
Ictoo |

I'm late to this but very interested! I have only ever played up to level 2 with King Maker and I really like the little extras your throwing in.
4d6 ⇒ (2, 1, 4, 1) = 8=7
4d6 ⇒ (3, 6, 5, 6) = 20=17
4d6 ⇒ (4, 3, 5, 6) = 18=15
4d6 ⇒ (4, 5, 3, 2) = 14=12
4d6 ⇒ (4, 4, 3, 5) = 16=13
4d6 ⇒ (2, 3, 4, 4) = 13=11
I think I'll go with 20 points since that's just a little to all over the shop for me.

Kevin O'Rourke 440 |

GM, would you allow 3PP feats?
For example This one.
I'm afraid not, there's more than enough options keeping to just Paizo and although that seems somewhat reasonable it just opens up the door for more and more third party stuff to be asked about.

Kevin O'Rourke 440 |

Fair enough. :)
What's your take on inventing things?
Like simple gadgets and items with a Craft feat.
I don't mind crafting but inventing new items from scratch can be a bit... keeping it to a minimum is a good idea and if you're designing something new from scratch it'll take time to figure out how to go about it so I wouldn't advise it.
Combining items using crafting to upgrade is fine. For example combining a cloak of resistance +1 with a cloak of the mantaray, no problem there. For increasing the price I always count the lower cost item as the one being added for cost increases (the +50%)... otherwise you can end with two of the same item costing different amounts.

Vitaliano da Riva |

Jynn T'Soryn is one of the proud elves of Kyonin, having grown up for most of his life in the in the sweeping lands that the large nation hosts. It was here that he learned of and worshiped the gods of old. He agreed with his race that Golarion had changed for the better in the elves absence, having studied his race's history but he could not agree whole-heartedly with his Queen's belief that peace can easily be brokered between the elves and the humans. In particular, it was the lands of the River Kingdoms that seemed to worry him most. The constant state of war, the encroachment upon nature and the desolation of lands they covert and war over.
It was in this reason that he once upon he grew of age, had served his time that he took it upon himself to do something as part of the Winter Council. While he didn't agree with the Queen fully, he also didn't agree with the Winter Council completely. It was because of this, that he took up his arms, and slipped carefully into the untamed lands of the River Kingdoms. His infiltration was a success, at least as far as he was concerned. He made his way about the lands listening to gossip till he found out about the charters offered to tame the lands. He decided this was perhaps where he could do the most to help his Queen.
While he knew that he could never lead a party, at least from a formal position, he could at least become a valued and useful member of the group. If the charter was successful, and the group was rewarded, then perhaps he might be in a position to influence the lands one day. He would use his race's advantage, time, to help shape the humans hopefully in a way that would make for relations that both the Queen and her nation could agree to formally commit a pact with. If such a thing could happen, then perhaps some of the lands the elves had lost to the humans could be presented back to them, and in doing so the humans could find ways to be persuaded to live more peaceably with themselves and the world itself. It was for all this and more for the future that Jynn pushed forwards and signed up fight for the right to be a part of the charter.
Jynn T'Soryn
Male elf ranger (falconer) 1 (Pathfinder RPG Ultimate Combat 67)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d10)
Fort +1, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +4 (1d8+3/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 9, Int 15, Wis 16, Cha 11
Base Atk +1; CMB +4; CMD 17
Feats Point-Blank Shot
Traits affable, pioneer
Skills Craft (mapmaking) +6, Diplomacy +4 (+6 to gather information.), Handle Animal +4, Heal +7, Knowledge (local) +6, Knowledge (nature) +6, Perception +10, Ride +6, Stealth +6, Survival +7 (+9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +9 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Orc, Sylvan
SQ elven magic, track +1
Other Gear studded leather, heavy wooden shield, arrows (40), longbow, longsword, backpack, bedroll, blanket[APG], cartography tools, compass[APG], fishhook, flint and steel, jug (4), mapmaker's kit[APG], pack saddle, scroll case, signal horn[APG], small tent, twine (50')[APG], waterskin (2), weapon cord[APG], whetstone, winter blanket, wooden holy symbol of Ketephys, 1 gp, 5 sp, 5 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +1 Add the listed bonus to survival checks made to track.
--------------------
Artemis
Hawk
N Small animal
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (2d8+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +2 (1d4), 2 talons +2 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Skill Focus (Perception)
Tricks Attack, Attack, Attack Any Target, Distract, Guard, Sneak, Swooping Charge, Watch
Skills Acrobatics +2 (-6 to jump), Fly +4, Perception +9, Stealth +10
SQ attack, attack any target, distract, guard, sneak, swooping charge, watch
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Fly (80 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may h
Watch [Trick] Stands watch over designated area.
As mentioned before there is also a horse gifted by the trait but I didn't want to make my crunch even larger for the time being.
The background, gives more about his reasons for joining in the quest to take back the Stolen Lands and less about his background proper. It still gives plenty of hints, tie ins, and possibly plot hooks without setting everything in stone so that I can better adjust the character if selected and collaborate a bit with the GM for further connections and plot hooks.
I think that the character role itself is pretty useful, Jynn is easily capable of being in the front line as well as Ranged though the longer the game goes on the more he'll stick with the bow. (I plan on taking the feats to get to the point of even being able to shoot while in melee combat.) The Falconer archetype lends well to being a good scout, something that any group delving either into a dungeon or into the wilderness would need. I have also taken the three main skills that help with mapmaking (Craft Mapmaking, Survival to give detailed information about the land, and Perception to survey the land). The stat line I have chosen lends well to being able to fill any number of roles later on. Going forwards I plan on dropping Ride and Heal for a level or two to pick up Climb, Swim, and Spellcraft. Eventually this will even out to taking Diplomacy, Heal, Know Local and Nature, Perception, Spellcraft, Stealth, and Survival every level.
I'm not sure about taking Leadership. There is merit in it of course just to offer the group perhaps a contingent of Rangers or Archers to help deal with bandits or other issues that may arise. Mostly his plans are not really to shape the politics of the group long term but to minimize the damage they cause to the world around them and to help push the group towards being recognized as a force of fairness and good in the world. (Not quite so Paladin but you get my drift.) With the Background skills, I'm likely to keep pushing on doing Craft Mapmaking and Handle Animal, though I may alternate levels with those and Know Geography and Linguistics to pick up the languages that the indigenous life of the Stolen Lands speak so as to better negotiate or spy on everyone they may encounter.
Hmm...if there are any further questions, let me know?

Drogeney |

Alright, putting the finishing touches on my character and had a last question. While my character is human it makes no sense that I would understand common, for reasons evident in the backstory, would it be acceptable to speak sylvan instead (again backstory reasons)? I do intend to put a point in linguistics and gain common at level 2, I just think it might be an interesting challenge to start with.

Aeron Carden |

Hey, it's Ictoo here. I've stated Arlo up, he's a Kellid Barbarian.
His crush should be all sorted using HeroLabs and his backstory is 99% done, what I've got so far is up on his profile but I'll be sorting a few bits out still before the deadline.
Born from blood and death, Arlo Anok was like most of the Kellid. Born to harsh times and contact fighting and war. Part of a Barbarian tribe in Numeria their never-ending fight with the Technic League and any that wish to push them from their homes.
The elders spoke of their eternal movement how they had been pushed from their once lush ancestral homestead. A land of wilderness that was tamed by his ancestors before they were pushed out into the sand.
He was taught at an early age to be ruthless anything less would mean death, he knew no love from his family he knew only pain and those who couldn’t stand it died and those who could become a Kellid ragers.
Ruthless in all things he was strong, but he knew the meaning of strength. You needed to be smart to survival in this harsh world.
That’s when it happened his tribe was set on again and as the elders spoke of, their eternal movement was to happen once more. They were forced to move as half of their number were wiped out by the Technic League, they brought magic and destruction on them. Magic... a weak man’s tool.
Being one of a hand full of ragers to survive he decided to strive out from his tribe he had nothing holding him back, he was taught clan loyalty but there was nothing for him now, he had a homeland that was ravished. But to die or worse become a slave would be a waste, he promised revenge he promised he would be back to reclaim it all.
So, he set off gathering up very little that he could and headed off on horseback to Brevoy to seek out something more than, something he could test his strength against and that’s when he heard of the Stolen Lands and his people's rightful place.
He joined an expedition into the Stolen Lands, they say the expedition was doomed and never expected them to return but Arlo head strength, wisdom and his desire to see his people ancestral home return to him again. He would use everything he was taught and learned to take it back by force if needed.
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Arlo Anok
Human (Kellid) barbarian (invulnerable rager) 1 ( Pathfinder RPG Advanced Player's Guide 79)
CG Medium humanoid (human)
Init +1; Senses Perception +4
—————
Defense
—————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (1d12+5)
Fort +6, Ref +1, Will +0
—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
dagger +3 (1d4+2/19-20) or
earth breaker +3 (2d6+3/×3)
Special Attacks rage (8 rounds/day)
—————
Statistics
—————
Str 14, Dex 12, Con 18, Int 12, Wis 11, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Power Attack, Raging Vitality APG
Skills Acrobatics +2, Climb +3, Handle Animal +4, Knowledge (nature) +5, Perception +4, Profession
(soldier) +1, Survival +4, Swim +3
Languages Common, Elven, Hallit
SQ fast movement
Other Gear studded leather, dagger, dagger, earth breaker UE, backpack, belt pouch, blanket APG, flint and
steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin
—————
Special Abilities
—————
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

hustonj |
1 person marked this as a favorite. |
Guaranteed:
halfling far strike monk
elven witch
Taking 3 others.
From my observations ("alphabetic" order):
Dotted, without submission:
AGamer70
Amaranthine Witch
Beswaur Blue Bottle
Chobo
Chyrone
Cuàn
DBH
Diamondust
ElterAgo
Frizell Foulis Farquharson
Jereru
Joseph Soltz
KingHotTrash
Peet
Samuel Warren
Spazmodeus
Tassadan
The Pale King
TheWanderer123
TheWaskally ??
Titian Stagson
Tundran
Uthraed
Zorin Blitz
Submitted:
Arlo Anok - Human (Kellid) barbarian (invulnerable rager)
Valda Aslougsdottir - Human Paladin (Silver Champion)
Godwyn Blaecwulf - Changeling Dual Cursed Oracle
Lord Christian D'Elagante - Human Cavalier (Daring Champion)
Eliran Lebeda - Human Bard (Courtier) - Maybe
Darya Lesovich - Human Slayer
Lawmaster Malora Nagovya- Human Inquisitor (Spellbreaker) of Abadar
Teryll Mireynason - Half-Elf Bloodrager (Elemental (Air))
G'lyn Nalag - Elf Inquisitor of Gorum
Nathan the Uplifting - Human Evangelistic Cleric of Irori
Josef Orlovsky - Human Fighter (Swordlord)
Orandek Slagboulder - Dwarven Ranger (Guide/Trapper)
Tik'Klik - Golem(Wyrwood) Sorcerer (Seeker Sage)
Jynn T'Soryn - Elf Ranger (Falconer)
Wreck - Orc Figher (Steelbound)
Zaeta - Human Oracle of Wood
Zelera - Human Cleric of The Lantern King
August Zlatostad - Dwarven Cleric of Abadar
I see 9 mostly martial, 7 mostly divine, 1 mostly arcane, and 1 mostly skill. Yes, I understand Ranger, Slayer, Inquisitor and Bard could float between categories based at least partially on build.

Jenny Drakan |

DBH here, after looking through the applicants, and looking over characters i"m playing I went with something different. So here is Nishka Lematov. Female human Wizard (Spirit whisperer).
NISHKA LEMATOV
Female Human (Taldan) Universalist 1. NG Medium humanoid (human)
Init +2; Senses Perception +3, AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 8 (1d6)+2. Fort +1, Ref +2, Will +2
Ranged light crossbow +2 (1d8/19-20), within 30 ft. +3 (1d8+1)
Melee dagger (cold iron) +0 (1d4/19-20)
Ranged dagger (cold iron/thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
Prepared Spells Prepared Spell List
Wizard (CL 1st):
1st - color spray (DC 15) , mage armor (DC 15)
0th - dancing lights , detect magic , ray of frost
STATISTICS: Str 11, Dex 14, Con 12, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Fast Learner, Point-Blank Shot, Scribe Scroll
Skills
Appraise +7,
Artistry +4,
Craft (Paintings) +8,
Diplomacy +1,
Fly +2,
Knowledge (Arcana) +8,
Knowledge (Local) +8,
Knowledge (Nature) +8,
Linguistics(Dwarven) +8,
Perception +3,
Ride +4,
Spellcraft +8,
Languages Common, Draconic, Dwarven, Elven, Hallit, Sylvan
Archetypes Spirit Whisperer,
SQ Arcane Bond, Arcane Bond, Bonus Feat, Cantrips, Familiar, Familiar's Alertness ability active, Skilled, Spirit Link,
Possessions outfit (traveler's); survival kit (masterwork); grooming kit; dagger (cold iron); spellbook (wizard's/blank); Light Crossbow ; Backpack, Masterwork ; Wrist Sheath ;
Spellbook (Wizard's/Blank)
SPECIAL ABILITIES
Arcane Bond (Ex) When a spirit whisperer chooses an arcane bond, he must choose the familiar arcane bond, and the familiar gains the spirit animal ability of his selected spirit (see spirit link, below). The spirit whisperer does not need a spellbook, but instead stores and prepares his spell by communing with the familiar as the witch's familiar class feature (Advanced Player's Guide 67). This ability alters arcane bond and replaces the spellbooks class feature.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Pioneer (Ride) You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. With the wilderness ever at your door, you've also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands. You begin play with a horse.
Rich Parents You were born into a rich family, perhaps even the nobility. Your starting cash increases to 900 gp.
Spirit Ability: A shaman who chooses the nature spirit as her spirit or wandering spirit gains the following ability. Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target
to treat all foes as if they had concealment, suffering a 20% miss chance for i round plus i round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as
a thundering weapon.
Spirit Link (Su) At 1st level, a spirit whisperer forms a mystical bond with a spirit. The spirit whisperer picks a spirit from the shaman's list of spirits (see page 37). At 1st level, he gains a spirit ability granted by that spirit. At 8th level, he gains the greater spirit ability granted by that spirit. At 20th level, the spirit whisperer gains the manifestation ability granted by the spirit. He uses his wizard level as his shaman level for determining the effects and DCs of abilities granted by the spirit. In addition, he uses his Intelligence modifier in place of his Wisdom modifier for these abilities. He does not gain hexes, spirit magic spells, or the true spirit ability typically granted to a shaman by these spirits. This ability replaces arcane school and the bonus feat gained at 20th level.
Her Familiar Rawkus the crow
RAWKUS
Male Familiar Raven Animal 1
None Tiny animal/magical beast (familiar, augmented magical beast, familiarbase)
Init +2; Senses Low-Light Vision, Perception +6,
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size, )
hp 4 (1d8)-1. Fort +1, Ref +4, Will +4
Speed 10 ft. Fly 40 ft. (Average)
Melee bite +4 (1d3-4)
STATISTICS: Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +6, Acrobatics (Jump) -2, Appraise -2, Artistry -2, Bluff -2, Climb +8, Craft (Paintings) -1, Craft (Untrained) -2, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +6, Heal +2, Intimidate -2, Knowledge (Arcana) -1, Knowledge (Local) -1, Knowledge (Nature) -1, Linguistics(Dwarven) -1, Perception +6, Perform (Untrained) -2, Ride +3, Sense Motive +2, Spellcraft -1, Stealth +10, Survival +2, Swim +2,
Languages Common, Dwarven, Empathic Link,
SQ Alertness, Improved Evasion, Low-Light Vision, Share Spells, Speak One Language,
Possessions
SPECIAL ABILITIES
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Familiar
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Speak One Language (Su) The familiar can speak one language of its master's choice as a supernatural ability.
And a little of her story.
For her social climbing parents Nishka was always just too much. Too tall. Too interested in other things than marrying into the Nobility. Too inclined to hold long conversations with things no one else could see?
Nishka herself likes nature, especially painting it, and studying magic. When she heard of the expeditions to reclaim the stolen lands she thought it sounded like a wonderful chance to find and paint scenes unseen for hundreds of years.
So she announced that she was leaving to join an expedition, accepted some money from her parents, and set off to Restov. Just how the rather unworldly Nishka is going to find things will be interesting.
Her parents expect her to return home in a hurry, shocked by how unpleasant life is among the less affluent. Nishka on the other hand finds living without constant expectations on her dress, behaviour and availability a refreshing change.
She is competent in magic, and actually is rather well read in a variety of subjects. She is also oddly practiced at haggling and pricing.
Any questions or changes let me know. I still need to buy her some more equipment, which I'll do if selected.

mdt |

From HustonJ's post :
Submitted:
Martial Type
Arlo Anok - Human (Kellid) barbarian (invulnerable rager)
Lord Christian D'Elagante - Human Cavalier (Daring Champion)
Darya Lesovich - Human Slayer
Josef Orlovsky - Human Fighter (Swordlord)
Wreck - Orc Figher (Steelbound)
Titian Stagson - Human Cavalier (Beastmaster)
Martial Caster
Valda Aslougsdottir - Human Paladin (Silver Champion)
Teryll Mireynason - Half-Elf Bloodrager (Elemental (Air))
Orandek Slagboulder - Dwarven Ranger (Guide/Trapper)
Jynn T'Soryn - Elf Ranger (Falconer)
Eliran Lebeda - Human Bard (Courtier) - Maybe

mdt |

Divine Caster
Godwyn Blaecwulf - Changeling Dual Cursed Oracle
Lawmaster Malora Nagovya- Human Inquisitor (Spellbreaker) of Abadar
G'lyn Nalag - Elf Inquisitor of Gorum
Nathan the Uplifting - Human Evangelistic Cleric of Irori
Zaeta - Human Oracle of Wood
Zelera - Human Cleric of The Lantern King
August Zlatostad - Dwarven Cleric of Abadar
Arcane Caster
Tik'Klik - Golem(Wyrwood) Sorcerer (Seeker Sage)
Nishka Lematov - human Wizard (Spirit whisperer)
Rogue Skills (Trapfinding)
Orandek Slagboulder
Tik'Klik
Dotted, without submission:
AGamer70
Amaranthine Witch
Beswaur Blue Bottle
Chobo
Chyrone
Cuàn
DBH
Diamondust
ElterAgo
Frizell Foulis Farquharson
Jereru
Joseph Soltz
KingHotTrash
Peet
Samuel Warren
Spazmodeus
Tassadan
The Pale King
TheWanderer123
TheWaskally ??
Titian Stagson
Tundran
Uthraed
Zorin Blitz
Guaranteed:
halfling far strike monk
elven witch
Taking 3 others.
CHANGES
Moved Links to the top, so when replying, they don't get cut off by character limit.
Grouped characters by type (Martial, Martial Caster, Divine Caster, Arcane Caster)
Fixed Tik'Klik's link as it pointed to his profile instead of his character sheet submission (which doesn't *quite* match the profile at this time).
Added in two submissions that came in after HustonJ's posting.
Broke list into two messages, so reply can pick up all the links without losing them.

Tavarokk |

Martial Type
Darya Lesovich - Human Slayer
Actually Darya should also go into 'rogue skills' category.

mdt |

Divine Caster
Godwyn Blaecwulf - Changeling Dual Cursed Oracle
Lawmaster Malora Nagovya- Human Inquisitor (Spellbreaker) of Abadar
G'lyn Nalag - Elf Inquisitor of Gorum
Nathan the Uplifting - Human Evangelistic Cleric of Irori
Zaeta - Human Oracle of Wood
Zelera - Human Cleric of The Lantern King
August Zlatostad - Dwarven Cleric of Abadar
Arcane Caster
Tik'Klik - Golem(Wyrwood) Sorcerer (Seeker Sage)
Nishka Lematov - human Wizard (Spirit whisperer)
Rogue Skills (Trapfinding)
Darya Lesovich
Orandek Slagboulder
Tik'Klik
Dotted, without submission:
AGamer70
Amaranthine Witch
Beswaur Blue Bottle
Chobo
Chyrone
Cuàn
DBH
Diamondust
ElterAgo
Frizell Foulis Farquharson
Jereru
Joseph Soltz
KingHotTrash
Peet
Samuel Warren
Spazmodeus
Tassadan
The Pale King
TheWanderer123
TheWaskally ??
Titian Stagson
Tundran
Uthraed
Zorin Blitz
Guaranteed:
halfling far strike monk
elven witch
Taking 3 others.
CHANGES
Fixed a link for Lawmaster
Added another rogue skill character

mdt |

From HustonJ's post :
Submitted:
Martial Type
Arlo Anok - Human (Kellid) barbarian (invulnerable rager)
Lord Christian D'Elagante - Human Cavalier (Daring Champion)
Darya Lesovich - Human Slayer
Josef Orlovsky - Human Fighter (Swordlord)
Orandek Slagboulder - Dwarven Ranger (Guide/Trapper)
Wreck - Orc Figher (Steelbound)
Titian Stagson - Human Cavalier (Beastmaster)
Martial Caster
Valda Aslougsdottir - Human Paladin (Silver Champion)
Teryll Mireynason - Half-Elf Bloodrager (Elemental (Air))
Jynn T'Soryn - Elf Ranger (Falconer)
Eliran Lebeda - Human Bard (Courtier) - Maybe
Changes
Moved Orandek to Martial from Martial Caster

Peet |

This is how we roll:
4d6 ⇒ (5, 6, 1, 6) = 18 = 17
4d6 ⇒ (3, 4, 4, 1) = 12 = 11
4d6 ⇒ (2, 3, 5, 4) = 14 = 12
4d6 ⇒ (2, 5, 3, 4) = 14 = 12
4d6 ⇒ (5, 4, 1, 3) = 13 = 12
4d6 ⇒ (4, 4, 6, 1) = 15 = 14
Okay, thinking of submitting Sulan Kator, an Orc Goliath Druid.
Sulan was in a game before that died. Crunch is redone but not finalized. Story is done.
GM Kevin: since you are mixing in some dungeon stuff, how appropriate would it be to have a large animal companion? Goliath druids are required to have big companions (if they take companions).

Tavarokk |

Finished equipment and background, bar last minute tweaks. Should be good to go. A bit of an all-rounder char, both providing rogue & ranger utility and being able to serve as a decent frontline fighter (and eventually ranged one as well).
Darya Lesovich
Female CG Human Slayer, Level 1, Init 6, HP 12/12, Speed 30 ft
AC 18, Touch 16, Flat-footed 12, CMD 20, Fort 4, Ref 7, Will 2, CMB +4, Base Attack Bonus +1
Spear +4 (1d8+4, 20/x3)
Knife +4 (1d4+3, 19-20/x2)
Longbow +6 (1d8, 20/x3)
Leather armor (+2 Armor, +5 Dex, +1 Dodge)
Abilities Str 17, Dex 20, Con 15, Int 13, Wis 14, Cha 14
Condition None
Atrocious at farmwork - more for lack of interest and compulsive shirking of her duties than genuine incompetence - she was fairly talented at fighting and prone to violence. That alone would have been tolerable, landing the girl in the militia or among the hunters (where she did end up eventually), but there was also the matter of her character.
She was a dreamer, hungry for outlandish tales from the outside world and acclaim of her own. Furthermore, her rowdy and exuberant nature demanded entertainment well in excess of what was considered proper. Her fondness for carousing, strong drinks and sleeping around caused more than their share of disapproving murmurs over the years.
Perhaps the one person who genuinely adored her - outside of little kids who saw a 'cool and approachable big sister' - was Darya's grandfather, a retired soldier who would often gripe about the younger generations' lack of spine and willingness to obediently toil away until someone came and took the fruits of their labour again. His tales of former prosperity of the Stolen Lands found an avid listener in the unruly girl and strongly contributed to her decision to join the reclamation effort when the word got out.
As such, after a round relieved (due to peaceful resolution of growing tensions) goodbyes, Darya found herself on the road to Restov, in hopes of joining one of the parties chartered to officially claim lands in the southern wilderness.

Barek Tanner |

DBH here again. I've decided to drop Nishkta Lematov, and submit another character.
So here is Barek Tanner, a male Human Hunter.
BAREK TANNER
Male Human (Kellid) Hunter 1. NG Medium humanoid (human)
Init +3; Senses Low-Light Vision, Perception +7, Scent,
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ). hp 10 (1d8)+2
Fort +3, Ref +5, Will +2
Ranged light crossbow +3 (1d8/19-20), within 30 ft. +4 (1d8+1)
Known Hunter Spells (CL 1st, concentration +3):
1st (2/day) - cure light wounds (DC 13) , magic fang (DC 13) , summon nature's ally i
0th (at will) - create water , detect magic , light , spark (DC 12)
STATISTICS: Str 14, Dex 16, Con 12, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Fast Learner, Point-Blank Shot
Skills
Handle Animal +4,
Heal +6,
Knowledge (Geography) +5,
Knowledge (Nature) +5,
Perception +7,
Ride +6,
Sense Motive +2,
Stealth +6,
Survival +6,
Swim +5,
Languages Common, Hallit, Sylvan
SQ Animal Companion, Animal Focus, Bonus Feat, Low-Light Vision, Nature Training, Orisons, Scent, Skilled, Weapon and Armor Proficiency, Wild Empathy,
Possessions outfit (explorer's); studded leather; Light Crossbow, Horse (Light) ;
SPECIAL ABILITIES
Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier
Animal Focus (Su) You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 1 minutes per day. The animal companion gets a constant benefit.
Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented].
Orisons Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.
Pioneer (Perception) You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. With the wilderness ever at your door, you've also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands. You begin play with a horse.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Weapon and Armor Proficiency Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 1 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Barek is a hulking young man of Kellid descent. His forefather moved to Brevoy generations ago and settled close to Restov. Running a Tannery to deal with the many hides needed for leather.
Barek really hates working in a tannery and spends more time out with the trappers than working at home. Along with the scarred mongrel he rescued from starvation a few years ago. Barek much prefers being out in the wilderness and often would be alone in the wilds for days.
When news of the expeditions come through their area Barek decided this was his chance. Even if nothing comes of it he still gets to explore the wilderness for a long time. He took his savings, bought some equipment and a horse. Setting off to Restov.
Barek can handle himself in a fight, has some magic to help the party, and is good at surviving in the wilderness, and identifying what is found.
He doesn’t talk too much, preferring to be out alone with only Mong for company, but has accepted he’ll need to get along and work with a party.

Kevin O'Rourke 440 |

Okay, thinking of submitting Sulan Kator, an Orc Goliath Druid.Sulan was in a game before that died. Crunch is redone but not finalized. Story is done.
GM Kevin: since you are mixing in some dungeon stuff, how appropriate would it be to have a large animal companion? Goliath druids are required to have big companions (if they take companions).
There's going to be just as much outdoors as normal for Kingmaker but with the added in bits not as good of a ratio. But as long as you know you're not always going to be able to bring them with you that's fine... as a druid you could still prepare reduce animal to make your companion more appropriately size right? If one or two people in the party have animal companions it might not be a bad idea to invest in a wand of it.
Orges can run around in segments of some dungeons after all... but certain parts will be awkward. Just go into it with eyes open.
You never did answer my question about taking sylvan instead of common as a human because of backstory. Not sure if it was missed or intentional.
Sorry must have missed it. I wouldn't advise it. A rank in linguistics can balance things out though right? You can always say they're native language is Sylvan or something.

Blue, The Issian Blade |

Character Submission for TheWanderer123
Greetings and salutations, allow me to introduce myself. You may call me Blue. Please. Do not laugh. I've worked very hard on that introduction!
I have traveled from my usual haunts in Port Ice with the intention of seeking a position within your expedition. I bring aptitude in a variety of areas, not least of which is my sword and have been told that I have the moxie of a badger. I look forward to bringing glory and success to our adventure.

mdt |

From HustonJ's post :
Submitted:
Martial Type
Arlo Anok - Human (Kellid) barbarian (invulnerable rager)
Barek Tanner Human Hunter
Lord Christian D'Elagante - Human Cavalier (Daring Champion)
Darya Lesovich - Human Slayer
Josef Orlovsky - Human Fighter (Swordlord)
Orandek Slagboulder - Dwarven Ranger (Guide/Trapper)
Wreck - Orc Figher (Steelbound)
Titian Stagson - Human Cavalier (Beastmaster)
Blue The Issian Blade - Gnome Swashbuckler (Inspired Blade)
Martial Caster
Valda Aslougsdottir - Human Paladin (Silver Champion)
Teryll Mireynason - Half-Elf Bloodrager (Elemental (Air))
Jynn T'Soryn - Elf Ranger (Falconer)
Eliran Lebeda - Human Bard (Courtier) - Maybe
Changes
Altered a link on a submitted character to their latest post submission
added a new submission
Added a replacement submission

mdt |

Divine Caster
Godwyn Blaecwulf - Changeling Dual Cursed Oracle
Lawmaster Malora Nagovya- Human Inquisitor (Spellbreaker) of Abadar
G'lyn Nalag - Elf Inquisitor of Gorum
Nathan the Uplifting - Human Evangelistic Cleric of Irori
Sulan Kator Half-orc Druid (Goliath)
Zaeta - Human Oracle of Wood
Zelera - Human Cleric of The Lantern King
August Zlatostad - Dwarven Cleric of Abadar
Arcane Caster
Tik'Klik - Golem(Wyrwood) Sorcerer (Seeker Sage)
Rogue Skills (Trapfinding)
Darya Lesovich
Orandek Slagboulder
Tik'Klik
Dotted, without submission:
AGamer70
Amaranthine Witch
Beswaur Blue Bottle
Chobo
Chyrone
Cuàn
DBH
Diamondust
ElterAgo
Frizell Foulis Farquharson
Jereru
Joseph Soltz
KingHotTrash
Samuel Warren
Spazmodeus
Tassadan
The Pale King
TheWaskally ??
Titian Stagson
Tundran
Uthraed
Zorin Blitz
Guaranteed:
halfling far strike monk
elven witch
Taking 3 others.
CHANGES
Deleted a Submission that was withdrawn
Added another divine caster
Removed two names from the list of 'dotted but no submission' due to them having submissions.

Chobo |

Here is my submission. Also, here is link to the alias I will use Stefan Tsveltkov
Enjoy your weekend!
========================================================
Human Bladebound/Kensi Magus – Stefan Tsveltkov
Age 20; Height 5' 10"; Weight 155 lbs
NG Medium humanoid (human)
Init +6; Senses Darkvision 10', Low-light vision, Perception +0
DEFENSE
AC 16, touch 16, flat-footed 10 (+1 Int, +5 dex)
Hit Points 10
Fort +3, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee Dueling Sword +7 (1d8+5/19-20/x2) S or dagger +5 (1d4+1/ 19-20/x2) P
Spell Combat Dueling Sword +5 (1d8+1/19-20/x2) S
Ranged Dagger +5 (1d4+1/ 19-20/x2) P 10 ft
Spells (CL 1st; concentration +5)
Prepared 1st (1/day) — Shield
Prepared 0 (2/day) – Dancing Lights, Acid Splash
STATISTICS
Str 13, Dex 20, Con 12, Int 17, Wis 10, Cha 11
Base Atk +0 CMB +1 (+6 w/ dueling Sword); CMD 16
Feats (1 first level, +1 Bonus Race, +2 Bonus Class) – Weapon Finesse (1st Level), Slashing Grace (Bonus Race), Weapon focus [Dueling Sword] (Bonus Class) Exotic Weapon Proficiency [Dueling Sword](Bonus Class)
Traits (2) – Arcane Temper (magic), Sword Scion (campaign), Civilized (Social)
Drawback Vain
Skills(2 level, 3 int, 2 BG) – K(Arcana) +7 (1 rank), K(History) +5 (1 BG rank), K(Local) +8 (1 Rank), K(Nobility) +4 (1 BG rank), (Planes) +7 (1 rank), Ride +9 (1 Rank), Spellcraft +7 (1 rank),
ACP: 0
FCB – Level 1 – 1HP
Languages(1) Common, Sylvan, Dwarven, Elven
SQ Arcane Pool 4
Combat Gear – Sword, Dueling (3 lbs, *gp)Dagger (1 lbs, 2 gp),
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Mess Kit (1 lbs, 2sp), Scroll Case (1/2 lbs, 1gp), Spell Book (1 lbs, *gp), Courtier's outfit x2 (12 lbs, 60gp), Signet Ring (* lbs, 50gp), Backpack (2 lbs, 2gp)
GP: 32; SP: 8; CP:
Light Load 50 Medium Load 100 Heavy Load 150
Total Carried 17 lbs
Spell Book
(CL 1st; concentration +5)
Known 1st — Expeditious Retreat, Frostbite, Obscuring Mist, Shield, Snowball, True Strike
Known 0 lvel — All 0-level spells
=========================================================================== =====================================================================
=Alternate Racial Traits
Draconic Heritage: At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.
Traits
Sword Scion: You begin play with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.
Civilized You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Drawback
Vain Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.
Feats
Weapon Finesse (link) With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus, Dueling Swords (link) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Slashing Grace (link) Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
Stefan stood, shirtless, in the warm sunlight, the sweat glistened off his lean but well-muscled frame. He remained stationary for several seconds with his blade held out before him in the guard position. With little warning he exploded into motion, his sword a blur, as he went through his forms again; advance, feint, thrust, parry and riposte. As he continued going through the movements, faster and faster each time, his mind wanders to the past ….
On Guard, his youth…
Stefan was like many of the third or fourth sons of the minor houses of Brevoy, a dreamer. He grew up on his family manor within the city of Restov with tales of the Aldori Swordlords and their unmatched heroics. His family, the Tsveltkovs, are a minor, but well respected, noble house with tenuous family ties to Choral the Conquer and his dragon blood. His parents spared no expense in the education of their children, and so Stefan enjoyed instruction in academics, etiquette, equestrian arts, swordsmanship as well as magic. All agreed that the dragon blood was strong in Stefan as he was an energetic and inquisitive student who excelled at his lessons. Over time he grew accustomed to the attention and deference of servants and tutors, accordingly his arrogance and vanity grew in equal proportion.
Advance, 2 years ago…
The Tsveltkov’s were a self-absorbed family and Stefan’s parents interests centered on the next social gathering, latest fashions, or court rumors. Thus they ignored all but their eldest child and in turn Stefan’s elder siblings ignored him. With one exception, his sister Nytasha became his one true friend, closest confidant, and sometime rival. Nytasha was two years his senior and strong in the dragon blood as well. She was beautiful, and devastating with the sword, their tutor often marveled at her abilities. It came as no surprise when, soon after she graduated from the Aldori Academy, she announced that she was leaving to go on an expedition into the untamed lands of the south. However, all of the family was shocked when their father, teary eyed, bestowed the family sword, Night’s Edge, into her care.
Feint, 10 Months ago
In the beginning letters came regularly from Nytasha describing her many exploits. Soon the weekly missives turned into a monthly note and the patriarch of the Tsveltkov family grew worried with concern for his daughter and the blade Night’s Edge. Stefan’s father could often be found in the evening pacing in his study or inspecting maps of the stolen lands. Nevertheless Stefan pressed on in his studies spending hours each day preparing for his admittance duel, the gateway into the Aldori Academy.
Thrust, 1 month ago
There was no fanfare or posturing nobles as Stefan knelt over the prone form of his opponent’s body. Rather there was the startled gasp that arose out of the crowd punctuated by the sound of Stefan’s labored breathing. He had done the unthinkable and used magic to gain advantage over his opponent during his admittance a duel to the Aldori Academy.
He walked away in shame, all the time, effort, and coin wasted because he let his pride get in the way. He wondered what he would do now.
Parry and riposte, 2 weeks ago
The Tsvelkovs hadn’t heard from Nytasha in nine months and Stefan’s father became more and more distraught. At his wits end Stefan’s father charged him to find his sister and to restore the family blade. Stefan wondered which his father wanted to find more, Nytasha or the blade.
Stefan looked back at the family manor one last time wondering if this was the last time he would set eyes on it. Pulling his cloak tighter around him, Stefan clutched his sister’s last letter as he focused on a single name that he hoped would lead him toward finding his sister and his family’s sword.
Oleg.
Stefan, in the manner of most young men born to a life of privilege, tends to be brash and headstrong. His upbringing in one of Brevoy's minor noble houses has left him prickly about his family's honor and he appears to be driven by his youthful arrogance, vanity as well as a thirst for recognition. However, he is friendly, outgoing, and gregarious by nature believing that it is better to make a friend then an enemy. Unfortunately, he often gives advice in a condescending manner to those he considers of a lesser station. Those who know him best appreciate Stefan's wry sense of humor and know him as a lover of debate, sword play, horse racing, and pipe smoking.
Stefan stands a little under six feet tall with a lean but well-muscled build, he looks older than his years and carries himself with an air of confidence. He is good looking and light skinned with piercing green eyes. His long, aristocratic, face is covered by a well-groomed beard and is framed by shoulder length light brown hair that always looks askew. Stefan favors well-made clothing in vibrant colors and he is never far from his dueling sword which usually hangs from a scabbard at his belt along with an assortment of pouches.

Peet |

But as long as you know you're not always going to be able to bring them with you that's fine... as a druid you could still prepare reduce animal to make your companion more appropriately size right? If one or two people in the party have animal companions it might not be a bad idea to invest in a wand of it.
I could also use a domain instead of a companion. The Goliath druid can use the rage subdomain, which is where I would go if I weren't taking a companion.

mdt |

From HustonJ's post :
Submitted:
Martial Type
Arlo Anok - Human (Kellid) barbarian (invulnerable rager)
Barek Tanner Human Hunter
Lord Christian D'Elagante - Human Cavalier (Daring Champion)
Darya Lesovich - Human Slayer
Josef Orlovsky - Human Fighter (Swordlord)
Orandek Slagboulder - Dwarven Ranger (Guide/Trapper)
Wreck - Orc Figher (Steelbound)
Titian Stagson - Human Cavalier (Beastmaster)
Blue The Issian Blade - Gnome Swashbuckler (Inspired Blade)
Martial Caster
Valda Aslougsdottir - Human Paladin (Silver Champion)
Teryll Mireynason - Half-Elf Bloodrager (Elemental (Air))
Jynn T'Soryn - Elf Ranger (Falconer)
Eliran Lebeda - Human Bard (Courtier) - Maybe
Stefan Tsveltkov - Human Magus (Bladebound Kensai)
Changes
Added new Martial Caster

mdt |

Divine Caster
Godwyn Blaecwulf - Changeling Dual Cursed Oracle
Lawmaster Malora Nagovya- Human Inquisitor (Spellbreaker) of Abadar
G'lyn Nalag - Elf Inquisitor of Gorum
Nathan the Uplifting - Human Evangelistic Cleric of Irori
Sulan Kator Half-orc Druid (Goliath)
Zaeta - Human Oracle of Wood
Zelera - Human Cleric of The Lantern King
August Zlatostad - Dwarven Cleric of Abadar
Arcane Caster
Tik'Klik - Golem(Wyrwood) Sorcerer (Seeker Sage)
Rogue Skills (Trapfinding)
Darya Lesovich
Orandek Slagboulder
Tik'Klik
Dotted, without submission:
AGamer70
Amaranthine Witch
Beswaur Blue Bottle
Chyrone
Cuàn
DBH
Diamondust
ElterAgo
Frizell Foulis Farquharson
Jereru
Joseph Soltz
KingHotTrash
Samuel Warren
Spazmodeus
Tassadan
The Pale King
TheWaskally ??
Tundran
Uthraed
Zorin Blitz
Guaranteed:
halfling far strike monk
elven witch
Taking 3 others.
CHANGES
Removed a name from the list of 'dotted but no submission' due to submission.

mdt |

From HustonJ's post :
Submitted:
Martial Type
Arlo Anok - Human (Kellid) barbarian (invulnerable rager)
Barek Tanner Human Hunter
Lord Christian D'Elagante - Human Cavalier (Daring Champion)
Darya Lesovich - Human Slayer
Josef Orlovsky - Human Fighter (Swordlord)
Orandek Slagboulder - Dwarven Ranger (Guide/Trapper)
Wreck - Orc Figher (Steelbound)
Titian Stagson - Human Cavalier (Beastmaster)
Blue The Issian Blade - Gnome Swashbuckler (Inspired Blade)
Martial Caster
Valda Aslougsdottir - Human Paladin (Silver Champion)
Teryll Mireynason - Half-Elf Bloodrager (Elemental (Air))
Jynn T'Soryn - Elf Ranger (Falconer)
Eliran Lebeda - Human Bard (Courtier) - Maybe
Stefan Tsveltkov - Human Magus (Bladebound Kensai)
Faolan Medvyed - Mesmerist (Fey Trickster)
Changes
Added new Martial Caster

mdt |

Divine Caster
Godwyn Blaecwulf - Changeling Dual Cursed Oracle
Lawmaster Malora Nagovya- Human Inquisitor (Spellbreaker) of Abadar
G'lyn Nalag - Elf Inquisitor of Gorum
Nathan the Uplifting - Human Evangelistic Cleric of Irori
Sulan Kator Half-orc Druid (Goliath)
Zaeta - Human Oracle of Wood
Zelera - Human Cleric of The Lantern King
August Zlatostad - Dwarven Cleric of Abadar
Arcane Caster
Tik'Klik - Golem(Wyrwood) Sorcerer (Seeker Sage)
Rogue Skills (Trapfinding)
Darya Lesovich
Orandek Slagboulder
Tik'Klik
Dotted, without submission:
AGamer70
Beswaur Blue Bottle
Chyrone
Cuàn
DBH
Diamondust
ElterAgo
Frizell Foulis Farquharson
Jereru
Joseph Soltz
KingHotTrash
Samuel Warren
Spazmodeus
Tassadan
The Pale King
TheWaskally ??
Tundran
Uthraed
Zorin Blitz
Guaranteed:
halfling far strike monk
elven witch
Taking 3 others.
CHANGES
Removed a name from the list of 'dotted but no submission' due to submission.