellcraft (INT)*† - Ranks: 0
Stealth (DEX)^ +2 Ranks: 0
Survival (WIS) +2 Ranks: 0
Swim (STR)^ +3 Ranks: 0
Use Magic Device (CHA)† - Ranks: 0
* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill
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Feats and Traits
Traits:
Birthmark (Shelyn) (Campaign): You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Intense Artist (Religion, Shelyn): Your devotion to Shelyn has caused you to delve more deeply into your art.
Benefits: Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Skills Chosen: Dance, Sing
Artisan (Social):You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade.
Benefit: You gain a +2 trait bonus on a single Craft skill (your choice).
Skill Chosen: Wood Carving
Feats:
Weapon Focus (Glaive):Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Weapon Focus (Halberd):Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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Combat Options
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Spells
Bonus Domain:
Air Domain
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp) 1d6 (5/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity 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.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spell-Like Abilities (1/day):
2nd—obscuring mist, DC: 13
4th—wind wall, DC: 14
6th—gaseous form, DC: 15
8th—air walk, DC: 16
10th—control winds, DC: 17
12th—chain lightning, DC: 18
14th—elemental body IV (air only), DC 19
16th—whirlwind, DC: 20
18th—elemental swarm (air spell only), DC: 21
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Class Features
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
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Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one mental and one physical ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Gear
Money: 5 gp
Encumbrance: 55 lbs. (w/o Backpack: 0 lbs.)
Light - 76 lbs.
Medium - 77 - 153 lbs.
Heavy - 154 - 230 lbs.
Weapons:
Glaive - D: 1d10 S | Special: Reach | Crit: x3 | W: 10 lbs. | Cost: 8 gp
Halberd - D: 1d10 P or S | Special: Brace, Trip | Crit: x3 | W: 12 lbs. | Cost: 10 gp
Gladius - D: 1d6 P or S | Crit: 19-20/x2 | W: 3 lbs. | Cost: 15 gp
Quarterstaff - D: 1d6 B | Special: Double, Monk | Crit: x2 | W: 4 lbs. | Cost: -
Armor and Shields:
Chain Shirt - Armor Bonus: +4 | Max DEX: +4 | Armor Check Penalty: -2 | W: 25 lbs. | Cost: 100 gp
Clothing:
Explorer's Outfit - W: (FREE) | Cost: (FREE)
-White tunic with long, loose-fitted sleeves
-Blue fitted vest
-Black wool pants
-Black leather boots
-Black sword belt
-Red and violet sash
-Blue skirt with slits to the hips and an Shelyn's holy symbol embroidered on the front.
Cleric's Vestments - W: 6 lbs. | Cost: 5 gp
-A dress made of layered, diaphanous silks of white, blue, red, green, violet, and gold that leaves the back exposed ans is cinched at the waist.
-A chain belt made of silver
-Brown, supple boots, perfect for dancing in
Artisan's Outfit - W: 4 lbs. | Cost: 1 gp
-White loose-fitted tunic with loose 3/4 length sleeves
-Black leather boots
-Black wool pants
-Sash made of red, green, violet, and blue scarves.
Entertainer's Outfit - W: 4 lbs. | Cost: 3 gp
-Red fitted tunic with flowing, full-length sleeves
-Black leather boots
-Black leather vest
-Black wool skirt
-Red sash with silver trim
Entertainer's Outfit - W: 4 lbs. | Cost: 3 gp
-White tunic with long sleeves and blue and silver trim
-Black leather boots
-Blue wool dress with silver trim
-Black leather belt
-Blue and silver ribbons
Consumables:
Other Gear:
-Silver Holy Symbol of Shelyn
Gear Locations
Backpack:
Sword Belt:
-Gladius
Room:
-Cleric's Vestments
-Artisan's Outfit
-2x Entertainer's Outfit
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Levels
Level 1:
Class: Paladin
Favored Class Bonus: +1 Skill
Feat: Weapon Focus (Glaive)
Bonus Feat: Weapon Focus (Halberd)
Ceridwyn's parents were from Magnimar, or to be more specific, from two old merchant families that had been feuding over an old contract for the past six or so generations. Unlike their predecessors, though, these two scions found themselves falling in love.
They knew that they couldn't stay in Magnimar, their families would have made life there rather difficult, so they left for Sandpoint after eloping. Despite the short journey to get there, the two families, the Reeses and the Maddoxes, never bothered the young couple and contented themselves with adding whose fault that was to the list of things they bickered about.
A few years later, they had a baby girl, and named her Ceridwyn. While it was a special occasion for the young couple, certainly, it was also one for the town. Ceridwyn had a mark in the middle of her back, between the shoulderblades, in the shape of a thrush with long, graceful tail feathers. The priests declared that she'd been chosen by Shelyn, and hers was a great destiny.
That was all fine and dandy, but her parents weren't going to let her grow up cloistered away in the small cathedral on the north end of town either.
As the years passed, Ceridwyn's parents became known for their works of art and their performances at the Hagfish, performances that were soon featuring Ceridwyn as well. Ceridwyn grew from a bouncy, bubbly baby into a rambunctious, boyish girl that, along with Ameiko and Nualia, whom she'd befriended, made more mischief than any five boys their age. As the three of them grew up, though, Nualia grew more distant, and soon Ceridwyn only saw her when she was at the cathedral studying under Father Tobyn or with one of the Shelynite clergy. She and Ameiko remained friends, and much to her parent's bemusement, the two of them seemed more than willing to make up for Nualia's absence.
That was until the pair of them turned thirteen. Ceridwyn had known Ameiko had been sneaking out at night, but to where, she didn't know, until Ameiko ran to Magnimar amidst rumors of a fight between her and her half-brother. For the first time in Ceridwyn's life, she felt hurt. She felt sorrow.
The next several months passed far too slowly. Tobyn made her study at the cathedral more and more, saying it was about time she focussed on her destiny, before he had her move into one of the free acolyte's cells. She saw Nualia as well, but she seemed more distant now. Slowly, her friends went on with growing up, drifting away from Ceridwyn as she continued to study and learn. She was far from a dullard, but she never seemed wise enough or sharp enough for Father Tobyn, and his temper only grew worse about a month after Ameiko had left.
Then came the Late Unpleasantness.
It started with Ceridwyn waking from a horrible dream that night. There was shouting and pleas to Desna and Pharasma that all would be well. She had tried to see what was going on, wanting to help even as frightened as she was, but Abstalar Zantus told her to stay in her room. The night passed slowly, and the next morning she learned that Nualia had fallen gravely ill. Father Tobyn sent her home, having little time to spare for her now.
That was when she learned that Ameiko's mother had fallen from the balcony of the Kaijitsu manor to her death. Confused, frightened, and very worried for her missing friend, Ceridwyn spent the next few days on the verge of a nervous collapse as her world was turned upside down again. When Ameiko arrived in Sandpoint, she nearly had her ribs crushed by Ceridwyn's hug. Both of them found a bit of happiness that day, after nearly a year apart, they were still friends.
Ceridwyn stood by Ameiko, giving her as much comfort and support as she could, during her mother's funeral. It was then that she witnessed Tsuto, Ameiko's half-brother claiming that Lonjiku threw Ameiko's mother from the balcony to the rocks below. Lord Kaijitsu broke his cane, and almost broke Tsuto's jaw. He left with a fury-filled curse, not even noticing Ameiko as she cried into Ceridwyn's shoulder.
Shortly after that, the Chopper struck. Three weeks into his killing spree, Ceridwyn's parents were found dead, their bodies hacked to pieces and their eyes and tongues plucked from their heads. It was Ceridwyn's turn to mourn, and she clung to Ameiko as her world was shattered. A little over a week later, it was discovered that Jervas Stoot, a man her father had admired for his craft and skill, was the murderer of her parents and all of the Chopper's other victims. Jargie agreed to help set her parent's affairs in order and to look after Ceridwyn until her closest family could come get her.
A week later, she met her grandparents, aunts, uncles, and cousins for the first time. For once, the Maddoxes and the Reeses were not fighting. Instead they focussed on comforting the young, grieving girl and helped settle her parents' affairs.
A month after the end of the Chopper's killing spree, the old cathedral burned, taking Father Tobyn, Nualia, most of Northern Sandpoint, and a few other poor souls with it. Numb from loss, Ceridwyn didn't know what to do now that most of her life lay in pieces around her. She still had Ameiko as her friend, but she was busy taking care of her father, and barely had the time to have a quick lunch or chat, much less get up to the shenanigans the two of them had become infamous for.
Ceridwyn mourned for her parents, her lost friend, and for the others that had died. Her family, both sides of it, gave her the time to grieve and to heal. When the time came for them to leave, though, Ceridwyn stayed, not really knowing why. She figured it was because Sandpoint was her home, and always would be, but there was more to it, something in the back of her mind insisted. Perhaps there was more to her than she was prepared to admit.
Ceridwyn found herself thinking more and more about the mark on her back. Why had she been chosen? What was she going to do. The late Father Tobyn had made it clear she had no aptitude as a priest, and Zantus, now the Head Priest after Tobyn's passing, didn't know what to do with the young girl that was supposed chosen by Shelyn.
Ceridwyn continued to ask, and, to her surprise, she was finding someone was answering. She'd been chosen not as a priest, but a knight. She was to be a guardian of the innocent, and a beacon to the repentant. She soon began studying the glaive under Savah and the arts and rites of Shelyn's faith under the guidance of the clergy in Sandpoint. Even as badly as she wanted to go with Ameiko when she left adventuring a few years later, she stayed, being told to wait by the voice that had been guiding her down her path to paladinhood. Even in the year that Ameiko was gone, the change that overcame Ceridwyn was striking. The sad, sorrow-filled girl that had been grew into a graceful, elegant young woman, even if she still harbored a mischievous streak a mile wide.
It was during this time that she felt the connection deepen. It was as if she could hear and speak to her goddess, and even now, as she reaches the end of her training, she can fill it grow more and more powerful.
Her training was not the only thing that had kept Ceridwyn busy. Every couple of weeks, she was visited by her mother's side and her father's side of her family. For a year, the visits were to check in on the young girl, and to help her work through the grief or share stories about her parents' childhoods. Soon, though, as she recovered from the loss, the old feud between the two families began to come back to the fore. They knew she'd been chosen by Shelyn, and they sought to win her favor and prove once and for all that they were the better family.
They plied her with gifts, they showered with praise, and by the end of her training at the cathedral she was almost at her wits end with what to do with the bickering and the wooing. She was certain her family would have tried even Shelyn or Sarenrae's patience with the constant nagging over which of her parents' families she was going to live with after she'd finished in Sandpoint.
There were times, she had often thought of late, that blessings can be curses.
-Ceridwyn was born in Sandpoint to the scions of two feuding merchant families with a mark like Shelyn's holy symbol on her back.
-She was friends with Nualia Tobyn and Ameiko Kaijitsu. She's not the sort to be shy around anyone, and her natural disposition would have lead to her making friends with the older girl that always seemed to be tricked or alone.
-As they grow up, Nualia becomes more distant, though Ameiko and Ceridwyn remain close and are friends up until the start of the game.
-During this time, she's studying under Father Tobyn. After Ameiko leaves Sandpoint the first time, he insists she move into the cathedral so she can focus more on her studies and training.
-Her parents are killed by the Chopper near the end of his rampage.
-She's lost for a little while, then finds that she can speak with Shelyn (or an agent of hers) and that she's meant to be a paladin.
-She spends the next five years in training, learning of Shelyn's faith.
-During those same years, she becomes the object of her parents' families' attentions. She's chosen by a goddess, after all, whichever family she chooses is chosen by extension
-She's still friends with Ameiko, even if they can't get into the trouble they used to.
Ceridwyn is a fair-skinned girl of slender build. She stands a few inches above five feet and has a dancer's physique. Her hair and eyes are bright silver, another sign of her divine blessing according to the priests.
She wears her hair either in a simple tail or in a braid that falls to the small of her back, saving more elaborate hairstyles for special occasions.
Ceridwyn is a kind, sweet young woman with an iron-bound sense of honor and morality. While she does adhere to Shelyn's code and treats her word as her bound, she is not what many expect out of a paladin. She's not stern, nor is she somber. Instead, she's full of joy and possess a zest for life that can be quite infectious.
Perhaps because of her friendship with Ameiko, she does have a bit of the trickster about her. Paintings mysteriously switch walls, items are subtly rearranged, and notes that can lead to wild goose chases get left around the cathedral, though just as often a gift will find its way onto a desk, or room in need of cleaning is found spotless in the morning. Though most know it's Ceridwyn, she often replies to questions about her involvement with, "Maybe it was a fairy."
Despite her skill in woodcarving, dancing, singing, and playing wind instruments, and her beauty, she is often quick to point out that she's no one special. She may have been chosen, and she is grateful that she was, but she doesn't feel that being chosen is a sign that you're special, just that the gods have something in mind for you down the line. She's modesty almost to a fault and tries her best to downplay her own importance, often with little success. She's also modest in her dress, preferring covering and perhaps flattering to flaunting.
-Entirely ill at ease in her official cleric's vestments. Though it shows nothing, and hers are quite modest compared to the clothing Shelyn is often depicted wearing, she still feels like she's exposing herself when she wears the dress that exposes her back and is made of diaphanous silks in many layers.
-She's fond of small puppies and kittens, having tried to adopt more than a few during her time at the cathedral. Showing one to her will have her cuddling it in no time, as well as distracting her for a moment.
-She carries around a quarterstaff and carves it in her free time. Once she's finished, she donates it to the church of Shelyn for sale to raise funds for different things.
-While not dancing, she can be clumsy, particular in the morning, just after she's gotten up, or when she's very excited.
-She's not a morning person, and makes most of her more memorable mistakes shortly after getting up.
Coming Soon.
Haven't done the sample post yet. I'm assuming that we should not be including NPCs named in the player's guide or the AP, correct?
Also would you mind letting me know if I missed anything besides the sample post?

Karina of the Flame |

Here is my formal submission for Karina of the Flame, please let me know if there are any problems you find. Thank you for running this, I do not envy your job, there are a lot of good submissions and the selection will be tough.
Female half-orc paladin (divine defender, warrior of the holy light, sacred shield) 1
LG Medium humanoid (human, orc)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +2
Defense
AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 shield)
HP 11 (1d10+1)
Fort +3, Ref +1, Will +4; +2 trait bonus vs. charm and compulson
Defensive Abilities orc ferocity
Offense
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
scimitar +3 (1d6+2/18-20)
Ranged shortbow +2 (1d6/×3)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
Statistics
Str 15 +2, Dex 12 +1, Con 12 +1, Int 12 +1, Wis 14 +2, Cha 17 +3
BAB +1; CMB +3; CMD 14
Feats Shield Focus
Traits birthmark, flame of the dawnflower, orphaned
SQ +1 skill point, +2 to one ability score, bastion of good, city-raised, hero points, orc blood
Skills
Acrobatics -5 (-9 to jump); (Ranks:0, +1 Dex, -6 ACP)
Appraise +3; (Ranks:0, +1 Int, +2 racial (scavenger))
Bluff +3; (Ranks:0, +3 Cha )
Climb -4; (Ranks:0, +2 Str, -6 ACP)
Craft (armor) +1; (Ranks:0, +0 class, +1 Int)
Craft (blacksmith) +5*; (Ranks:1, +3 class, +1 Int)
Craft (weapons) +1; (Ranks:0, +0 class, +1 Int)
Diplomacy +7; (Ranks:1, +3 class, +3 Cha)
Disguise +3; (Ranks:0, +3 Cha)
Escape Artist -5; (Ranks:0, +1 Dex, -6 ACP)
Fly -5 (Ranks:0, +1 Dex, -6 ACP)
Heal +6; (Ranks:1, +3 class, +2 Wis)
Intimidate +3; (Ranks:0, +3 Cha)
Knowledge (religion) +5*; (Ranks:1, +3 class, +1 Int)
Perception +2 (+4 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste); (Ranks:0, +0 class, +2 Wis) (+2 racial (scavenger))
Ride -5; (Ranks:0, +0 class, +1 Dex, -6 ACP)
Sense Motive +6; (Ranks:1, +3 class, +2 Wis)
Stealth -5; (Ranks:0, +1 Dex, -6 ACP)
Survival +7; (Ranks:1, +3 class, +2 Wis)
Swim -4; (Ranks:0, +2 Str, -6 ACP)
Background Skills *
Racial Modifiers +2 Appraise, scavenger
Languages Common, Goblin, Orc
Equipment and Encumberence
Weapons and Ammo dagger (2), scimitar, shortbow with 40 arrows
Armor and Defense scale mail, heavy steel shield
Combat Gear
Other Gear backpack (bedroll, grappling arrow (2), mess kit, pot, silk rope (50 ft.), soap, trail rations (5), waterproof bag (holy text, ink, inkpen, journal, powder), waterskin), belt pouch (chalk (10), flint and steel, twine (50'), whetstone), belt pouch (money), iron holy symbol of Sarenrae
Coins 8 gp, 3 sp, 6 cp
Carrying Capacity
L / M / H - 66 / 133 / 200 lbs.
Encumberence
Medium Load - 94.34 lbs.
Tracked Resources
Arrows - 0/40
Bastion of Good (10 ft, 1/day) (Su) - 0/1
Blinding Flash (Su) - 0/5
Dagger - 0/2
Orc Ferocity (1/day) - 0/1
Trail rations - 0/5
Special Abilities
+1 Skill Point FCB (1) +1 Skill Point
+2 to One Ability Score (Charisma) The selected attribute gains a +2 racial bonus.
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bastion of Good (10 ft, 1/day) (Su) One foe does ½ dam to allies in aura, full to self, +3 deflect to AC.
Birthmark +2 save vs. charm & compulsion
Blinding Flash (Su) As a standard action, you can emit a 20 ft radius burst of light from your holy symbol or divine focus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deific Boon You have been granted to powers of the Light Domain.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
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.
Orphaned You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Shield Focus +1 Shield AC
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Background
Abandoned at birth into the slums of Riddleport, Karina's childhood was rough and unpleasant. Scrabbling for scraps in the alleys and rubbish heaps of the city. Raised by a group of outcasts, mostly goblinoid and other half-orcs, they used her as a prop while begging and eventually taught her how to steal. At the age of five, she was caught trying to pick the pocket of some passersby. Thankfully the guardsman who caught her was a religious man and noticed the birthmark on her arm. It was the spitting image of Sarenrae's holy symbol, the angelic ankh. He sent her to train at Windsong Abbey. After a three years there, her teachers felt that her training might be better served at the Sandpoint temple. In Sandpoint she studied religion and swordsmanship until the late unpleasantness and the burning of the old temple. For the last five years her studies have been shadowed by her work rebuilding the cathedral with the others.
The gout of steam rising in front of her, Karina pulls the tongs from the quenching bath. She compares her work, once again, to the template. Forgemaster Olgrimm, I believe I'm done.
She holds out the decorative hinge for inspection by a sweaty and soot smeared dwarf. "Oh, aye, it do look good. I do believe that be the last one. We'll take it over to the carpenters and they'll get that door hung tomorrow. Gotta have everything in place for the consecration ceremony. Are ye excited lass?"
"Yeah," she replies, "This is the biggest thing to happen to me since the old one burned down." Karina bows her head. "I still miss Father Tobyn."
"Aye, he was a good man." Father Olgrimm responds. "Now let's get cleaned up and I'll buy ye a drink to celebrate. After all, when we started five years ago, ye weren't good enough for nought more than nails. Now look at ye. Though I must say, yer still better with a sword and shield than with a hammer and tongs."
She blushes at the compliment and looks eagerly at the older dwarf. "Now that we're done, will you be staying in Sandpoint? Maybe set up a smithy?"
He smiles up at her. "No my child, I must return to Janderhoff after the consecration. I have duties there that have been neglected for far too long."
"I see -- I will miss you, Father Olgrimm." Karina pats him fondly on the shoulder.
"Ach, I'm nae gone yet. Besides, now is the time for celebratin'. What're yer plans for the next few days?"
"Oh, I'll be training with marshal Gregor in the morning as usual, but I'll probably go watch the goblins down on the beach for a bit." She stares off towards the bay for a moment.
"Bah, I dunno what ye see those filthy beasts." Father Olgrimm's distaste is plain upon his face.
"They remind me of my childhood, and that not everything that looks evil, is evil. The goblins is Riddleport may have used me to steal and swindle, but they did take in an abandoned halfbreed and keep her alive in those slums. This is the only reason I made it out of there." She holds out her arm, showing off the birthmark on the inside of her wrist. Its shape, that of Sarenrae's angelic ankh.
The dwarf calms, but still seems wary of the topic. "Ah, that probably explains it. I still think those beasts're a waste of yer time."
She grins mischievously. "At least I've stopped trying to convert them. Since that time they tried to eat me anyway. Now, what were you saying about a drink?"
The two continue their conversation as they walk towards the White Deer tavern. With the celebrations only days away, most of their work on the new Cathedral complete.

Nikolai Radavaski |

I have finished Nikolai and hope you all enjoy this submission as much as I have enjoyed reading and imagining some of your submissions. It is a really creative group and I must confess that I am very impressed.
For anyone that reviews Nikolai, I imagine him to be a divine bard that has lead a blessed and lucky life through is first 17 years. It was at first difficult melding the concept of an Inquisitor with those of a bard. What divine purpose would he have? What enemy? I decided that he would work to subvert brothals as he considers them the antithesis of love. A young man that can not abide by slavery in any forms. Song and dance are the truest expressions of love and he is always searching for lost art. I have tried to capture the spirit of a nomadic Varisian thus his focus on Varisian bladed scarves as weapons. If anyone has suggestions or comments I welcome them as I continue to develop young Nikolai.

Karmid Groundbreaker |

Update: Got my basic background together.
Karmid Groundbreaker often considers himself a walking cliche. He's big and tough as most of Shoanti blood can say,
but has a gentle heart and wide grin for his friends and those with caring hearts. Quiet, Karmid does not always say much,
but when he does it is ususally thought out and to the point.
Except for his teachers, many in Sandpoint consider him simple and naive, however that is maninly because he has had
his trouble growing up as a Shoanti without the benefit of any Shoanti to raise him. Found by a traveler as the only survivor
of a small family group of Shoanti killed on the road to Sandpoint from Magnimar, the traveler was surprized to find the child
marked by an un-natural looking Shoanti-style tattoo on his chest that resembled Erastil's holy symbol.
The person who found him as a baby took him to the closest place they could that might explain the tattoo: The temple at
Sandpoint which had a shrine to Erastil. Evidently the priests took one look at him (and the mark) and
immediately took him in as a foundling orphan.
Since then his whole life has been Sandpoint, it's Temple, Erastil's message, and his reclamation of his
Shoanti Heritage. Facinated as a child by stories of the wild Shoanti, he immediately set out to learn as much as he could.
Pestering any Shoanti or knowledgeable traveler that came to town to tell him stories of their fierceness or show him their fighting styles.
Fortunately for Karmid, many took pity on the obviously earnest boy. This, of course, only fueled his interest more.
Now at a mere 17 years of age, he dresses Shoanti, hunts in the Shoanti style around Sandpoint, and is attempting to master the harder
fighting techniques of the Shoanti. He even sneaks out of his stifling studies to secretly practice these styles or hunt the local wildlife
to provide food for some of the poorer familes of Sandpoint.
His favorite weapons are the Shoanti Earth Breaker and Klar, but he also uses a Longbow to honor his Patron deity.
Karmid tends to shy away from any limelight, but like most children he dreams of grand adventures and hearing stories of his exploits
being told to others by flikering campfires on cold winter nights. One of Karmid' biggest dreams is of tracking the elusive Sandpoint Devil back to its lair and confronting, if not killing the elusive beast for good. He also immagines he has family out among the wilds of Varisia somewhere, lost to time and history. But he has yet to find any hint of his direct family or possible Shoanti Clan. He suspects he belongs to one of the more "civilized" Shoanti groups that live in or near Magnimar, but this is just a gut feeling and really mere speculation on his part.

Rojava Brishen |

you can include named NPCs as long their role is minor and in keeping with what is said about them in the player's guide. For example: Ameiko taking your order quickly during a busy lunch hour at the Rusty Dragon is fine, Ameiko having a heart to heart with you on the beach is not.
Uh oh, have I overstepped on npc use?

Lady Ladile |

Getting closer and closer to the end...
Submissions by Deity
Abadar
Marcelano Alazario – Human Fighter
Teobold Valdemar – Human Inquisitor
Xarmas Misinirith – Human Druid (Feral Shifter)
Desna
Lia Tani – Human Arcanist (Blood Arcanist; Dreamspun Bloodline)
Matrim of Shadows – Human Rogue (Knife Master)
Rojava Brishen – Human Bard
Talene Minly – Human Cleric (Ecclesitheurge)
Zache Kovachi – Human Bard
Erastil
Hudok – Human Monk (Qinggong, Zen Archer)
Karmid Groundbreaker – Human Ranger
Salomae Amsel – Human Slayer (Deliverer)
Tony Sinclair – Human Inquisitor
Gozreh
Arkon the Thunderer – Oread Druid (Saurian Shaman)
Pehmah Yonten – Human Monk (Flowing, Iron Mountain)
Roakkad Shrikkir-tsha – Human Wizard (Spirit Whisperer)
Thorn 'Rat' – Human Druid
Sarenrae
Karina of the Flame – Half –Orc Paladin (Divine Defender, Warrior of the Holy Light, Sacred Shield)
Kaelaah – Human Pyrokineticist
Milton McMurray – Human Arcanist (White Mage)
Shelyn
Arimna Tressen – Human Summoner
Ceridwyn Reese – Human Paladin
Gwyddym Soarsong – Human Bard
Iskra Kustov – Human Wizard (Air Elementalist)
Kaede Mayumi – Human Warpriest
Nikolai Radavaski – Human Inquisitor
Expression of Interest
Carl Hama – Paladin of Shelyn
Dalgar the Great
Dave Herman – Skald (Spell Warrior) of Shelyn
Oyzar – Irisa, Oracle (Spirit Guide) of Desna
Rysky – Desna character
TheAlicornSage
Toodles or summat
TriShadow – Gozreh character (Mystic Theurge build?)

Arimna Tressen |

Sample post has been written, here it is.
Arimna was in the throes of the dance. He twirled once, twice, then dropped to his knees in a smooth motion while throwing his arms wide. The exertion left him somewhat winded, and he put his hands to the floor to steady himself, but he was grinning ear to ear at the rush he felt coming over him.
"Praise be to the Eternal Rose," he whispered towards the floor.
"Well done, Arimna, well done," came his mother's voice quietly in his head.
The young man looked up to the ceiling, and chuckled. "Ursella, dear, I've told you that you're not the best critic...namely because all you do is sing my praises." He paused to catch his breath, then continued, "But thank you all the same.
He knew that his eidolon meant well, in her maternal way. He still wondered if she had anyhting to do with his mother, now long passed on. The priests had not ruled it out, but they lacked the magic to confirm the theory.
He heard a knock at his door, and rose, pulling on a long robe over his dancer's leggings.
Your rehearsals are coming along well, Arimna?" Ariman gave a short nod to Sindolla, the Sandpoint Cathedral's high priest of Shelyn. The older halfling man responded in kind.
"Well indeed, Muse Sindolla. I'll be ready for the Swallowtail Release, I'm sure of it."
Sindolla smiled as he replied, "That's good to hear, Arimna. Keep up with your work, then." Then he turned and walked away, closing the door behind him.
Also, have edited his background to accommodate stuff related to Sandpoint's 'late unpleasantness.' I've calculated his age assuming that the AP starts in 4707 AR; feel free to correct me if I'm wrong on that and I will edit as needed.

AdamWarnock |

LG Female Human Paladin of Shedlyn 1
HP: 12
Senses: Perception +2
Init: +2
Speed: 30 Feet
Size: Medium (5 feet)
Reach: 5 feet
Languages: Common, Celestial, Varisian
============================
Attributes
STR: 16 +3 (5 points, +2 Bonus)
DEX: 14 +2 (5 points)
CON: 14 +2 (5 points)
INT: 14 +2 (5 points)
WIS: 12 +1 (2 points)
CHA: 15 +2 (3 points, +2 Bonus)
============================
Offense
BAB: +1
Melee: +4
Ranged: +3
Melee
Gladius
|-- Attack: +4 | Damage: 1d6+3 P or S | Crit: 19-20/x2
Glaive
|-- Attack: +5 | Damage[i]: 1d10+4 S | [i]Crit: x3
Halberd
|-- Attack: +5 | Damage: 1d10+4 P or S | Crit: x3
Range
============================
Defense
AC: 16/14/12 (+2 DEX, +4 Armor)
Fort: +4 (+2 CON, +2 Paladin) (+6 vs, Charm and Compulsion)
Reflex: +2 (+2 DEX, +0 Paladin) (+4 vs, Charm and Compulsion)
Will: +4 (+2 WIS, +2 Paladin) (+6 vs, Charm and Compulsion)
============================
Skills
Skill Points: 8
Paladin: 2
Intelligence Mod: 2
Favored Class Bonus:1
Human: 1
Background Skills: 2
TOTAL:
Armor Check Penalty: -2
Acrobatics (DEX)^ +2 Ranks: 0
Appraise (INT)° +2 Ranks: 0
Artistry (INT)° +2 Ranks: 0
Bluff (CHA) +2 Ranks: 0
Climb (STR)^ +3 Ranks: 0
Craft(Wood Carving) (INT)*° +8 Ranks: 1 (+2 from Artisan, +1 Rank, +3 class, +2 INT)
Craft (INT)*° +2 Ranks: 0
Diplomacy (CHA)* +6 Ranks: 1 (+1 Rank, +3 class, +2 CHA)
Disable Device (DEX)^† - Ranks: 0
Disguise (CHA) +2 Ranks: 0
Escape Artist (DEX)^ +2 Ranks: 0
Fly (DEX)^ +2 Ranks: 0
Handle Animal (CHA)*†° - Ranks: 0
Heal (WIS)* +6 Ranks: 1 (+1 Rank, +3 class, +2 WIS)
Intimidate (CHA) +2 Ranks: 0
Knowledge (arcana) (INT)‡ - Ranks: 0
Knowledge (dungeoneering) (INT)‡ - Ranks: 0
Knowledge (engineering) (INT)‡° - Ranks: 0
Knowledge (geography) (INT)‡° - Ranks: 0
Knowledge (history) (INT)‡° - Ranks: 0
Knowledge (local) (INT)‡ - Ranks: 0
Knowledge (nature) (INT)‡ - Ranks: 0
Knowledge (nobility) (INT)*‡° - Ranks: 0
Knowledge (planes) (INT)‡ - Ranks: 0
Knowledge (religion) (INT)*‡ - Ranks: 0
Linguistics (INT)†° +6 Ranks: 1 (+1 Rank, +3 class, +2 INT)
Lore (INT)†° - Ranks: 0
Perception (WIS) +2 Ranks: 0
Perform (Dancing)(CHA)*° +7 Ranks: 1 (+1 from Intense Artist, +1 Rank, +3 class, +2 CHA)
Perform (Singing)(CHA)*° +7 Ranks: 1 (+1 from Intense Artist, +1 Rank, +3 class, +2 CHA)
Perform (Wind)(CHA)*° +6 Ranks: 1 (+1 Rank, +3 class, +2 CHA)
Perform (CHA)*° +2 Ranks: 0
Profession(Cook) (WIS)†° +6 Ranks: 1 (+1 Rank, +3 class, +2 WIS)
Profession (WIS)*†° - Ranks: 0
Ride (DEX)*^ +2 Ranks: 0
Sense Motive (WIS)* +2 Ranks: 0
Sleight of Hand (DEX)^†° - Ranks: 0
Spellcraft (INT)*† - Ranks: 0
Stealth (DEX)^ +2 Ranks: 0
Survival (WIS) +2 Ranks: 0
Swim (STR)^ +3 Ranks: 0
Use Magic Device (CHA)† - Ranks: 0
* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill
============================
Feats and Traits
Traits:
Birthmark (Shelyn) (Campaign): You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Intense Artist (Religion, Shelyn): Your devotion to Shelyn has caused you to delve more deeply into your art.
Benefits: Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Skills Chosen: Dance, Sing
Artisan (Social):You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade.
Benefit: You gain a +2 trait bonus on a single Craft skill (your choice).
Skill Chosen: Wood Carving
Feats:
Weapon Focus (Glaive):Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Weapon Focus (Halberd):Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
============================
Combat Options
============================
Spells
Bonus Domain:
Air Domain
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp) 1d6 (5/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity 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.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spell-Like Abilities (1/day):
2nd—obscuring mist, DC: 13
4th—wind wall, DC: 14
6th—gaseous form, DC: 15
8th—air walk, DC: 16
10th—control winds, DC: 17
12th—chain lightning, DC: 18
14th—elemental body IV (air only), DC 19
16th—whirlwind, DC: 20
18th—elemental swarm (air spell only), DC: 21
============================
Class Features
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
============================
Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one mental and one physical ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
============================
Gear
Money: 5 gp
Encumbrance: 55 lbs. (w/o Backpack: 0 lbs.)
Light - 76 lbs.
Medium - 77 - 153 lbs.
Heavy - 154 - 230 lbs.
Weapons:
Glaive - D: 1d10 S | Special: Reach | Crit: x3 | W: 10 lbs. | Cost: 8 gp
Halberd - D: 1d10 P or S | Special: Brace, Trip | Crit: x3 | W: 12 lbs. | Cost: 10 gp
Gladius - D: 1d6 P or S | Crit: 19-20/x2 | W: 3 lbs. | Cost: 15 gp
Quarterstaff - D: 1d6 B | Special: Double, Monk | Crit: x2 | W: 4 lbs. | Cost: -
Armor and Shields:
Chain Shirt - Armor Bonus: +4 | Max DEX: +4 | Armor Check Penalty: -2 | W: 25 lbs. | Cost: 100 gp
Clothing:
Explorer's Outfit - W: (FREE) | Cost: (FREE)
-White tunic with long, loose-fitted sleeves
-Blue fitted vest
-Black wool pants
-Black leather boots
-Black sword belt
-Red and violet sash
-Blue skirt with slits to the hips and an Shelyn's holy symbol embroidered on the front.
Cleric's Vestments - W: 6 lbs. | Cost: 5 gp
-A dress made of layered, diaphanous silks of white, blue, red, green, violet, and gold that leaves the back exposed ans is cinched at the waist.
-A chain belt made of silver
-Brown, supple boots, perfect for dancing in
Artisan's Outfit - W: 4 lbs. | Cost: 1 gp
-White loose-fitted tunic with loose 3/4 length sleeves
-Black leather boots
-Black wool pants
-Sash made of red, green, violet, and blue scarves.
Entertainer's Outfit - W: 4 lbs. | Cost: 3 gp
-Red fitted tunic with flowing, full-length sleeves
-Black leather boots
-Black leather vest
-Black wool skirt
-Red sash with silver trim
Entertainer's Outfit - W: 4 lbs. | Cost: 3 gp
-White tunic with long sleeves and blue and silver trim
-Black leather boots
-Blue wool dress with silver trim
-Black leather belt
-Blue and silver ribbons
Consumables:
Other Gear:
-Silver Holy Symbol of Shelyn
Gear Locations
Backpack:
Sword Belt:
-Gladius
Room:
-Cleric's Vestments
-Artisan's Outfit
-2x Entertainer's Outfit
============================
Levels
Level 1:
Class: Paladin
Favored Class Bonus: +1 Skill
Feat: Weapon Focus (Glaive)
Bonus Feat: Weapon Focus (Halberd)
Ceridwyn's parents were from Magnimar, or to be more specific, from two old merchant families that had been feuding over an old contract for the past six or so generations. Unlike their predecessors, though, these two scions found themselves falling in love.
They knew that they couldn't stay in Magnimar, their families would have made life there rather difficult, so they left for Sandpoint after eloping. Despite the short journey to get there, the two families, the Reeses and the Maddoxes, never bothered the young couple and contented themselves with adding whose fault that was to the list of things they bickered about.
A few years later, they had a baby girl, and named her Ceridwyn. While it was a special occasion for the young couple, certainly, it was also one for the town. Ceridwyn had a mark in the middle of her back, between the shoulderblades, in the shape of a thrush with long, graceful tail feathers. The priests declared that she'd been chosen by Shelyn, and hers was a great destiny.
That was all fine and dandy, but her parents weren't going to let her grow up cloistered away in the small cathedral on the north end of town either.
As the years passed, Ceridwyn's parents became known for their works of art and their performances at the Hagfish, performances that were soon featuring Ceridwyn as well. Ceridwyn grew from a bouncy, bubbly baby into a rambunctious, boyish girl that, along with Ameiko and Nualia, whom she'd befriended, made more mischief than any five boys their age. As the three of them grew up, though, Nualia grew more distant, and soon Ceridwyn only saw her when she was at the cathedral studying under Father Tobyn or with one of the Shelynite clergy. She and Ameiko remained friends, and much to her parent's bemusement, the two of them seemed more than willing to make up for Nualia's absence.
That was until the pair of them turned thirteen. Ceridwyn had known Ameiko had been sneaking out at night, but to where, she didn't know, until Ameiko ran to Magnimar amidst rumors of a fight between her and her half-brother. For the first time in Ceridwyn's life, she felt hurt. She felt sorrow.
The next several months passed far too slowly. Tobyn made her study at the cathedral more and more, saying it was about time she focussed on her destiny, before he had her move into one of the free acolyte's cells. She saw Nualia as well, but she seemed more distant now. Slowly, her friends went on with growing up, drifting away from Ceridwyn as she continued to study and learn. She was far from a dullard, but she never seemed wise enough or sharp enough for Father Tobyn, and his temper only grew worse about a month after Ameiko had left.
Then came the Late Unpleasantness.
It started with Ceridwyn waking from a horrible dream that night. There was shouting and pleas to Desna and Pharasma that all would be well. She had tried to see what was going on, wanting to help even as frightened as she was, but Abstalar Zantus told her to stay in her room. The night passed slowly, and the next morning she learned that Nualia had fallen gravely ill. Father Tobyn sent her home, having little time to spare for her now.
That was when she learned that Ameiko's mother had fallen from the balcony of the Kaijitsu manor to her death. Confused, frightened, and very worried for her missing friend, Ceridwyn spent the next few days on the verge of a nervous collapse as her world was turned upside down again. When Ameiko arrived in Sandpoint, she nearly had her ribs crushed by Ceridwyn's hug. Both of them found a bit of happiness that day, after nearly a year apart, they were still friends.
Ceridwyn stood by Ameiko, giving her as much comfort and support as she could, during her mother's funeral. It was then that she witnessed Tsuto, Ameiko's half-brother claiming that Lonjiku threw Ameiko's mother from the balcony to the rocks below. Lord Kaijitsu broke his cane, and almost broke Tsuto's jaw. He left with a fury-filled curse, not even noticing Ameiko as she cried into Ceridwyn's shoulder.
Shortly after that, the Chopper struck. Three weeks into his killing spree, Ceridwyn's parents were found dead, their bodies hacked to pieces and their eyes and tongues plucked from their heads. It was Ceridwyn's turn to mourn, and she clung to Ameiko as her world was shattered. A little over a week later, it was discovered that Jervas Stoot, a man her father had admired for his craft and skill, was the murderer of her parents and all of the Chopper's other victims. Jargie agreed to help set her parent's affairs in order and to look after Ceridwyn until her closest family could come get her.
A week later, she met her grandparents, aunts, uncles, and cousins for the first time. For once, the Maddoxes and the Reeses were not fighting. Instead they focussed on comforting the young, grieving girl and helped settle her parents' affairs.
A month after the end of the Chopper's killing spree, the old cathedral burned, taking Father Tobyn, Nualia, most of Northern Sandpoint, and a few other poor souls with it. Numb from loss, Ceridwyn didn't know what to do now that most of her life lay in pieces around her. She still had Ameiko as her friend, but she was busy taking care of her father, and barely had the time to have a quick lunch or chat, much less get up to the shenanigans the two of them had become infamous for.
Ceridwyn mourned for her parents, her lost friend, and for the others that had died. Her family, both sides of it, gave her the time to grieve and to heal. When the time came for them to leave, though, Ceridwyn stayed, not really knowing why. She figured it was because Sandpoint was her home, and always would be, but there was more to it, something in the back of her mind insisted. Perhaps there was more to her than she was prepared to admit.
Ceridwyn found herself thinking more and more about the mark on her back. Why had she been chosen? What was she going to do. The late Father Tobyn had made it clear she had no aptitude as a priest, and Zantus, now the Head Priest after Tobyn's passing, didn't know what to do with the young girl that was supposed chosen by Shelyn.
Ceridwyn continued to ask, and, to her surprise, she was finding someone was answering. She'd been chosen not as a priest, but a knight. She was to be a guardian of the innocent, and a beacon to the repentant. She soon began studying the glaive under Savah and the arts and rites of Shelyn's faith under the guidance of the clergy in Sandpoint. Even as badly as she wanted to go with Ameiko when she left adventuring a few years later, she stayed, being told to wait by the voice that had been guiding her down her path to paladinhood. Even in the year that Ameiko was gone, the change that overcame Ceridwyn was striking. The sad, sorrow-filled girl that had been grew into a graceful, elegant young woman, even if she still harbored a mischievous streak a mile wide.
It was during this time that she felt the connection deepen. It was as if she could hear and speak to her goddess, and even now, as she reaches the end of her training, she can fill it grow more and more powerful.
Her training was not the only thing that had kept Ceridwyn busy. Every couple of weeks, she was visited by her mother's side and her father's side of her family. For a year, the visits were to check in on the young girl, and to help her work through the grief or share stories about her parents' childhoods. Soon, though, as she recovered from the loss, the old feud between the two families began to come back to the fore. They knew she'd been chosen by Shelyn, and they sought to win her favor and prove once and for all that they were the better family.
They plied her with gifts, they showered with praise, and by the end of her training at the cathedral she was almost at her wits end with what to do with the bickering and the wooing. She was certain her family would have tried even Shelyn or Sarenrae's patience with the constant nagging over which of her parents' families she was going to live with after she'd finished in Sandpoint.
There were times, she had often thought of late, that blessings can be curses.
-Ceridwyn was born in Sandpoint to the scions of two feuding merchant families with a mark like Shelyn's holy symbol on her back.
-She was friends with Nualia Tobyn and Ameiko Kaijitsu. She's not the sort to be shy around anyone, and her natural disposition would have lead to her making friends with the older girl that always seemed to be tricked or alone.
-As they grow up, Nualia becomes more distant, though Ameiko and Ceridwyn remain close and are friends up until the start of the game.
-During this time, she's studying under Father Tobyn. After Ameiko leaves Sandpoint the first time, he insists she move into the cathedral so she can focus more on her studies and training.
-Her parents are killed by the Chopper near the end of his rampage.
-She's lost for a little while, then finds that she can speak with Shelyn (or an agent of hers) and that she's meant to be a paladin.
-She spends the next five years in training, learning of Shelyn's faith.
-During those same years, she becomes the object of her parents' families' attentions. She's chosen by a goddess, after all, whichever family she chooses is chosen by extension
-She's still friends with Ameiko, even if they can't get into the trouble they used to.
Ceridwyn is a fair-skinned girl of slender build. She stands a few inches above five feet and has a dancer's physique. Her hair and eyes are bright silver, another sign of her divine blessing according to the priests.
She wears her hair either in a simple tail or in a braid that falls to the small of her back, saving more elaborate hairstyles for special occasions.
Ceridwyn is a kind, sweet young woman with an iron-bound sense of honor and morality. While she does adhere to Shelyn's code and treats her word as her bound, she is not what many expect out of a paladin. She's not stern, nor is she somber. Instead, she's full of joy and possess a zest for life that can be quite infectious.
Perhaps because of her friendship with Ameiko, she does have a bit of the trickster about her. Paintings mysteriously switch walls, items are subtly rearranged, and notes that can lead to wild goose chases get left around the cathedral, though just as often a gift will find its way onto a desk, or room in need of cleaning is found spotless in the morning. Though most know it's Ceridwyn, she often replies to questions about her involvement with, "Maybe it was a fairy."
Despite her skill in woodcarving, dancing, singing, and playing wind instruments, and her beauty, she is often quick to point out that she's no one special. She may have been chosen, and she is grateful that she was, but she doesn't feel that being chosen is a sign that you're special, just that the gods have something in mind for you down the line. She's modesty almost to a fault and tries her best to downplay her own importance, often with little success. She's also modest in her dress, preferring covering and perhaps flattering to flaunting.
-Entirely ill at ease in her official cleric's vestments. Though it shows nothing, and hers are quite modest compared to the clothing Shelyn is often depicted wearing, she still feels like she's exposing herself when she wears the dress that exposes her back and is made of diaphanous silks in many layers.
-She's fond of small puppies and kittens, having tried to adopt more than a few during her time at the cathedral. Showing one to her will have her cuddling it in no time, as well as distracting her for a moment.
-She carries around a quarterstaff and carves it in her free time. Once she's finished, she donates it to the church of Shelyn for sale to raise funds for different things.
-While not dancing, she can be clumsy, particular in the morning, just after she's gotten up, or when she's very excited.
-She's not a morning person, and makes most of her more memorable mistakes shortly after getting up.
"So," Ceridwyn begins to ask her roommate as they get ready for bed, "do you think I should wear the blue, white and silver outfit, or the red and black one tomorrow?"
Elizabeth Dawlson, the small room's other occupant, looks up from the sketch she'd been working on, her full lips pursed in thought.
"I dunno," the brown-eyed brunette says, "the blue one would not be as popular, and thus we wouldn't get as many donations, but the red and black one might send poor Mr. Scarnetti into a tizzy, especially if you leave a few of those top buttons undone."
"True, but if Shayliss hasn't caused him to die of a frothing fit, I doubt anything I would do could cause him a mischief, even if left most of the buttons undone," Ceridwyn replied.
"I guess that's true," Elizabeth conceded with a laugh, "to be fair though, he's probably too busy counting his coin to notice Shayliss."
"I guess, but--" Ceridwyn begins, only to be interrupted by a knock at the door. The young paladin looks to her friend to make sure she's fine with opening it before unlatching the heavy wooden door and finding Father Zantus standing outside.
"Ah, Ceridwyn, I'm glad to see you're still up,"[b] the head priest of the Sandpoint says with a polite smile. [b]"I came by to see if you were going to be helping Ameiko again this year."
"Well, after what happened last year, I think she'd rather I didn't," Ceridwyn answers with a nervous laugh. The Great Ale Flood of 4706 as it had become know was, by a wide margin, one of Ceridwyn's more spectacular blunders.
"I see," Father Zantus replied before clearing his throat. "Well, then," he continues after a moment, "please be sure to wear your vestments tomorrow. It's a special day and we all need to look our best. I'm afraid I must attend to some other duties, but I hope you and Elizabeth sleep well," he gives a nod of his head to each of the two young women before going off to those other duties.
Ceridwyn closes the door and relatches it before flopping onto her bed with a groan.
"Ceri? You okay," Elizabeth asks as she puts away the sketch.
"Yeah, Liz, I'm fine. I'm just going to be feeling like I'm prancing around in my underwear tomorrow."
"It's not that bad," Elizabeth chuckles before settling into her bed.
"It is, and we both know I don't have the same figure as the rest of you," Ceridwyn argues, though the fact that her voice is muffled from speaking into the sheets and mattress certainly doesn't help her case.
"Well, look at it this way, the attention will be on us and not you prancing about in your panties," Elizabeth says with a snicker.
"Don't laugh, knowing my luck I may just wind up doing that," The young paladin admonishes with a groan as memories of last year's Swallowtail Festival flit about her head.
Done, and hopefully this is more funny than awkward. :)

Karmid Groundbreaker |

Almost there:
Karmid Groundbreaker
Male Human (Shoanti) Ranger 1
NG Medium Humanoid
Init +3; Perception +6
STATISTICS:
Str 17, Dex 14, Con 15, Int 12, Wis 15, Cha 11
Base Atk +4; CMB +5 ; CMD 16
Size: 6'4"
Weight 200 lbs
DEFENSE:
AC 15 (16 with Klar), touch 12, flat-footed 13(14 with Klar)
HP 13 (d10 +2 Con +1 Favored Class)
Fort +4; Ref +4; Will +2;
Immunities/resistance/etc.
+2 vs Charm and Compulsion (trait bonus)
OFFENSE:
Speed 30ft.
Melee: +4 (+5 with Earth Breaker or Klar)
Ranged: +3
Special Attacks/Abilities:
Enlarge Person(Su) swift action and lasts for one rd:
3/day + Wis (5/day)
Favored Enemy: +2 vs. Humanoid(Giant)
+2 on a single Attack of opportunity 1/day
-Feats-
1st Lvl: Weapon Focus (Earthbreaker)
Bonus: Weapon Focus (Klar)
-Traits-
Birthmark (Campaign)Holy Symbol and +2 trait bonus on all saving throws against charm and compulsion effects.
Bred for War (Race) +1 Intimidate; +1 CMB
Tactician (Combat) +1 Intiative; +2 to to hit with Attack of Opportunity 1/day.
Human Racial Traits
Bonus Feat (1st level)
Skilled (+1 skill pt per level)
Skills:8pts (6+1+1)
Adventuring Skills (x)=Class Skill
(x)Climb +6 (-1 Armor)
(x)Intimidate +5 (+1 Trait Bonus)
(x)Knowledge(Nature) +5
(x)Perception +6
(x)Ride +4 (-1 Armor)
(x)Stealth +4 (-1 Armor)
(x)Survival +6 (+1/2 level for tracking only)
(x)Swim +6 (-1 Armor)
Background Skills: 2 pts/lvl
Lore (Shoanti) +2
Linguistics (Giant) +2
Languages:
Common, Shoanti, Giant
SQ
Track (Bonus to Survival to track)
Wild Empathy (Diplomacy check to affect Animals: d20+Level+Cha)
Divine Power Bonus (Growth Subdomain)
Diety: Erastil
Combat Gear:
Hide Shirt (+3 AC; -1 ACP)
Klar (+1 Shield Bonus; additional -1 ACP when used)
Earth Breaker
Dagger
Longbow w/20 Common Arrows
Other Gear:
2x Sunrod
Explorer's outfit(Shoanti)
Ranger's Kit(backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin)
Starting Money: 0gp; 18sp, 20cp (From 175gp average starting)
Karmid Groundbreaker often considers himself a walking cliche. He's big and tough as most of Shoanti blood can say,
but has a gentle nature and wide grin for his friends and those with caring hearts. Quiet, Karmid does not always say much,
but when he does it is usually thought out and to the point.
Except for his teachers, many in Sandpoint consider him simple and naive, however that is mainly because he has had
his trouble growing up as a Shoanti without the benefit of any Shoanti to raise him. Found by a traveler as the only survivor
of a small family group of Shoanti killed on the road to Sandpoint from Magnimar, the traveler was surprised to find the child
marked by an un-natural looking Shoanti-style tattoo on his chest that resembled Erastil's holy symbol.
The person who found him as a baby took him to the closest place they could that might explain the tattoo: The temple at
Sandpoint which had a shrine to Erastil. Evidently the priests took one look at him (and the mark) and
immediately took him in as a foundling orphan.
Since then his whole life has been Sandpoint, it's Temple, Erastil's message, and his reclamation of his
Shoanti Heritage. Fascinated as a child by stories of the wild Shoanti, he immediately set out to learn as much as he could.
Pestering any Shoanti or knowledgeable traveler that came to town to tell him stories of their fierceness or show him their fighting styles.
Fortunately for Karmid, many took pity on the obviously earnest boy. This, of course, only fueled his interest more.
Now at a mere 17 years of age, he dresses Shoanti, hunts in the Shoanti style around Sandpoint, and is attempting to master the harder
fighting techniques of the Shoanti. He even sneaks out of his stifling studies to secretly practice these styles or hunt the local wildlife
to provide food for some of the poorer families of Sandpoint.
His favorite weapons are the Shoanti Earth Breaker and Klar, but he also uses a Longbow to honor his Patron deity.
Karmid tends to shy away from any limelight, but like most children he dreams of grand adventures and hearing stories of his exploits
being told to others by flickering campfires on cold winter nights. One of Karmid' biggest dreams is of tracking the elusive Sandpoint Devil back to its lair and confronting, if not killing the elusive beast for good. He also imagines he has family out among the wilds of Varisia somewhere, lost to time and history. But he has yet to find any hint of his direct family or possible Shoanti Clan. He suspects he belongs to one of the more "civilized" Shoanti groups that live in or near Magnimar, but this is just a gut feeling and really mere speculation on his part.
Tall, muscle-bound, dark of skin, and darker of hair usually kept in a Shoanti war-braid; Karmid never wears anything but practical clothes or armor if he can get away with it. He usually wears a traditional Hide Shirt of Shoanti make, and is almost never without his prized Earth Breaker or Longbow. He usually carries at least a dagger at minimum. For some unknown reason, he tends to to feel nervous and distracted without some sort to weapon at hand.

Kaelaah |

Kaelaah now has a background – hooray!!!
But, rescued from the desperately short life that fate had dealt to him, he has learnt to forget that such things matter…
***** Many Moons Previous *****
The Cinderlands of northern Varisia are, by any sane person’s perspective, an inhospitable and harsh land… home to few, the only humans who are to be found there are the native Sklar-Quah Shoanti and, less frequently encountered, Varisian travelling folk – it is such travelling folk who were destined to become Kaelaah’s parents.
A pitch-black night, stars blotted out by smoke, hangs over a small caravan… twinkling lanterns light the way along a treacherous path southwards – a path that, in time will meet a larger road and, several days hence, deposit the travellers at Kaer Maga… With the constant threat of bandits, Shoanti or worse, the caravan is nearly always on the move – the jangling of harnesses, the striking of hooves against stone and the creaking of wagons fill the air with an almost hypnotic sound.
…a sound that, on this fateful night, nearly drowns out the cries of a baby… a high pitched wailing that comes from somewhere to the side of the trail…
There are many predators that have learned to imitate the human voice – but somehow the man driving the second wagon, a juggler and long-time performer within the caravan - Vanya Stoikovic, knew this was no such predator… that these cries were real. Hopping down, knife to hand in the event of something untoward, Vanya made his way through the burnt scrub… to find, swaddled in white linen yet surrounded by hot ash, a babe in arms. Calling to his wife, Vanya desperately looked around the scorched clearing for evidence that someone would be returning… yet found nothing but scuffed hoof marks and, in a circle around the babe, strange symbols sketched out in the ash…
*****Sandpoint*****
Kaelaah, his name given by the Stoikovices, grew to be a Shoanti in almost every way – towering above his ‘parents’ by the age of sixteen and with the swarthy tone of an outdoor existence, the young man attempted to blend in with the Varisians with whom he travelled – he grew his hair into a shockingly vibrant mane of red, he wore the brightly coloured garb of the traveller, he learned to perform – song, comedy, acting and, on his eighteenth birthday, he took his first tattoo: symbolising his burgeoning Desnan beliefs, a butterfly in flight.
The smell and the taste of fire… burning hot cinders in flight… from darkness an amber glow that gathers and grows to a pure white intensity… a voice somewhere in the darkness – a measured tone that is neither joyful nor angered – calling, calling… embers on skin… warm, comforting, a burning bereft of pain…
The Shoanti never showed his ‘parents’ the marks upon his skin; burn marks that grew as his dreams became more intense… tiny scars describing strange constellations of stars that ran along his entire forearm. Each morning, he would bind his wrists in linen and leather – a simple disguise for a transformation that, as yet he could not understand.
As the teenager became a man, the Stoikovices encouraged Kaelaah to listen for Desna’s words… to follow the song of the stars… to travel and to journey. And so, setting out from Magnimar, Kaelaah bade a fond farewell to his family… knowing, in his heart of hearts that he would see them again, and put one foot in front of the other.
Within the week, Sandpoint – a town he had much of yet never visited - came into view. With little money to his name and knowing no one in the town, Kaelaah sought out the Cathedral – holding a wild flower to place at the Desnan shrine, he quietly entered the hallowed building – somewhere a woman was singing, a gentle song… familiar yet unknown. Contemplative, Kaelaah sat at the Desnan stone – his flower joining the many blossoms that has been placed there by other travellers… tracing out the wings of his butterfly tattoo, he let his mind drift…
The song became louder… the words became less distinct yet the meaning became clearer… and Kaelaah found himself walking… walking towards the voice - the beautiful song, a feeling of belonging… looking upwards, the midday sun shone in through a stained glass window… the sun burning brightly in the hair of the angelic figure looking down at him from the glass…
…and then as two acolytes, who had barely noticed Kaelaah’s entrance to the cathedral, run towards him… shouting yet making no noise… the stars along Kaelaah’s arms, answering Sarenrae’s call, burst into flame…
…home… this is home…
Kaelaah, his face beatific, kneels before the altar and, letting out a small cry as the fire subsides, collapses…
I am reasonably happy with it but please let me know if it doesn’t hit the mark… I have left it with him arriving at Sandpoint Cathedral and have assumed, through the manner of his arrival, that he will then stay there for a while (implying it rather than explicitly writing) … Just as long as that comes through okay, I will work something up for a sample gameplay post…

El Ronza |

Zache should be done! That sample post was hard; I'm certainly rather reactive in my RP, so it was tough to just... write. Hopefully I did well enough.
Zache Kovachi
Male human (Varisian) bard 1
CG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +4; +1 trait bonus vs. charm and compulsion, +2 trait bonus vs. charm and compulson
--------------------
Offense
--------------------
Speed 30 ft.
Melee starknife +3 (1d4+1/×3)
Ranged shortbow +3 (1d6/×3)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1)
Bard Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—cure light wounds, fumbletongue[UM] (DC 15)
. . 0 (at will)—detect magic, mage hand, message, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 10, Int 12, Wis 14, Cha 18
Base Atk +0; CMB +1; CMD 14
Feats Battle Cry, Weapon Finesse
Traits birthmark, talented, varisian tattoo
Skills Acrobatics +7, Artistry (poetry) +2, Climb +5, Craft (tattoo) +3, Diplomacy +8, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +6, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +6, Perception +6, Perform (oratory) +9, Sense Motive +6
Languages Common, Elven, Varisian
SQ bardic knowledge +1
Other Gear leather armor, arrows (20), shortbow, starknife, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], mess kit[UE], mirror, pot, soap, torch (10), trail rations (5), waterskin, 4 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Battle Cry Bardic performance during surprise round doesn't count toward daily round limit.
Birthmark +2 save vs. charm & compulsion
Varisian Tattoo +1 trait bonus on saving throws against charm and compulsion effects.
Notes:
-I know the trait bonuses to saves vs. charm and compulsion don't stack.
-Some slight changes may be made depending on party composition (specifically, he may switch to a more ranged build working for the Startoss Style chain)
-Deity is Desna, domain is Travel.
“Those who die in their sleep die with one foot already on the path to Desna. You’ll always see him when you stare at the night sky.”
--------------------
Zache was born on the open road, under the brilliant tapestry of the night sky, and was quickly welcomed as the newest member of his large Varisian family. Youngest of five, he was a handsome boy, with thick black hair and glittering chestnut-brown eyes. He had straight teeth and clear skin, with one exception – a dark birthmark, in the uncanny shape of a butterfly, marked his cheekbone, one wingtip stretching to the outer corner of his right eye.
”It’s a sign!” his grandfather would proclaim, but his father laughed it off.
”It’s just a birthmark, dad. It means about as much as your liver spots!”
”Watch your tongue, boy!” his grandfather snapped, before winking at Zache. ”Don’t listen to him, alright? It’s a sign from the Song of the Spheres!”
Intrigued, young Zache took every opportunity he could to stay near his grandfather. He was the caravan’s storyteller, spinning tales accumulated over a lifetime of travels. He told the stories of the Celestial Caravan, pointing out the stars as he did so. He told tales of legendary heroes, of great battles, of Desna and her battle against Lamashtu.
”Is Desna lonely up there?” Zache asked him one night, laying in the grass and staring at the stars.
”Of course not, boy! Look at all those stars! Each one is another faithful soul, travelling the skies with her,” his grandfather smiled. ”One day, I’ll join her. And so will you – but not for a long while yet,” he added with a chuckle.
Zache grinned, staring up at Cynosure. ”She guides us, doesn’t she?” he asked. ”That’s why we travel, isn’t it – because there’s someplace she wants us to be?”
”That’s right, boy,” his grandfather smiled. ”And when you dream, it’s a sign of what she wants of you. Speaking of dreams, you should get some sleep.”
--------------------
His grandfather died when he was fourteen, leaving a hole in his heart that no amount of daydreaming could fill. He was buried under the open sky he’d so loved, and in a surprising show of tenderness, Zache’s father was there to comfort him. “Those who die in their sleep die with one foot already on the path to Desna,” he said quietly. “You’ll always see him when you stare at the night sky.”
Zache stared at the stars, certain he could see a new one twinkling among them.
--------------------
The dreams began when he was fifteen, on the anniversary of his grandfather’s death.
He was flying, his scarves and silks streaming out behind him, dancing in the wind. The moon was full, the stars were out in full force, and the night air was cool on his face. He passed over a beach of white sand, and an ocean as smooth as glass, swooping so low he could see his face in it. With a flutter, the dark birthmark detached from his cheek, becoming a royal blue butterfly that flitted around his head, before its wings covered his eyes and the dream ended.
It came back, every week, without fail.
--------------------
Time passed, and Zache grew from a smiling child to a handsome young man. His hair grew long, his voice became resonant and commanding, and the twinkle in his eyes ensured he had no lack of young women throwing themselves at him in towns they passed through. He began telling stories on around the campfire at night, continuing the same tales he’d grown up with. He spun poetry as easily as his mother spun silk, and he learned to fight, spinning his starknife in a dizzying display. He gained his first tattoos, which soon became an obsession for him.
But something was missing. The dream still came back, every Starday, as regular as the cycles of the moon. Desna wanted him to be somewhere.
When the caravan came to Sandpoint, Zache froze at the gates. “Welcome to Sandpoint!” the sign proclaimed merrily. “Please take a moment to see yourself as we see you.” Hanging beneath it was a mirror.
He stared for a long time at the dusty mirror, before polishing it with his scarf and following the caravan. For a moment, the mirror had been a smooth, glassy ocean.
--------------------
”I’m staying.” His voice was firm, his chin held high. His mother and father exchanged worried glances.
”Here?” his mother asked. ”But why?”
”It feels right,” Zache shrugged, shifting the weight of his pack. ”Someone at the Cathedral might be able to teach me more. That dream I’ve had, the sense of drifting… it’s all led me here, and I’m staying until I figure out what it is.”
His mother opened her mouth to protest, but his father’s hand on her shoulder silenced her. ”Alright, son,” he said firmly. ”But promise you’ll look after yourself, alright?”
Zache smiled in relief. ”Of course.”
--------------------
It took some convincing, but Father Zantus allowed the boy to stay at the Cathedral, and Zache was content there. He honed his religious knowledge and his martial abilities, and pored over star charts, learning the names and positions of each. And at night, he’d climb out the window and carefully pick his way up the side of the cathedral itself, sometimes all the way to the top of the spire, to stare up at Cynosure and breathe in the fresh night air.
The recurring dream ended. He no longer felt his birthmark itching as he stared at the stars. He was in the right place, he knew it.
But plans can always change.
"This equinox, we gather at the square
In honest spirit of community
To celebrate the Swallowtail-Ah, damn."
"Hey, that still fits," Heather smirks, drawing an exaggerated eye-roll from the young man.
"Nothing fits there. Nothing. I can't split it over the next line!" Zache runs his hands through his thick hair, snagging a finger on a tangle and wincing.
"Oh, hush. Nobody will even notice. They can't see the lines." Rolling her eyes, Heather resumes hanging the bright yellow bunting over the stall. "You know I'm happy to help you work on your speeches, but I do think you're being hard on yourself."
With a sigh, Zache sits on a nearby barrel, perching and crossing his legs. He rests his chin in the palm of one hand sulkily, drumming his fingers on his knee, and huffs. "I'll know it isn't right," he grumbles. "You wouldn't understand."
"I understand that people don't notice imperfections the way artists do. They can't see those lines you're writing; they'll just hear you speaking in that dull - what's it called again?"
"Meter."
"Yeah, that."
"And it isn't dull, it's been in use since the height of the Taldan empire." Still thinking, he glances up and sees Heather's scowling face before him.
"Now, are you going to help me, or are you going to mope?" she grins, her scowl cracking. "You did promise."
With a chuckle, he hops down from his perch and grins. "Alright. I suppose I have time."
--------------------
That night, he slides the window open and sits on the sill, staring up at the sky. The stars stare back, unwavering lights in a velvet sheet, bathing him in gentle white. With a sigh, he seeks out the one that's brought him such comfort over the years, watching as it seems to wink in response to his stare.
"You're right," he murmurs. "I'm sure it will be fine. Who's going to know?" Laughing softly to himself, he closes the window, but stays standing by it, still watching, for a few moments longer.
"Goodnight," he whispers to nobody, leaving the curtains open as he heads to bed.

Lia Tani |

I agree that it sometimes seems very difficult to capture a characters essence in a single sample post.
Especially with a concept such as Lia, which has quite a number of modus operandi, but most likely would not hastily switch between being utterly distracted to being highly focused on something, and Flutter is a whole different "beast". Instead of trying to cover everything, I just did one slightly longer post with 2 subsequent 'scenes'.
I am still not happy, because I feel incapable of doing the character justice in just a few posts, and any single post trying to including all facette's would feel artificial. But I trust that it still manages to fulfill the requirement of showing that she is not just a statblock.
When spoken to, Lia, with some effort, drew her attention from the swirls and patterns in her meal, and looked over to her roommates as if she just awoke. The butterfly took it upon himself to answer the Acolytes inquiry:"No...they wanted to come, but Lia wrote them not to. There's no reason to travel all the way to Sandpoint for them!"
"Oh come on, aren't you mopey...Lia, you're their only daughter and they only see you once a year, thats more than enough of a reason!", Kira replied as she moved closer to Lia on the bench, patting her on the back:"Sentimental? Lonely? Or did Flutter give you that idea?", throwing a playfully evil glance at the butterfly.
Lia moved the soup away from herself with an unfocused gesture...she would not continue to eat anyway...and instead focused on her friend. Closest friend, she should say - the other girls were nice, too, but Kira really cared about her:"It's not that, Kira, but something will be different this year. I think something bad is going to happen...and I will not be at the temple much longer."
Kira tried hard to not show that she was worried - Lia still saw it but appreciated the attempt - as she answered:"Silly you. Nothing will happen to you. You're just mixing up bad dreams with a premonition. You'll see, you will be sorry you told your parents not to come!" With a forced smile, she continued:"Lets go to the festival grounds after the meal and get you to cheer up a bit. You've been lost in thought all week!"
The way her friend cared for her was enough to brighten Lia's thoughful mood, and she smiled back at her:"I'm good, we can go right now!" When Kira started to open her mouth, Lia continued:"And no, I'm not finishing my soup, again.", causing both girls to giggle for a moment, as they stood up, returning their dishes to the kitchen and cleaning them.
Minutes later, they were at the festival grounds, checking the artists and attractions that had come to visit for the Swallowtail festival, Flutter sitting motionless in Lia's hair like some kind of hairpin. Soon, Kira found herself magically drawn to a ring-toss booth, with a silver bracelet being the grand prize. Fake, most likely, but still beautifully crafted. Kira handed over some coins and began to toss, while talking to Lia, idly chatting the time away, complaining that her parents probably even forgot they had a daughter and never visited.
She came close to winning, but ONE ring always failed to go on the peg, circling around the top and falling down. Kira handed over more and more coins:"I almost got it...I can do this!", throwing with utmost concentration, her tongue sticking out.
Lia watched her, then flatly stated:"No...not like this." before adressing the operator:"Could I also have a try?", paying the copper pieces and receiving some rings to throw at a different peg.
Lia stared at her rings for a moment, then picked one and handed it to Kira:"And you give me that one!", taking one ring from Kira in return.
While Kira looked at her puzzled, Lia threw her rings carelessly in the general direction of the peg without really trying, then came over and put her hand on Kira's shoulder:"I believe in you, you can do it!", Lia smiled at her...and sure enough, Kira managed to hit the peg with all 3 remaining throws. Grudgingly, the operator handed over the bracelet, and Kira was overjoyed:"Oh, it's beautiful...come on, lets find some sweets, my treat!", moving towards the food stands. When they were a few steps away from the booth, some suspicion ripened in her mind:"Lia, was he cheating? Is that why I could not hit the peg with all rings before?"
Lia just shrugged her shoulders:"Honestly, I have no idea. Could be. Or maybe you were just nervous, and subconsciously thought he must be cheating, and when I gave you one of my rings, you expected to do better and thats why you did hit then. Or maybe it was both. You have the bracelet, right, so there's no reason to worry about it!" Kira stared at Lia's smiling face for a moment trying to make sense of the explanation, then decided to let it go, and the two girls spent the remaining afternoon sampling diverse delicacies on the festival grounds, having fun...

DM Nate |

Don't feel too much pressure to try to encapsulate your whole character in one post. I know that's not feasible. Think of it as introducing your character... almost like watching a teaser trailer that focuses on one character in the movie- you don't need to tell their whole story, or even reveal that much about them, you just need to demonstrate that they're an interesting character and give some hint of what to expect from them.

Xarmas Misinirith |

Don't feel too much pressure to try to encapsulate your whole character in one post. I know that's not feasible. Think of it as introducing your character... almost like watching a teaser trailer that focuses on one character in the movie- you don't need to tell their whole story, or even reveal that much about them, you just need to demonstrate that they're an interesting character and give some hint of what to expect from them.
That's good advice. I always look at it like this: You know how some movies start in the middle, then tell the beginning through flashbacks? I look at intro posts like these as starting in the middle, and then as the game progresses, you get a chance to flesh the character out through roleplaying. Not through flashbacks, sure, but you are giving RP opportunities to expand upon the character. This is my opening scene, to start the introduction to the character. If she's chosen, I will expand upon why she is doing what she is doing, why she is how she is, etc, through the unveiling of the story and her reactions to it.

MordredofFairy |
It's good advice, surely :)
But the last time I applied in an recruitment of yours, specifically those parts were lacking in your opinion and ultimately made you choose a competitor.
So yeah, I do feel kinda pressured about it. It's pressure emanating from my own mind, but pressure nonetheless.
I'm taking your advice nonetheless, and see it as a teaser. Lia's backgrounds, sample post, and other tidbits should give a pretty good idea about what she's like, and what I'm going for, planning to flesh things out more during roleplay if choosen.

Iskra Kustov |

Iskra is up early. Dawn is barely breaking as she slips from her narrow bed and moves to the window. It's dark, the chill outside causing the inside of the glass to bead with moisture. Her mind blank, Iskra raises both arms to the ceiling and rises to the balls of her feet, holds the posture, spine arched, and then sweeps down to place both palms on the cold stone floor, stretching out her back and hamstrings. She moves slowly through the successive postures, warming up her body, working till she's built up a fine sheen of sweat, and only then does she drink water and sit at her desk to crack open her leather bound book of spells and begin the rote memorization.
Another hour slips by. Arcane sigils, complex passages, diagrams that stretch the boundaries of her mind. Slowly she imprints each spell into her being, and once done, she closes the book carefully and rises once more. Time to shower and dress for the day.
A knock on her door stops her as she crosses the room. "Come in."
Little Setha, a cathedral accolyte, cracks open the door and peers inside. "Are you awake yet?"
Iskra allows herself a lazy smile. "I'm working on it. Are you?"
Sethra pushes open the door and grins in indignation. "Well, I'm talking to you aren't I? So obviously - oh." She blushes for a moment. "It's just that tomorrow is the Swallowtail Festival, and I know everyone's probably forgotten about my birthday."
Iskra taps her lips in thought. "Birthday? Is that coming up soon?"
Sethra plants both fists on her hips. "It's today, silly! I told you last week, and then the day before last, and I reminded you yesterday at lunch -"
Iskra reaches into her pack and draws forth a small gift, wrapped in white vellum and tied with a black ribbon. She crouches down gracefully and holds it out. "Of course I didn't forget. Here."
Sethra gapes like a fish and then grins and hurries foward."You remembered! Can I open it? Thank you!" She pulls the ribbon apart and pries open the little box, to reveal a seed lying on cotton wool. "What's this?"
"You have to plant it. Go ahead."
"Here? Well, OK." The young accolyte frowns and places the seed on the stone floor. Iskra murmurs the last syllable of a spell, and the seed suddenly dips into the rock and sinks out of sight. Sethra blinks. From the crack in the stone a young vine emerges, and quickly grows into a tree whose branches spread out across the ceiling. Little gnomes peer down at Sethra from the branches, and a black fox pokes its muzzle out from between the roots. Iskra waves her hand, and a rain of glittering sparks falls down around Sethra's amazed and upturned face.
"Wow..." she whispers.
"Happy birthday, little Sethra," says Iskra, and pulls her into a hug. Sethra closes her eyes tight and squeezes back, and when she steps away the tree is gone, and in its place a small simple ring lies on the floor. "A friendship ring," says Iskra, picking it up and handing it to the accoylte. "That's my true gift."
"Oh, thank you, Iskra, thank you so much. I love it!" Sethra slips it on her finger and beams. "Will you be coming to breakfast?" When Iskra nods, Sethra grins again. "Then I'll see you there!" She gives Iskra one last impulsive hug, then runs out of the room, closing the door behind her.
Iskra stands still, smiling bemusedly, and then smooths down her night shift. The value of a gift lay not in its gold value, nor the value of a spell in its sheer power. Both could be considered small and insignificant, yet do more to change the world. Great and grave and terrible events were coming. Somehow she could just feel it. These little moments of friendship and love would be all the more precious when the hard times arrived. Iskra's smile smooths away. She pulls her ebon hair back, lets it fall over one shoulder, and turns to go shower.

The Wyrm Ouroboros |

Remember on backgrounds that Our Hallowed GM (or is that 'harrowed?') has put in the character requirements that your PC has been in Sandpoint studying with the priests for at least 6 months (which is before the temple was complete, though the altars and stones and such might be in place), and it's kind of implied that we should have 1 point in Knowledge (Religion).

Xarmas Misinirith |

Writing Sample:
Dawn in Sandpoint was a beautiful sight. The rosy hues of the morning sun against the clouds often gave Xarmas pause. She always loved nature, but something about the sky in Sandpoint was especially beautiful. She couldn't help but like it here, and what with the Swallowtail Festival, things were shaping up nicely. All Sandpoint was in a buzz for tomorrow's Festival.
Xarmas stretched, yawning. She got dressed in the pre-morning light. She was always up early. These days things were moving at a faster pace than that which she'd become accustomed. It was a welcome change however. As she dressed, she washed her face, neck, and hands in a large bowl of cold water kept next to the bed. After readying herself for the day, she made her way downstairs. She sat at a table with a few gents in town for the Festival. They were excited, and making plans for this Festival. Their names were Feorge and Nutica, but she referred to them as One and Two. One was a tall blonde human man, and Two was an auburn-haired halfling woman. They were apparently traveling merchants. One had been patiently listened to Two ramble excitedly about some theater troop that had set up shop in town for the Festival. It was obvious to Xarmas that One wasn't really paying attention; what wasn't apparent to Xarmas was whether or not One and Two were a couple. She'd been trying for the last few days to figure out the nature of their relationship. It'd become sort of a game with herself.
She butt in, trying to play with Two a little.
"Just like when you two were on the beach near Absalom, right?"
Two was visibly surprised. She had been so busy talking she didn't see Xarmas sit down.
"XARMAS! How are you today! And yes, " she continued, turning back toward her companion, "it was just like in Absalom! Thank you for your astute observation!"
As Two went back to her mindless chatter, Xarmas couldn't help but smile.
Xarmas' mind drifted, thinking of her plans for the day. Since it was the last day before the Festival started, she had a lot to get done. She had to stop off at the cathedral for her morning studies, pick up a present at Vinder's for the cathedral's dedication ceremony, and to "accidently" bump into Cyrdak, in hopes of catching him off guard. He was so funny when he was flustered.
The debate between One and Two had gotten a little more animated, pulling her back to the present.
"...and you've been that way lately. I'm sorry hun, that's just how it is." One was finishing up explaining how he was feeling a bit under the weather, and her energy was...straining.
Xarmas quietly slipped away, sneaking away from the feuding pair.
She thought about wandering over toward the theater troupe. She was sure to find Cyrdak over there, making a fuss. Instead, her feet carried her over to Vinder's General Store. She wandered the shelves, looking for something that would stand out. Something that would be exotic, something quality, or something....
There it was. Vinder was unpacking a box that stood out from the rest of his shipment. Whenever Vinder got a shipment, you could be sure it wasn't foodstuffs. It was something that couldn't be found in town. This box was made of a different wood, something that wouldn't be as appealing to any non-druid. The box was a rich, deep brown color, definitely not the oak and pine used to make most of the crates.
She moved to the counter, eyes fixed on the box.
"Excuse me, Mister Vinder? What...what have you there?"
Ven Vinder looked up at Xarmas. She couldn't help but notice his excitement as he opened the box.
"What I have here, is a collection of spices I had imported all the way from Casmaron!"
He was grinning like a child.
Xarmas' eyes lit up. 'What a find!' She thought to herself.
This was going to be an exciting day after all.
I took off 2.5 Silver from her character sheet to pay for a little bag containing a few pinches of exotic spices as her gift to Father Zantus.

nate lange RPG Superstar 2012 Top 32 |

A rank in knowledge (religion) is not essential, especially if you're a relatively new arrival in Sandpoint. Religious education is prevalent enough there that you can take it as a background skill but the priests are more interested in helping you understand your god, your special power, and for what purpose you were chosen than they are with teaching you to identify holy symbols and various undead (which is most of what the knowledge does).
TWO is right about the six months though. You could have been dropped off there as an infant if you want, but you have to have been there at least 6 months.
Also, I pointed this out in a post earlier but I still see some characters that are a little iffy on it, so once more: the sense I'm hoping for here is that a significant part of the characters' identities are tied up in their 'chosen' status... They don't necessarily have to fully understand that, or be happy about it, but it should have shaped them in a significant way someone who lost the future they hoped for, or was saved from orphanhood because of their mark (or who grew up in the church their whole life) is more likely to get picked than someone with a normal life who happened to be in Sandpoint 6 months ago and someone told them their birthmark was important.

Xarmas Misinirith |

Also, I pointed this out in a post earlier but I still see some characters that are a little iffy on it, so once more: the sense I'm hoping for here is that a significant part of the characters' identities are tied up in their 'chosen' status... They don't necessarily have to fully understand that, or be happy about it, but it should have shaped them in a significant way someone who lost the future they hoped for, or was saved from orphanhood because of their mark (or who grew up in the church their whole life) is more likely to get picked than someone with a normal life who happened to be in Sandpoint 6 months ago and someone told them their birthmark was important.
I had touched on this, but went back and added a bit throughout the backstory, what she's been up to, and how she came to Sandpoint. It IS supposed to be central to the character, so I thought it wouldn't hurt to reflect that. I've got the time, I might as well submit a polished application, right?
If anyone would be willing, I would love an outside perspective on my backstory, and the blurb about how she came to Sandpoint.

El Ronza |

What I've gone for with Zache is that he always thought his birthmark was significant, thanks to his grandfather's tales and guidance. He was brought up to worship Desna, to fight with her favoured weapon, and to love the stars and the night sky. He believes that his goddess has plans for him; he just doesn't know what they are, and he feels he's on the right path by being in Sandpoint. Though it wasn't specified in his backstory, I pegged him at around 17 when he came to Sandpoint, and he's currently 20, so he's been there longer than six months.
And I now understand that I probably have some tweaking to do, but I don't think I have time >.>

AdamWarnock |

Do we ever? :D
Also, I pointed this out in a post earlier but I still see some characters that are a little iffy on it, so once more: the sense I'm hoping for here is that a significant part of the characters' identities are tied up in their 'chosen' status... They don't necessarily have to fully understand that, or be happy about it, but it should have shaped them in a significant way someone who lost the future they hoped for, or was saved from orphanhood because of their mark (or who grew up in the church their whole life) is more likely to get picked than someone with a normal life who happened to be in Sandpoint 6 months ago and someone told them their birthmark was important.
It's subtle, or at least for me it's subtle, but Ceridwyn's mark did have a definite role in how she grew up and handled the deaths of her parents and one of her childhood friends. It was when she began to question why she'd been marked and chosen that she felt a connection to Shelyn and her servants. That lead to her choosing the path of a paladin over that of a cleric. She's come to terms with being chosen, though she never really felt any angst about it. Without that mark and the connection it lead to, Ceridwyn would have likely been like another paladin of mine was recently, or like another character I have that lost her parents to the Chopper and the Cathedral Fire.
Anyway, I wish you luck in the choosing. I know that can be difficult.

MordredofFairy |
I congratulate you on the amount of great characters thrown your way.
And I don't envy you one bit when it comes to choosing.
I'll be rather busy tomorrow with last-minute christmas preparations...so I'll simply get this out of the way now:
Best of luck to everybody who is not a full arcane caster or devotee of Desna.
(Well, and good luck to full arcane casters and the other Desna-submissions, too, whoever gets picked definitely will have earned it in both categories with this kind of competition-)

Kaelaah |

I've used Kaelaah's sample gameplay post to fill im a little of what Sarenrae is to him... and to give some portent / impetus as to why life may be about to change... Regardless of whether he gets picked - and there is some awesome competition, I have rather enjoyed writing his story...
The Swallowtail Festival is but one day away... a time of great celebration and excitement as folks from far and wide gather... the anticipation for the day gathers through the town yet Kaelaah, as diligent as he is devout, has duties to attend to. Sarenrae has many aspects and it is her teachings of compassion that resonate strongest with the tall Shoanti... If one had cause to look for Kaelaah then the first place one would look would be where the sick are treated or are convalescing. With some teaching, and a little aptitude, Kaelaah has found himself to be of some use here... The marks along his wrists tell him of a different destiny yet, for now, it is enough to be here... amongst the ill...
There are few people here today... Those who could walk, or even be pushed or carried, have done their utmost to be part of the celebrations - but Astrid is not so lucky. Found at the foot of a cliff-face fourndaysnagp, Astrid has been clinging to life... Semi-conscious and blinded from her extensive injuries, Kaelaah has tried, ever since she was brought here, to provide some comfort to the small girl...
"Astrid... I'm here... It's me, Kaelaah"
...no response... and the girl, deathly pale, looks worse than ever... Resting his hand upon her brow, Kaelaah whispers, "The festival preparations are going well... It should be a fine day... The whole town will be there... You will be there... You'll see..."
The girl murmurs and leaning in Kaelaah asks, "Again Astrid? You nearly spoke... What did you want to say?"
...silence for a moment before Astrid's eyes blink open... yet they are surely not her eyes - burning with fire they seem to pierce Kaelaah's soul - and the words that pour from her mouth, uncontrolled and unmeasured, make little sense...
"...The man in the woods... Coins of loss falling through the void... Wings of comets, copper and dust... Cold steel rising... The sun... The sun... The sun...", a small hand grabs Kaelaah's wrist, "Look to the east when the night is darkest... Look to the east Kaelaah!!!"
The familiar feeling of fire along his wrists - Kaelaah struggles to stay calm... He breathes slowly, remembering all that he has been taught... and the feeling subsides. Composure returned, Kaelaah looks down at the sleeping girl - Astrid, as if she had never spoken, murmurs in some dream far from consciousness...
Whispering a prayer and tracing a sun-burst on Astrid's forehead, Kaelaah takes his leave and, unsettled, heads out into the day...

Tony_Sinclair |

grammar*
lol
That takes serious skill...literally the worst grammatical error I could make at the worst possible time.
His family saw the mark as Erastil playing with them, and they refused to acknowledge it.
But the way I made Tony was to give him specific reasons to doubt, himself, or Erastil. That doubt I feel is what made him a inquisitor instead of a paladin, things like Erastil killing his family should breed hate, but theres also the fact that their hubris was overwhelming and Erastil was willing to give them another chance.
He lost his entire family, his fortune, and his wife to be in five minutes. So with nothing left to latch on to, he turned to Erastil. He thinks himself unworthy and unclean, and wishes to atone for what his blood has done.
It's things like that which make him doubt . In my opinion, doubt makes a religious character more intresting as it breeds minor(or major) conflict, and everyone knows conflict makes a character grow.

Rojava Brishen |

Admittedly I've only built a couple of PbP characters before, but this one took much more thought than the other ones. It was tough!
In the end I decided that Rojava isn't so pious and has an accepting but droll attitude toward being chosen. More of a lived and enacted theology than a considered, reflective one. It seemed to make sense for Desna, but I hope I didn't wander too far away from expectations. Might have been a risky set of choices.
In any case, there are a lot of fantastic applications. Demand more, get more. Good luck everyone!

Lady Ladile |

Barring anyone else squeaking in at the 11th hour, this is likely the last submission listing :)
Submissions by Deity
Abadar
Marcelano Alazario – Human Fighter
Teobold Valdemar – Human Inquisitor
Xarmas Misinirith – Human Druid (Feral Shifter)
Desna
Lia Tani – Human Arcanist (Blood Arcanist; Dreamspun Bloodline)
Matrim of Shadows – Human Rogue (Knife Master)
Rojava Brishen – Human Bard
Talene Minly – Human Cleric (Ecclesitheurge)
Zache Kovachi – Human Bard
Erastil
Hudok – Human Monk (Qinggong, Zen Archer)
Karmid Groundbreaker – Human Ranger
Salomae Amsel – Human Slayer (Deliverer)
Tony Sinclair – Human Inquisitor
Gozreh
Arkon the Thunderer – Oread Druid (Saurian Shaman)
Pehmah Yonten – Human Monk (Flowing, Iron Mountain)
Roakkad Shrikkir-tsha – Human Wizard (Spirit Whisperer)
Thorn 'Rat' – Human Druid
Sarenrae
Karina of the Flame – Half –Orc Paladin (Divine Defender, Warrior of the Holy Light, Sacred Shield)
Kaelaah – Human Pyrokineticist
Milton McMurray – Human Arcanist (White Mage)
Shelyn
Arimna Tressen – Human Summoner
Ceridwyn Reese – Human Paladin
Gwyddym Soarsong – Human Bard
Iskra Kustov – Human Wizard (Air Elementalist)
Kaede Mayumi – Human Warpriest
Nikolai Radavaski – Human Inquisitor
Expression of Interest
Carl Hama – Paladin of Shelyn
Dalgar the Great
Dave Herman – Skald (Spell Warrior) of Shelyn
Oyzar – Irisa, Oracle (Spirit Guide) of Desna
Rysky – Desna character
TheAlicornSage
Toodles or summat
TriShadow – Gozreh character (Mystic Theurge build?)

Karmid Groundbreaker |

Some minor adjustments and my example post. Am I missing anything?
Karmid Groundbreaker
Male Human (Shoanti) Ranger 1
NG Medium Humanoid
Init +3; Perception +6
STATISTICS:
Str 17, Dex 14, Con 15, Int 12, Wis 15, Cha 11
Base Atk +4; CMB +5 ; CMD 16
Size: 6'4"
Weight 200 lbs
DEFENSE:
AC 15 (16 with Klar), touch 12, flat-footed 13(14 with Klar)
HP 13 (d10 +2 Con +1 Favored Class)
Fort +4; Ref +4; Will +2;
Immunities/resistance/etc.
+2 vs Charm and Compulsion (trait bonus)
OFFENSE:
Speed 30ft.
Melee: +4 (+5 with Earth Breaker or Klar)
Ranged: +3
Special Attacks/Abilities:
Enlarge Person(Su) swift action and lasts for one rd:
3/day + Wis (5/day)
Favored Enemy: +2 vs. Humanoid(Giant)
+2 on a single Attack of opportunity 1/day
-Feats-
1st Lvl: Weapon Focus (Earthbreaker)
Bonus: Weapon Focus (Klar)
-Traits-
Birthmark (Campaign)Holy Symbol and +2 trait bonus on all saving throws against charm and compulsion effects.
Bred for War (Race) +1 Intimidate; +1 CMB
Tactician (Combat) +1 Intiative; +2 to to hit with Attack of Opportunity 1/day.
Human Racial Traits
Bonus Feat (1st level)
Skilled (+1 skill pt per level)
Skills:8pts (6+1+1)
Adventuring Skills (x)=Class Skill
(x)Climb +6 (-1 Armor)
(x)Intimidate +5 (+1 Trait Bonus)
(x)Knowledge(Nature) +5
(x)Perception +6
(x)Stealth +4 (-1 Armor)
(x)Survival +6 (+1/2 level for tracking only)
(x)Swim +6 (-1 Armor)
Background Skills: 2 pts/lvl
Lore (Shoanti) +2
Linguistics (Giant) +2
Knowledge (Religeon) +2
Languages:
Common, Shoanti, Giant
SQ
Track (Bonus to Survival to track)
Wild Empathy (Diplomacy check to affect Animals: d20+Level+Cha)
Divine Power Bonus (Growth Subdomain)
Diety: Erastil
Combat Gear:
Hide Shirt (+3 AC; -1 ACP)
Klar (+1 Shield Bonus; additional -1 ACP when used)
Earth Breaker
Dagger
Longbow w/20 Common Arrows
Other Gear:
2x Sunrod
Explorer's outfit(Shoanti)
Ranger's Kit(backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin)
Starting Money: 0gp; 18sp, 20cp (From 175gp average starting)
Karmid Groundbreaker often considers himself a walking cliche. He's big and tough as most of Shoanti blood can say, but has a gentle heart and wide grin for his friends and those with caring hearts. Quiet, Karmid does not always say much, but when he does it is usually thought out and to the point.
Except for his teachers, many in Sandpoint consider him simple and naive, however that is mainly because he has had his trouble growing up as a Shoanti without the benefit of any Shoanti to raise him. Found by a traveler as the only survivor of a small family group of Shoanti killed on the road to Sandpoint from Magnimar, the traveler was surprised to find the child marked by an un-natural looking Shoanti-style tattoo on his chest that resembled Erastil's holy symbol.
The person who found him as a baby took him to the closest place they could that might explain the tattoo: The temple at Sandpoint which had a shrine to Erastil. Evidently the priests took one look at him (and the mark) and immediately took him in as a foundling orphan.
Since then his whole life has been Sandpoint, it's Temple, Erastil's message, and his reclamation of his Shoanti Heritage. Fascinated as a child by stories of the wild Shoanti, he immediately set out to learn as much as he could.
Pestering any Shoanti or knowledgeable traveler that came to town to tell him stories of their fierceness or show him their fighting styles. Fortunately for Karmid, many took pity on the obviously earnest boy. This, of course, only fueled his interest more.
Now at a mere 17 years of age, he dresses Shoanti, hunts in the Shoanti style around Sandpoint, and is attempting to master the harder fighting techniques of the Shoanti. He even sneaks out of his stifling studies to secretly practice these styles or hunt the local wildlife to provide food for some of the poorer families of Sandpoint.
His favorite weapons are the Shoanti Earth Breaker and Klar, but he also uses a Longbow to honor his Patron deity.
Karmid tends to shy away from any limelight, but like most children he dreams of grand adventures and hearing stories of his exploits being told to others by flickering campfires on cold winter nights. One of Karmid' biggest dreams is of tracking the elusive Sandpoint Devil back to its lair and confronting, if not killing the elusive beast for good. He also imagines he has family out among the wilds of Varisia somewhere, lost to time and history. But he has yet to find any hint of his direct family or possible Shoanti Clan. He suspects he belongs to one of the more "civilized" Shoanti groups that live in or near Magnimar, but this is just a gut feeling and really mere speculation on his part.
Tall, muscle-bound, dark of skin, and darker of hair which is usually kept in a Shoanti war-braid; Karmid never wears anything but practical clothes or armor if he can get away with it. He usually wears a traditional Hide Shirt of Shoanti make, and is almost never without his prized Earth Breaker or Longbow. He usually carries at least a dagger at minimum. For some unknown reason, he tends to to feel nervous and distracted without some sort to weapon at hand.
Crouched on the roof of the newly reconstructed temple, in the shrinking shadows of the predawn light, Karmid watched as the sun crept over the horizon of Varisia. The new light revealed the familiar fog-shrouded graveyard adjacent to the temple as it spread out before him. He reveled in the warm feeling of the sunlight and smiled at his anticipation of what it meant. Vicorum had promised weeks ago to meet with him just after dawn on the day prior to the festival, and the odd traveling vendor had promised a special treat for Karmid.
Carefully climbing down the sturdy wall of the temple he then respectfully picked his way through the graveyard’s older stones and tombs. At the far edge of the yard, he tapped his holy mark on his upper chest and muttering a quick prayer to Erastil in quiet regard to comfort those loved ones lost to the living. Quickly he dropped down the hillside embankment to the open road just below, and out of sight of the temple proper and his watchful mentors.
Following Undercliff Way towards Highstreet, Karmid easily walked to the promised meeting at Rusty Nail Alley unencumbered both physically and emotionally. The morning shadows were still there and Vicorum was there in the darkest part as promised. His large, but floppy gray hat and casual demeanor were very evident, as he leaned against the cleanest parts of the Southern wall seemingly dozing. Sitting against his right leg on the far side of the alley, and out of reach was a canvas-wrapped package of decent size.
“Took you long enough…I have been waiting here nearly an hour. I thought your child-like eagerness for all things Shoanti would have brought you earlier than this." Vicorum looked up at Karmid squinting in the increasing light with one bushy eyebrow raised, and brushed back his careless mass of brownish-red hair, revealing his usually hidden half-elven ears.
"Did you actually grow an inch since I’ve been gone?”
Shrugging and seeing no harm in the truth Karmid smiled back at the half-breed merchant.
“Sorry to worry you Vic. I had to wait until sunrise so the temple was busy with the Sarenites’ dawn ceremony. That way I could slip out unnoticed. I promise I am more than eager enough to meet with you.”
Casually crossing muscled arms, Karmid damped his obvious enthusiasm.
“I am also no longer a child. I will be of age soon enough...and I only grew another half an inch.”
Smiling, but holding his hands up defensively, Vicorum backed up and gently kicked the bundle at his feet.
Stepping up, Karmid kneeled and unwrapped the canvas bundle. This revealed a beat-up but functional looking shield of Shoanti make called a Klar. Made from the skull of a giant lizard native to Varisia, the shield was also a deadly weapon in the hands of those who knew how to use the large piercing blade that thrust from the lizard’s forehead.
“Is it authentic?"
“I’m told it was recovered from an old battlefield in the Cinderlands.”
“The Battle of Hermac’s Bluff?"
“I dunn…Yeah…that sounds right. Sure.”
Karmid sighed, “There WAS no Battle of Hermac’s Bluff. There’s no named bluff anywhere in the Cinderlands as far as I know.”
Vic’s smile was crooked, “Well I CAN say I bought it at a curio shop in Magnimar… for a tidy sum.”
Scowling at the half-elf, Karmid realized the battle of words had begun, but his first wild attempt had been easily deflected.
Hefting the shield to get the weight of it, he liked what he saw so far.
“How much?” Tentative Thrust.
“Thirty.” Easy Parry.
“Gold? Ouch. This thing is pretty beat up you know. You realize I’m a poor hunter of Erastil here, right? Ten?” Heavy swing.
“Its an antique: Those scratches make it worth more. Also if you were a GOOD hunter you could hunt down some more money! Twenty-Three.” Dodge, Riposte.
This was going to go on forever if he did not push things along, and he couldn’t be late for the Deadeye’s Vigil back at the Temple. He only had a few minutes left to burn, otherwise he would be in trouble.
Trying to look as earnest as he had ever been, he held the shield out toward the trader in one hand and his gold pouch in the other, “It is not worth more than twelve. Take or leave it, because it’s all I got Vic.” All-out BIG Swing.
Vicarum's face folded in on itself as if he's just sucked a dozen lemons and was still thirsty. Slapping himself in the forehead, he grabbed the pouch and said with false venom,"Be glad I like you." Connect! He's down!
"BUT! You owe me." He casually gets backs up with a smile.
"There's a Scarnetti in town that owes me legit money. Much more than that trinket. Think you can help me get it?" Feint. It's a trap!
Nodding in defeat at the trader's verbal win Karmid replied cautiously, "Sure. I think I can help you collect your money. Gambling debt?"
"Are there any others? You know I never offer credit. Do I look like a Bank of Abadar to you?"
"You know I won't hurt him for you."
Vicarum smiled knowingly and held out his hand.
"Pish-Posh Karmid, I'm not stupid. I just need some visible muscle. You are definitely THAT."
Karmid hooked his new shield on his belt, sighed, and shook the offered hand in agreement. Stabbed in the heart, I fall.

Windsight |

Final updates to Hudok - which is his birth-name. :P As things go on, I'll be altering him to 'Windsight', which is his adult name.
At first glance, most people do not think Hudok Tamiirrik (meaning 'Windsight' in Shoanti) to be a Shoanti, for he is surprisingly short, a full handspan less than six feet in height. He possesses skin colored somewhere between a deeply-tanned Varisian's dark olive, a Taldan's bronze, and the darkness of a Garundi. Though he prefers light or no clothing (often going shirtless during the warmer months), he will wear heavier (but still loose) garb if the weather is against him.
Down the entirety of the outside of his left arm is a birthmark, exactly as Erastil's bow; down the inside is the bowstring as well as the arrow, in this case un-nocked, but with the arrowhead at his wrist, pointing towards his target. Spiralling around most of his right arm from shoulder to wrist is a tattoo of racing wind, as if to speed his arrows on their way.
Like most other Shoanti, Windsight keeps the majority of his head shaven; unlike most others, though, he has allowed small amount of his naturally black hair to grow out, keeping it in a braided scalp lock at the back of his head, as if defying anyone to come try to grab it. His eyes are a cloudy grey, often remote but never dreamy; though he speaks infrequently, and laughs rarely, he misses little, eyes moving often from one person to another to see reactions.
Hudok 'Windsight' Tamiirrik, Tamiir-Quah
Male human (Shoanti) monk (qinggong zen archer) 1
LN Medium humanoid (human)
Hero Points 1
Init +2 (+4 in surprise); Senses Perception +9
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Defense
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AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Wis)
hp 10 (1d8+2)
Fort 15, Ref 15, Will 17; +2 trait bonus vs. charm and compulson
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Offense
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Speed 30 ft.
Melee unarmed strike +2 (1d6+2)
Ranged
. . shortbow flurry of blows +1/+1 (1d6/×3) or
. . shortbow +2 (1d6/×3)
Special Attacks flurry of blows
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Statistics
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Str 14, Dex 14, Con 14, Int 13, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 18
Feats Improved Unarmed Strike, Perfect Strike, Point-Blank Shot, Precise Shot, 1 feat reserved*
Traits anatomist, birthmark, sacred touch
Skills Acrobatics +6, Climb +6, Escape Artist +3, Fly +3, Heal +3, Perception +9, Ride +3, Sense Motive +8, Stealth +6, Survival +3, Swim +6
Background Skills Craft (bows) +3 (+5)**, Craft (Kites) +3 (+5)**, Knowledge (religion) +5
Languages Common, Shoanti, Varisian
SQ hero points
Other Gear arrows (20), shortbow, bedroll, blanket, mirror, mug/tankard, nail file, sack, shaving powder (x50), shaving razor,
soap, sponge, tea (per cup, 4), teapot, tooth powder (x50), tooth stick, trail rations (2), waterskin, 1 sp
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Special Abilities
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Anatomist +1 to confirm critical hits.
Birthmark +2 save vs. charm & compulsion
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell
. that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) (Domain) +2 Initiative during a surprise round.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With a bow, you may have a much higher chance of a perfect shot.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Touch Automatically stabilize a dying creature by touch as a standard action.
* - If it is allowed, I wish to reserve 1 feat in order to take Deadly Aim at Level 2. (Deadly Aim requires a BAB of +1. Fighters can get it at level 1, but a zen archer monk has to wait a level ...)
** - If I can get Craft (Kites) folded into Craft (Bows), which includes fletching and thus perhaps has some link specifically to how things fly through the air, then the remaining point would go into Knowledge (Geography), since he'd been travelling for six years.
"Not good enough."
Hearing those words again and again had a gradual effect on the boy Windsight - the imperfections his father, uncles, and brothers saw in his stance, his form, and his accuracy drove him into an almost obsessive pursuit of the bow. Certainly, he was short - puny by most Tamiir-Quah standards - but he had strength, dexterity, resilience. He could and would stand up to boys several inches taller than he in the childhood scuffles, and gained a reputation of not being one to back down. More importantly to him, though, was his affinity for the bow - or at least his obsession with it.
By the time he was six, he rarely did anything besides his chores but practice; the only thing that could be interpreted as 'play' was to fly kites. Even that had a purpose, however; it began to teach him how to better gauge the wind. Other children would tease him that he clearly must have been a Lyrune-Quah foundling, something that at first drove him to fierce anger. Perhaps the bow-shaped birthmark down the outside of his left arm from shoulder to wrist, was to be an indicator of his obsession; many of the Wind Clan thought (and told the boy) that he was to be dedicated to Erastil, to become a hunter par excellance. Chosen of Erastil he was entirely willing to be, but not as hunter - as archer, to be the best he could possibly be. Anger had turned into drive.
It is true that as he grew, he ran as fearlessly and intently as other youths of the Tamiir-Quah; unlike others, few things got past his notice, and he seemed to know where to shoot for greatest effect. It was true also that it seemed his very touch could bring surety of survival to those most wounded, whether hunter or warrior or beast, an additional favor of the god to the clan. Unlike those who were favored of Erastil, however, he was less concerned about sharing the meat of a kill, making good trades, or helping out his tribe; unlike most Shoanti, he seemed to care less about claiming honor or a kill. While he was willing to do such things, his primary concern was making the perfect shot, the perfect kill. Once the fight was done, he could even sometimes be found walking the ground they'd fought over, or examining the carcass of the prey, or - most oddly of all - flying a kite on the killing field and watching how the wind toyed with the fragile thing as though it were a gazelle he was seeking to bring down with one of his arrows.
It was this last behavior that troubled his parents and clan the most; the clan's oracle was consulted, and once she herself had tasted the wind and cast the lots, she decreed that the then-sixteen-year-old was to travel off the Storval Plateau and into the lost Southlands until he found the place that celebrated tigers that flew as kites, where he would be one of six, to be six as one; there, he would learn his fate. While his sisters expressed concern for his survival and his brothers envy for the potential triumph and honor of a successful return, Windsight accepted the questor's journey phlegmatically. Gathering his few belongings, he gave his loved ones farewell, and set out to travel the lands that the Shoanti once roamed, the lands of the lost tribes.
Many places has he seen; many arrows has he shot, many more has he made. Much to his disgust, the finely-crafted composite longbow he possessed when he left his tribe was broken; that using it as a staff instead of a bow saved his life is not material to his thinking on the subject, for even though he held his own in the bare-fisted contests in his tribe (and in more than a few taverns along the way), to his thought an archer without a bow is as useless as a horse without a bridle - you may manage to get where you're going, but it's as much a matter of chance than anything else. He has since crafted another bow, but the loss of his specialized tools made it merely sufficient, instead of excellent. He has not managed to earn enough money since those misadventures to acquire tools worth the using (which he compares to those of his mother's father, a master bowyer), and so he stubbornly keeps with the bow he made. Should he manage to acquire tools, or gain access to a much better bow - especially a proper composite longbow - he is certain to leap at the opportunity.
Almost exactly a year ago, the twenty-two-year-old tribesman padded into Sandpoint, still searching for that which the oracle predicted. It was there that he first witnessed the yearly Swallowtail Festival, celebrating tigers that flew as kites. There as well, Abstalar Zantus recognized his birthmark (since emphasized with tattoos, as is the rest of him) as a blessing of Erastil, one of the six deities to be represented in the cathedral being built; already there was [check: number of PCs in town at this point; default: another] in the town with such a birthmark, though not of Erastil. Having found the place foretold by the oracle, Windsight Tamiir-Quah settled in to learn what fate would require of him.
In the year since, he has done little to help construct the temple; his idea of a building is that of most Shoanti, hide and light wood that is easy to take apart and move. Instead, he has helped in other ways, hunted game in the various woods east of Sandpoint (Tickwood and Shank's Wood, as well as that just before Ravenroost) and brought it back for the betterment of the builders. He has made a few friends in Sandpoint:
. . . * While he has not given in to Sabyl Sorn's attempts to convert him to a wholehearted worshipping of Irori, he has at least come to admire and acknowledge the god of self-knowledge - and Sabyl - as kindred spirits. He is a frequent visitor to the House of Blue Stones, his drive to perfection fitting in well at the monk's place, and has gained access to the library there, though his ideas of meditation and study (careful, thoughtful archery practice for the one, flying a kite for the other) are somewhat at odds with Sabyl's.
. . . * The White Deer, being just across the way from the temple's outbuildings, is Windsight's inn / tavern of choice when he wishes to get away from the temple's chatty acolytes. Garridan Viskalai's somber quietude reminds Windsight of his own family, and he sees Garridan as a distant uncle of sorts; the innkeeper may or may not feel the same, but he has allowed Windsight to barter for his fare, trading hunted game for credit. (Windsight is currently tapped out in this regard.)
. . . * Likewise, Windsight is on courteous terms with two others of Shoanti descent, Sheriff Belor Hemlock and Vachedi, the latter more than the former; his frequent patronage of The White Deer (and Hemlock's problems with his brother) perhaps prevents friendlier interactions between Windsight and the sheriff. With Vachedi, however, Windsight is warmly supportive towards the jailor's goals, and would be willing to search out Vachedi's sons and free them.
And, of course, he has studied in the temple, getting a clearer understanding of how Erastil fits into the world, and how he perhaps fits into Erastil's plans.
The evening before the autumn equinox, Windsight was most of a mile north of Sandpoint, the feathers of an arrow tickling his ear.
The young man was one of four within shouting distance of each other, getting in a last round of hunting for the feast on the morrow; already they had found and slain two bucks, and in the twilight between sun-down and full dark, on a last careful search for game, Windsight had spotted a third standing in the shadows, its five-tined horns glinting slightly. It was that which had caught Windsight's eye, as the buck moved its head to scent the wind for predators. A hunter born and bred, Windsight waited with the arrow drawn, the young man's strength and skill up to the task of holding the shortbow at full draw for the time he figured it would take the buck to make up its mind. If it moved back, Windsight would relax, for the chance at the heart shot would be gone; if it moved forward, he would be able to relax as well, for the arrow would be on its way.
But even a Shoanti must bow his head to time and effort; the buck snorted, stamped, but could not make up its mind. Perhaps there was something it heard on the other side of Windsight; perhaps the scent of the previous two kills' blood was on the sea-wind. These were not Windsight's problem, however; his problem was the fact that his draw-arm was getting tired. Though there was as yet no apparent twitch to the arrow's point of aim (just in front of the beast's breastbone, about where its heart would emerge from behind the tree), he could feel the ache building towards the point where he would have to relax, or loose the arrow - with debatable results.
With calm deliberation, he shifted his point of aim upwards and slightly to the side, striving to match the rhythm of his breath with that of the deer. Everything focused down to that aim point; all of Windsight's attention settled down onto the twenty-five feet between himself and the deer. The flutter of leaves suggested the flittering of a kite's tail; the shift of the buck's ear the way the kite surged against the wind. In the quiet pause between the exhalation of one breath and the inhalation of the next, he shot.
He shot and, pierced through the eye, the deer bucked once, twice, then finally fell, body finally catching up to the brain's death.
Blinking out of the absolute focus, Windsight shook his head to clear it. Never before - well, once or twice, but very rarely, and never in the field - he had made such a perfect shot. Behind him, one of the other men approached, having heard the sound; seeing the downed buck, he grinned and slapped the Shoanti archer on the shoulder. "Erastil and Gozreh favor us today, eh?"
Windsight nodded slowly, flexing his draw arm. "Erastil surely guided that shot," he said, even as the other man approached the deer and whistled, impressed.
"What possessed you to try for an eye shot, boy?" the hunter asked.
"It would not move," he replied, finally emerging from his reverie and moving forward to help dress the deer. Not, he thought to himself, that I would not have wanted to attempt the shot otherwise, but food is the goal today, not the perfect shot. He began to slowly smile, tying the offered rope around the deer's forelegs and tossing the balance over a tree-branch, catching the tail end and hauling the animal upwards for the other hunter to begin a rapid, expert field-dressing.
But it was a perfect shot.