
Rafael The Silent |

Ed it doesnt need to be really long or anything just something that conveys your character. It coulbe a snce fo example. (Like he trying to seduce a lady =D, Or making a show for younger street rats... XD
Goondar go ahead with editing with these stats. While summoners can get pretty powerful, there are ways for a gm to counter back XD. Which I have learned since I have a power-gamer summoner in my AFK table

Edward Sobel |

** spoiler omitted **
I think that'd mesh really well with the "Reclaiming Your Roots" trait. Perhaps seeking to redeem the reputation of your family / mentor.
I've always really liked the trope and think you could really do it justice.
ETA: I may change the Ogres in my backstory to Gnolls and his trait to "Gnoll Killer." It'd also make it way more fun to play with Shaggar.
I already am going with the Finding Haleen trait...like I said I have some ideas just not really fleshed out wondering if it would work if knowing Haleen since childhood in an orphanage, then she helped him later on He always liked Haleen (had a crush since kids) which is a reason why he never stays in any relationship very long.
and leave alladin out of this (unless I can have a genie)

Tie My Shöelace |

I was thinking of doing an Oread Druid. Unfortunately his Earthly roots didn't mix too well with his human genes. He has small rocky protrusions over most of his body with a particular concentration of them around his left knee making his knee practically immovable. This basically made him an outcast in society at a young age causing him to run away from home at a young age with his only friend, Farra, a camel that his parents owned.
I'll work on the fluff a lot more, just wanted to get the idea out there for now. And also to roll so I can see how to build his personality and other things.
5d6 ⇒ (5, 1, 4, 5, 6) = 21=16
5d6 ⇒ (6, 4, 6, 2, 5) = 23=17
5d6 ⇒ (5, 1, 1, 3, 4) = 14=12
5d6 ⇒ (2, 1, 6, 6, 6) = 21=18
5d6 ⇒ (5, 1, 5, 4, 4) = 19=14
5d6 ⇒ (6, 4, 5, 4, 5) = 24=16
>.< stats are too good. I'll drop the 12 to a 9, and probably a 16 to a 12 or 11.

Tie My Shöelace |

Also, submission list* so far.
*totally shamelessly stolen from Rafael because it makes things very easy.
.
Arcane
- Al'Roque Falrouran – Human (Garundi) Wizard – Patrick McDade
- Ghirhuk, Not Snowball! (But actually really Snowball!!!) – Koldemar Sorcerer (Primal) – twilsemail
- Obi Canicus – Halfling Sorcerer (Fire) – Dragonborn3
- Roondar Anunciata – Gnome Summoner – Rickmeister
Divine
- Gylarra – Dwarf Cleric – Charles M Wright, Expert
Skill
- Dotandra Abdul Katap – Halfling Rouge - jamie noone
- Zarayel – Ifrit bard(archeologist)?? – bi0philia
Combat
- Badharkân – Human (Badawi) Ranger (Guide) – Mihajlo Velickovic
- Dr. Craig Marlowe – Human Fighter (Lore Warden) – Ptolmaeus Arvenus
- Kharvus Stonefist – Dwarf Monk (of the Sacred Mountian) – CrazyHedgehog
- Saresh Westwind – Ifrit Paladin (Shining Knight) – lexibean
- Shaggar the Blackmaw – Gnoll Ranger – stormraven
Interest
- Edward Sobel – Human Rouge
- Sunshadow21 – Human Magus
- Tie My Shoelace – Oread Druid
- Arknight
- Justin L. Warren
- Michaelane
- Runner188
- scranford
- The Silver Prince
- Torillan
- Viluki

Roondar Anunciata |

@DM: Okay, I'll edit her asap. Won't change much for her background, nor her 'friend'. And yeah, I have a Munchkin friend in my game too, and I edit the encounters slightly to cause a slight inconvenience. ;)
@Edward Sobel: I have the "finding haleen" trait aswel, so if we both get picked we will know eachother. Be sure to look at my background, if you want. I look forward to us sharing some details.
e.g. I'm the only girl you *haven't* had a thing with. Bugs me out (I'm not ugly am I?) but you simply see me as one of the guys? Just from the top of my head.

Bandavaar the Brave |

Race: Human
Name: Apollo Randasian
Class: Ranger (Beast Master)
Animal Companion: T-Rex
Alternate Racial Trait: Dual Talent (replace bonus feat, skilled and +2 mod for +2 to any two ability scores)
Alignment: CG
Style: Switch Hitting Ranger
Apollo takes his pride and joy from smashing opponents heads in, wrestling with his pet T-Rex (and best bud), intimidating others who are hostile and intimidating towards him (just to see how they like it) and switches to Archery if an opponent thinks it can outrun or fly away from him. Apollo particularly likes collecting arrows of all kinds, as he never knows when he might need that Ogre Bane or Holy Arrow.
Hobbies: Scouting, Dino-Riding, making friends, drinking and bashing unfriendly skulls in.
Attitude towards friend: Cocky, funny, friendly
Attitude towards foe: Cocky, sarcastic, annoying
5d6 ⇒ (3, 3, 3, 3, 2) = 14=9 Charisma
5d6 ⇒ (4, 4, 6, 4, 1) = 19=14 Dexterity
5d6 ⇒ (2, 2, 5, 4, 2) = 15=11 Intelligence
5d6 ⇒ (5, 5, 5, 4, 1) = 20=15=17 Constituion
5d6 ⇒ (1, 6, 3, 5, 3) = 18=14 Wisdom
5d6 ⇒ (1, 6, 3, 4, 5) = 19=15=17 Strength
Stats rearranged into order:
Str: 17
Dex: 14
Con: 17
Int: 11
Wis: 14
Cha: 9
HP: 14 (1d10 +3Con +1 Favoured Class)
AC: 18, Flat-Footed: 16, Touch: 12
Initiative: 4
Speed: 20ft
Fort: 5
Ref: 4
Will: 2
BAB: 1
CMB: 4
CMD: 16
Combat:
Earthbreaker: +4, 2d6+4 x3
Vs Gnolls: +6, 2d6+6 x3
FE Vs Gnolls: +8, 2d6+8 x3
*With Power Attack, minus 1 atk and add +3 dmg to all of the above.
+3 Strength Composite Longbow: +3, 1d8+3 x3 (110ft)
Vs Gnolls: +5, 1d8+5 x3 (110ft)
FE Vs Gnolls: +7, 1d8+7 x3 (110ft)
Feats:
1. Power Attack
Traits:
1. Gnoll Killer (campaign)
2. Reactionary
3. Dusk Agent - Double starting gold, selling gains 10% profit of gp and buying lowers the cost by 10%. Also applies for starting equipment.
Skills (All Class Skills):
Climb: 7
Handle Animal: 3
Intimidate: 3
Perception: 6
Ride: 6
Survival: 6
Favoured Enemy:
1st. Gnoll
Gear:
300gp to spend: Earthbreaker Hammer 40gp, +3 Composite Longbow 400gp, 40 arrows 2gp, Breastplate 200gp, Waterskin 1gp, Bedroll 1sp, 4 days rations 2gp, Silk Rope 10gp, Canvas 1sp = 555gp, 2sp.
With discount:
Earthbreaker: 36gp
+3 Composite Longbow: 360gp
40 Arrows: 1gp, 8sp
Chain Shirt: 180gp
Waterskin: 9sp
Bedroll: 9cp
Rations: 1gp, 8sp
Silk Rope: 9gp
Canvas: 9cp
= 587gp
25sp
18cp
= 589gp (broken down)
6sp
8cp
Remaining GP: 10gp, 3sp, 2cp
If chosen for your campaign, I'll give you a solid back story, but I think the amount of information here covers it for you, along with the two campaign traits I've chosen (I know only one had to be from the campaign, but I liked the Dusk Agent one also). :)
I'd absolutely love to be able to play Legacy of Fire, and I feel my character (haven't ever used one like this before) is an awesome fit for the campaign, so I'm crossing my fingers!
P.s. The story of how he acquired his hammer is a good one. ;)

Roondar Anunciata |

Presenting, with the stats rolled:
Male Gnome Summoner 1
CG Small Humanoid (gnome)
Init +3; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d8+4)
Fort +3, Ref +3, Will +4; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +0 (1d3-1/19-20/x2) and
. . Spear +0 (1d6-1/x3)
Ranged Sling +4 (1d3-1/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day), Summon Monster I (8/day)
Summoner Spells Known (CL 1):
1 (3/day) Mage Armor, Rejuvenate Eidolon, Lesser
0 (at will) Guidance, Acid Splash, Light, Detect Magic
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 16, Int 16, Wis 14, Cha 20
Base Atk +0; CMB -2; CMD 11
Feats Breadth of Experience
Traits Finding Haleen (Summoner), Pesh Addict (Katapesh) (Bluff)
Skills Acrobatics +2 (-2 jump), Bluff +11, Climb -2, Diplomacy +6, Escape Artist +2, Fly +4, Handle Animal +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +7, Perception +4, Profession (fortune-teller) +10, Ride +2, Sense Motive +3, Spellcraft +7, Stealth +6, Swim -2
Languages Common, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Sylvan
SQ eidolon link, illusion resistance, life link, share spells with eidolon
Combat Gear Oil; Other Gear Studded leather armor, Dagger, Sling, Spear, Backpack (3 @ 2 lbs), Belt pouch (4 @ 4.5 lbs), Chalk, Cooking kit, False-bottomed chest, small (8 @ 14.3 lbs), False-bottomed cup, Flint and steel, Fortune-teller's deck, Lamp, Marbles, Mask, Powder, Rope, Spell component pouch, Waterskin, Wyvern's Race (Board game), 3 PP, 25 GP, 4 SP, 8 CP
--------------------
Special Abilities
--------------------
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Summon Monster I (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Roondar Anunciata |

And...
No Gender Serpentine
CG Medium Outsider
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 7 (+1)
Fort +1, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft., climbing (20 feet)
Melee Bite (Bite) +4 (1d6+1 plus grab/x2) and
. . Tail slap (Tail Slap) -1 (1d6/x2)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +2 (+6 Grappling); CMD 15 (can't be Tripped)
Feats Weapon Finesse
Skills Acrobatics +4 (+6 to balance, +0 jump), Climb +9, Perception +4, Stealth +7, Swim +2 Modifiers tail
Languages Common
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.

Edward Sobel |

@DM: Okay, I'll edit her asap. Won't change much for her background, nor her 'friend'. And yeah, I have a Munchkin friend in my game too, and I edit the encounters slightly to cause a slight inconvenience. ;)
@Edward Sobel: I have the "finding haleen" trait aswel, so if we both get picked we will know eachother. Be sure to look at my background, if you want. I look forward to us sharing some details.
e.g. I'm the only girl you *haven't* had a thing with. Bugs me out (I'm not ugly am I?) but you simply see me as one of the guys? Just from the top of my head.
maybe becuase your a male?

Beinir Hammerfall |

@Roondar: Check the original recruiting post and the Reclaiming Your Roots trait (emphasis below added).
Three Traits: One must be a campaign trait.
Reclaiming your Roots: Your interest in the village of Kelmarane is more personal than most of the others who are heading out to aid in the reclamation. You aren’t seeking revenge against gnolls, glory, money, or anything else—to you, this is purely a matter of honor, as Kelmarane is where you were born. Your were forced to flee the village when you were only a few years old, and you didn’t discoverer this until a few years ago—perhaps you found an old document that revealed the truth, or maybe you learned the news from a relative. Both of your parents are now dead, and from what you’ve been able to piece together, one of your parents actually died in the village when whatever happened there happened. Your surviving parent spirited you away to safety to grow up elsewhere, but never spoke of Kelmarane and always told you that your other parent died when you were a child in a horrific tragedy like a fire or a flood that swept away the body. Now that you’ve started to uncover the truth, you are convinced that your heritage remains hidden in Kelmarane. Whether you just wish to find out what really happened to your parent that died there or you want to rebuild the village in his or her honor is up to you—but Garavel’s caravan to the village is just the opportunity you’ve been waiting for. When your other parent died recently, among his or her effects was a single item that once belonged to the parent who died at Kelmarane. This item is your most valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year.

Rauve Adelbero |
Here is the crunch for my Oread Druid. I toned down some stats a bit, he went from UBER overpowered to very powerful. Haha, he is now in line with the better rolls from some other players. If you want I can still lower several stats a bit farther, he still seems ridiculous. (57 point buy is why rolls can be ridiculous sometimes. Lol)
Still working on fluff, it wont be super in depth since today is cut off, but it should be fleshed out well enough. If I get picked it will get greatly expanded though.
Male Druid 1
Init -1; Senses Perception +8, Darkvision 60 ft
AC 16, touch 9, flat-footed 16 (+4 armor, +2 shield, -1 dex, +1 natural armor)
hp 11 (1d8+3)
SR 0
Fort +5, Ref -1, Will +6
Armor Hide, Medium
Shield Heavy Wooden Shield
Defensive Abilities Granite Skin (PFARG 144)
Spd 20 ft/x4
Melee Quarterstaff +4 (1d6+6) 20/x2 monk
Melee Spear +4 (1d8+6) 20/x3
Ranged Sling -1 (1d4+4) 20/x2
Str 18, Dex 9, Con 17, Int 12, Wis 18, Cha 13
BAB +0, CMB +4, CMD +13
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Spell Focus (Conjuration) (PFCR 134)
Skills Handle Animal +5, Knowledge (nature) +7, Perception +8, Spellcraft +5, Survival +10
SQ Nature Bond (Animal Companion - Camel) (Animal Companion - Camel) (PFCR 50)
Traits Beast of the Society (Magic: Druid) (PFCh: FcGd 63), Desert Child (Regional) (PFAPG 332), Gnoll Killer (Campaign: Legacy of Fire) (PFAP: LoFR PG 10)
Languages Common, Druidic, Ignan, Terran
• Str: +2, Wis: +2, Cha: -2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION 60 FT: Oreads can see in the dark up to 60 ft.
• EARTH INSIGHT: Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them. Summon monster and summon nature's ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype.
• GRANITE SKIN: Rocky growths cover the skin of Oreads with this racial trait. They gain a +1 racial bonus to natural armor.
• TREACHEROUS EARTH: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal.
• Automatic Languages: Common, Terran
• Bonus Languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, Undercommon
• DRUID BONUS LANGUAGES: A Druid automatically knows Druidic, and may choose Sylvan as a bonus language. (PFCR 50).
• DRUID SPELLS: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. DC for a saving throw against a druid's spell is 10 + the spell level + Wisdom modifier. Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. (PFCR 49).
• DRUID SPONTANEOUS CASTING: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. (PFCR 49).
• DRUID WEAPONS AND ARMOR: Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Armor: light and medium armor (but no metal armor); shields (except tower shields) but wooden only. (PFCR 49).
• FORBIDDEN SPELL ALIGNMENT: No spells with alignment descriptors are forbidden due to your alignment or your deity's alignment. (PFCR 41, 49).
• NATURE BOND (Animal Companion - Camel): You have chosen an animal companion. The Camel is detailed in [PFCR 54]. (PFCR 50).
• NATURE SENSE: A druid gains a +2 bonus on Knowledge (nature) and Survival checks. (PFCR 50).
• SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR 134)
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)
• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133)
-- TRAITS –
• BEAST OF THE SOCIETY (Magic: Druid): A master druid at the Grand Lodge revealed to you greater secrets of concentration when changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level. (PFCh: FcGd 63)
• DESERT CHILD (Regional): You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects. (PFAPG 332)
• GNOLL KILLER (Campaign: Legacy of Fire): +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. You gain a +1 trait bonus to spell save DCs for damaging spells against gnolls. (PFAP: LoFR PG 10)
• QUARTERSTAFF: Double weapon.
• SPEAR: A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
• SLING: You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.

Tie My Shöelace |

Wow, There are a lot of interesting characters submitted.
Arcane
- Al'Roque Falrouran – Human (Garundi) Wizard – Patrick McDade
- Ghirhuk, Not Snowball! (But actually really Snowball!!!) – Koldemar Sorcerer (Primal) – twilsemail
- Obi Canicus – Halfling Sorcerer (Fire) – Dragonborn3
- Roondar Anunciata – Gnome Summoner – Rickmeister
Divine
- Beinir Hammerfall – Dwarf Cleric (Forgemaster) – michaelane
- Gylarra – Dwarf Cleric – Charles M Wright, Expert
- Rauve Adelbero – Oread Druid – Tie My Shoelace
Skill
- Dotandra Abdul Katap – Halfling Rouge - jamie noone
- Zarayel – Ifrit bard(archeologist)?? – bi0philia
Combat
- Apollo Randasian – Human Ranger (Beast Master) – Bandavaar the Brave
- Badharkân – Human (Badawi) Ranger (Guide) – Mihajlo Velickovic
- Iangold Silverblood – Human (Keleshite) Magus – sunshadow21
- Kharvus Stonefist – Dwarf Monk (of the Sacred Mountian) – CrazyHedgehog
- Dr. Malcom Marlowe – Human Fighter (Lore Warden) – Ptolmaeus Arvenus
- Rauve Adelbero – Oread Druid – Tie My Shoelace
- Saresh Westwind – Ifrit Paladin (Shining Knight) – lexibean
- Shaggar the Blackmaw – Gnoll Ranger – stormraven
Interest:
- Edward Sobel – Human Rouge
- Arknight
- Justin L. Warren
- Runner188
- scranford
- The Silver Prince
- Torillan
- Viluki

Kor BloodRage |
Hmm... thinking some kind of Oracle, let us see what the dice have to say....
5d6 ⇒ (1, 5, 4, 5, 6) = 21 =16
5d6 ⇒ (3, 6, 2, 5, 2) = 18 =14
5d6 ⇒ (1, 6, 1, 2, 1) = 11 =9
5d6 ⇒ (1, 6, 5, 4, 1) = 17 =15
5d6 ⇒ (6, 5, 5, 3, 4) = 23 =16
5d6 ⇒ (4, 4, 2, 5, 1) = 16 =13
not too shabby!
I need to play around with the class a bit having never played an Oracle before! early thoughts are battle, fire, or earth.
I really like the idea of her/him, probably a her, worshisping the desert. Slashing weapons seem to play really well for this concept so I'll probably stick with that. I want her to be a tad mysterious, even to her allies and friends. Possible some kind of seer/fortune teller. I was even thinking of the harrow prestige class or at least having a harrow deck and looking into anything that goes along with it.

Rauve Adelbero |
Here is the fluff, as I said earlier it isn't very fleshed out, but I will certainly do so if picked.
Ruave is short and stocky standing at only 5’2” with a solidly built frame. From afar his skin is a deep sienna color, but as you get closer his skin will start to crack into spidering black patterns. Should a person get within ten feet they would likely notice that these small black crack are actually some kind of rock merged into his skin, and should they have the misfortune of feeling this rough rock then they likely will not have to wonder about anything for much longer.
Rauve also has a very stiff posture and movements. He favors his left leg as he walks since it can barely bend at the knee, though he can stand on it just fine. Years of dealing with this affliction from his ancestry have built him into a very strong man, but sometimes this strength isn’t kept in check and Rauve has a tendency to break things on accident because he doesn’t feel nearly as strong as he really is.
--------------------------------------------------------------------------- ---------------
Rauve was a very active child, running around and playing with all the other kids in Katapesh. He was well liked and was usually one of the first picks in any sport the children played. However this all changed at the start of his teenage years, his dormant earth heritage sprung forth as he developed into a young adult. His skin became much darker and rough, agility and ease of movement began to decrease. Many of his “friends” soon became bullies, making fun of him because of how different he was, and how he can’t do anything right anymore. As he got a little older, his left knee and the area around it began to blacken and got stiffer and stiffer by the week. Black “cracks” began to snake their way throughout his body making him into an even bigger target for bullying.
Soon he had only a handful of friends that still talked to him, but even they were careful not to do so in front of many others for fear of the repercussions. One day Rauve had enough of the torment, An unlucky kid was walking by and made a snarky comment about the “fumbling rock boy.” Rauve turned and jumped onto the kid and started beating him into a bloody mess. It took the kids’ two friends and the local butcher to pry Rauve off of the other boy. From that day forward he was labeled as dangerous and no one but his parents would even look at him. His parents weren’t much help since they worked all the time, which left Rauve alone for most of the day with the family camel, Farra.
After a year of being an outcast in his home (age 17) he decided to run away. As he was packing his things Farra came up to him, despite him trying to convince her even to the point of chewing through a rope, she followed him out of town and has stayed with him ever since.
The desert is a hard place to live and Rauve was always very thankful that Farra followed him, especially since Gnolls love attacking lonely wandering people. Rauve and Farra have had their fair share of Gnoll attacks at night, luckily they always underestimated the two and never came with more than two of them so the fights were never overly difficult. His hatred for Gnolls soon got the better of him and he began hunting any that he saw or tracked down. And when a man by the name Garavel came into the tavern he was staying at asking for people to help him kill a tribe of Gnolls, Rauve instantly volunteered to go.

Edward Sobel |

finally finished my character
Male Human (Keleshite) Rogue 1
CG Medium Humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +0, Ref +6, Will -1; +2 trait bonus vs. fear effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d4+2/19-20/x2) and
. . Rapier +4 (1d6+2/18-20/x2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 11, Int 13, Wis 9, Cha 15
Base Atk +0; CMB +2; CMD 17
Feats Dodge, Weapon Finesse
Traits Child of the Streets, Finding Haleen (Rogue), Nightstall Urchin (Katapesh)
Skills Acrobatics +8, Bluff +6, Climb +6, Diplomacy +6, Disable Device +11, Escape Artist +8, Knowledge (local) +5, Linguistics +5, Perception +3 (+4 to locate traps), Sleight of Hand +11 (+15 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +10, Survival -1 (+3 in urban and undergournd settings)
Languages Common, Gnoll, Ignan, Kelish
SQ heart of the slums, trapfinding +1
Other Gear Leather armor, Dagger (x5), Rapier, Bandolier (3 @ 3 lbs), Hat, Pocketed scarf, Thieves' tools, masterwork, Wrist sheath, spring loaded (1 @ 1 lbs), Wrist sheath, spring loaded (1 @ 1 lbs), 81 GP, 3 SP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/5
--------------------
Special Abilities
--------------------
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Nightstall Urchin (Katapesh) +2 save vs. fear, +1 to all skills and attack rolls if you make a save vs. fear
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Bahram never knew his parents, he was left at an orphanage as an infant. He grew up working in the orphanage scrubbing floors, cleaning dishes. He hated it.
At the age of 10 he met a new friend at the orphanage. Her name was Haleen and she was a tough one. Bahram and Haleen became friends; she would always look after him since she was a whole year older. She helped keep Bahram out of trouble, sometimes doing his chores for him when he was skipping out hiding or off to try and pull some prank that would always backfire.
By the time Bahram was 15 his friendship with Haleen grew to be a crush. She grew too, and Bahram definitely noticed. But the time came for her to leave. She was 16 and she had to learn to make it on her own. For the next year Bahram had nobody to help him, to bail him out of trouble.
Bahram eventually had to leave the orphanage much to the delight of many of the caretakers. Bahram was left to live on the streets. Eking out a living though thievery and deceit. He soon found himself mixed up with the wrong crowds. He was running errands among the Nightstalls learning all about who to see for special stuff and how to find rare things. Bahram always managed to avoid capture with his wits and charm. Always finding another lovely lady to do stuff for him, to bail him out.
Bahram would at times sell select information to adventuring types, until one time he was selling information to what appeared to be a swordswoman. Much to his surprise it was Haleen. Normally this would have been just like any other transaction, but just the day before Bahram took a payment to lead the swordswoman into a trap.
Bahram could not see harm come to her so he warned her of the danger. Bahram and Haleen worked together to get away from those that were after her, at least this time. Haleen thanked by getting him some sword training.
Bahram saw Haleen only once more after that. But it might have never happened as it is not the meeting he ever wanted. Haleen found Bahram in the market place just as he was about to pull off a grand scheme to rob one of the street merchants of some trinkets.
Haleen stopped him and it was again lucky she did since the merchant’s cart was actually magically protected and he would have lost a hand over the attempted robbery. But the rescue was a somber one. Haleen handed him a note and she turned and walked away.
I’m sorry Bahram, my life has turned to difficult for me to help you any more, staying with me will only get you hurt, I’m afraid we will have to part ways, don’t come looking for me.
By the time he finished reading Haleen was gone. Bahram ran to an alley way trying to track her down but instead ran into some of the Thugee’s ( a local gang that Bahram owed some money to.)
Bahram fought hard but it was not good enough. The Thugees overtook him and took all of his money. As he lay there bleeding Bahram found something there in the alley, a necklace, Haleen’s necklace.
Haleen was in trouble, he had to find her….

Alena Dawnflower |

Sorry it took so long,
Here is the Oracle of Flame I mentioned earlier. Doing the speed update from hero lab to her profile.
Background: She's a wander of the desert, a worshiper of Sarenrae. Alena HATES gnolls, seeing them as a blight on the desert. She has great respect and reverence for the desert and those who show proper fear and/or respect for what it can do. Her parents are desert merchants, and she grew up riding caravans across katapesh.
Her curse is tongues, the idea being she speaks the language of the desert when in battle.
Campaign trait: Gnoll Killer - Alena has encounter gnolls before, even being briefly captured once. (the fools did not gag here and with the coming of a new dawn, flames and her blade seared a path to freedom.
Party Role: Alena is a capable healer, and with her mystery has some blasting spells. Secodnary she can function as a party face, with diplomacy, intimidate, and some sense motive. Her combat role outside of spells is focused on tripping with her khopesh.
"You should show more respect for the desert, least she swallow you whole"
"Kneel before this desert Dawnflower and you shall be spared"
"The sands are restless, the wind is troubled, let us make haste"

Rafael The Silent |

Well since the conversion I found is for 5 players and I wanted to take more people so I'm adding one more: Here it goes:
Saresha (Lexibean), Bahram (Edward Sobel), Ghirhuk (Twisemail), Rauve Aldelbero (Tie My Shoelace), Beinir Hammerfall (michaelane).
For those of you not accepted sorry, though there were quite a lot of cool characters if my table only made characters such as these.
I'm gonna put the discussion thread up now. And gameplay later today or tomorrow. (I want to begin tomorrow.)
Thank you all for submitting characters.