
FratManCy |

= = = = = = = = = =
Living within the shadow of a mountain and the Uskwood, the citizens of a Nidelese community- Karpad, are unaware of the looming darkness that has befallen their sleepy town. A virulent contagion sweeps among the populace producing abnormal growths and sickness that the locals refer to as – Tallowthroat. Even worse are the amassing reports of missing townsfolk and the near civil war between the humans and fetchling populations.
With all these problems, even the Baron Stephan Boroi has become a recluse - suffering from his own madness and paranoia. As reasoning and hope begin to crumble, Karpad stands on the precipice of turmoil.
Will the sleepy town and its inhabitants succumb to the increasing darkness – or can a team of heroes break the mire and save the day?
= = = = = == = = = =
Welcome ladies and gentlemen for what I consider my favorite pathfinder module: The Midnight Mirror!
After having played the first half of this adventure as a player, I've been wanting to get ahold of this fantastic and gruesome story to GM. For this particular module, we'll be playing in a PBP style. My thinking is that Nidal makes great for role playing due to its creepy and haunting nature. With that being said, I'm looking for 3 – 4 players to join me for this game.
I may or may not make a character and join you guys. While the offer is tempting, I'd like to what you folks come up with.
As a heads up, rather than having this adventure play out like a tactical rpg, I favor a more theatrical and dramatic play through with a focus on roleplaying and discovery. I find maps and complicated obstacles prove to be not only disorientating, but annoying to constantly update after each round of action. But don't despair! There will be of course combat and hazards that will most likely kill a player...or two.
Rather than use an adventure path, and get bored by book 1, I'm hoping that this module will be a relatively short and fun play through.
In terms of posting, I'd like to keep it atleast once a day – just to keep the story rolling.
Oh and before I forget, backgrounds should be kept somewhat simple. I'm not asking for a history lesson on your character's lineage but a decent enough reason as to why you're in Nidal.
I'm keeping the character draft open until this Friday, March 22nd of which I will choose 3 – 4 players to embark on this journey.
Base Creation Rules
Stats: 4d6, Drop Lowest or 20point Buy ( 07 lowest stat )
Traits: 2 Traits ( Hopefully thematic )
Classes and Archetypes: CRB, APG, UC, UM (No Summoner or Non Paizo)
Races: Core Only
Starting Cash: Level 4 suggested Gold + Appropriate Class Max Gold
Starting Level: 4th
Alignment: Any Non-Evil.
Character Background: Something simple as to why you're in Nidal.
If I happened to miss anything, feel free to ask questions or PM me. In any case, I look forward to character submissions.

Viluki |

A charlatan is a master of lies and deception. Whether creating simple cons or elaborately woven hoaxes capable of swaying the masses and those in positions of power, a charlatan is often a purveyor of snake-oil, forgeries, and rumormongering.
Natural Born Liar (Ex): At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan's Bluff checks for the next 24 hours. This ability does not stack with itself. This ability replaces trapfinding.
Grand Hoax (Ex): At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level. This ability takes the place of trap sense.
STR: 12 DEX: 16 CON: 12 INT: 14 WIS: 7 CHA: 16
human, alighnment LN
Evasion, rogue talent
Sneak attack +2d6
Rogue talent uncanny dodge
spells from arcane dabbler message and ghost sound
talents minor magic (mage hand), major magic (Ventriloquism), major magic (Disguise Self), major magic (Vanish), major magic (Vocal Alteration)
skill points 11 per level skills Bluff (cha), Intimidate (cha), diplomancy (cha), disguise (cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Disable Device (Dex), Stealth (Dex), Sleight of Hand (Dex) and Use Magic Device (Cha).
feats 3 Extra rogue talents.
traits Arcane Dabbler and Glib Barrister
gold 6140 (added max starting gold plus 6000 gp from CRB gamemastering Table: Character Wealth by Level which says 6000 gp for a level 4 character.
Equipment 4 Disguise Kit (200 gp), 2 Healer's Kit(100 gp),1 Forger's Kit(200 gp), 1 Holy Symbols silver (25 gp), Juggler's Kit (15 gp), Portable Altar (250 gp), Surgeon's Tools (20 gp), Symptom Kit (25 gp), Masterwork Thieves' Tools (100 gp), pony (30 gp), Cart (15 gp), 10 antiplague (500 gp), 4 antitoxinx (200 gp), 20 Alchemist's Fire (400 gp), 20 Acid (200 gp), 20 Bottled Lightning's (800 gp),5 Fuse Grenades (500 gp), 10 Ghast Retch Flask (500 gp),20 Holy Water (500 gp) and 10 thunderstones (300 gp), Scholar's outfit (5 gp), Cleric's vestments (5 gp), Entertainer's outfit ( 3 gp), Peasant's outfit (1 sp), Artisan's outfit (1 gp), Noble's outfit (75 gp), Leather (10 gp), dagger (gp 2), light crossbow (35 gp) and twenty bolts (2 gp).
"Note to gm I can have a poorer version of this char deployed to meet "economic" requirements you impose. Do note however that this will either cause the campaign to be considerably more entertaining (if you enjoy the rogue pulling a on the razor blade act of deception) or it can be less entertaining (angry townsfolk attacking the er..."creative manipulator of the truth") and his party. As noted in the character story this guy has now decided to er..."settle down".
As such it was time to begin his backup plan, which was in three words "get out fast!" So Kast fled to the town of Karpad to setup his "retirement". In his small, shabby cart driven by an old pony Viender Kast brings Karpad's salvation, himself. For Karpad was under threat by disease and perhaps even undead. But is was no matter for Kast could play any role healer, wizard, thief, lord and disguise himself as any being. For Viender Kast was the master of the greatest art: Deception.

Alex Mack |

4d6 ⇒ (1, 2, 3, 1) = 7
4d6 ⇒ (5, 1, 3, 5) = 14
4d6 ⇒ (5, 5, 5, 1) = 16
4d6 ⇒ (1, 2, 2, 5) = 10
4d6 ⇒ (5, 4, 3, 1) = 13
4d6 ⇒ (1, 6, 1, 3) = 11
I'd be interested as this sounds like a fun adventure and I've been pondering some ideas that would work nicely at level 4. Either a hexcrafter Magus or a Houndmaster Cavalier.
Edit: Wow some pretty atrocious rolls. Guess I'll be using 20 pt. buy

JAF0 |

4d6 ⇒ (6, 6, 6, 3) = 21 = 18
4d6 ⇒ (6, 6, 2, 4) = 18 = 16
4d6 ⇒ (6, 4, 1, 5) = 16 = 15
4d6 ⇒ (5, 4, 2, 3) = 14 = 12
4d6 ⇒ (4, 3, 1, 1) = 9 = 8
4d6 ⇒ (6, 2, 3, 5) = 16 = 14
I will work with these to come up with something... but it's late and I'm tired, so tomorrow maybe.

Rickmeister |

How does HP work for level 2-3-4? Roll it here?
Edit: I took average (3*5), but still awaiting your answer to edit it.
For now, I present you with
Male Human Fighter (Archer) 4
N Medium Humanoid (human)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +1 shield, +4 Dex)
hp 37 (4d10+12)
Fort +6, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+1/19-20/x2) and
. . Shortsword +5 (1d6+1/19-20/x2)
Ranged +1 Composite longbow (Str +1) +10 (1d8+4/x3)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 14, Int 11, Wis 10, Cha 12
Base Atk +4; CMB +5; CMD 19
Feats Deadly Aim -2/+4, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow)
Traits Deft Dodger, Missing Child (Son or Daughter)
Skills Climb +6, Craft (weapons) +4, Handle Animal +5, Intimidate +7, Knowledge (dungeoneering) +5, Perception +1, Ride +8, Survival +5
Languages Common
SQ trick shots (trick shot: disarm)
Combat Gear Assisting gloves (1 uses), Potion of cure light wounds, Silversheen, Weapon blanch (adamantine), Weapon blanch (cold iron), Weapon blanch (silver); Other Gear +1 Studded leather armor, Masterwork Buckler, +1 Composite longbow (Str +1), Dagger, Shortsword, Campfire bead, Disguise masks, Ioun torch, Backpack, masterwork (2 @ 12 lbs), Chest, huge (5 @ 9.44 lbs), Rope, Signal horn, Whetstone, 330 GP, 9 SP, 8 CP
--------------------
Special Abilities
--------------------
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
As far as background, I'll fill it out more if you want, but basic version:
(The trait is from C ot CT, don't know if that's okay with you..)
He is a drunk, and a run-down has-been adventurer. His brother took him in because there was nowhere else to go.
He followed his nephew Albert and niece Krissa to the market, because it was dangerous to go alone, and he lost Krissa. His brother is furious and dissapointed, and he has sworn to bring her back, even if it's the last thing he does... And he means it!
He hasn't been home since...

JonGarrett |

4d6 ⇒ (1, 1, 1, 6) = 9 - 8
4d6 ⇒ (2, 5, 6, 6) = 19 - 17
4d6 ⇒ (4, 1, 4, 6) = 15 - 14
4d6 ⇒ (4, 3, 1, 2) = 10 - 9
4d6 ⇒ (2, 5, 1, 6) = 14 - 13
4d6 ⇒ (2, 1, 5, 5) = 13 - 12
Not great. Not too awful either.
I was thinking a Thundercaller Bard, if they're available, otherwise a Magus maybe? I'll see what I can work out.

JonGarrett |

Made a Bladebound Kensai once I realized that Thundercaller wasn't in one of the allowed books. Hopefully got this all right. I didn't finish doing spells - didn't seem much point, yet, but most of the rest of the character is done.
Ilidian (ill-id-e-an) Kelsian (Kel-se-an)
Male Human Magus (Bladebound Kensai) 4
Neutral Medium Humanoid (human)
Init +2; Perception +1
--------------------
Defense
--------------------
AC 19, touch - 19, flat-footed -10
hp 29
Fort +5, Ref +3, Will +3
--------------------
Offence
--------------------
Speed 30 ft.
Melee Kell, Blackblade Scimitar +9 (1d6+8/18-20x2) With Power Attack
Spells
1st Shocking Grasp +7 (4d6 Electric Damage)
0th - At Will[b/] Acid Splash, Ray of Frost
[b]--------------------
Statistics
--------------------
Str 14 Dex 20, Con 13, Int 16, Wis 8, Cha 9
Base Atk +3; CMB +5; CMD 22
Feats Alertness, Weapon Focus (Scimitar), Weapon Finesse, Dervish Dance, Power Attack
Traits Desperate Focus, Extremely Fashionable
Skills Intimidate +8, Diplomacy +8, Use Magic Device +7, Swim +9, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Spellcraft +10, Linguistics +5
Languages Common, Infernal, Necril
SQ Blackblade Strike, Spell Combat, Spellstrike, Perfect Strike
Combat Gear +1 Blackblade Scimitar
Other Gear Assorted Silver and Sapphire Jewelry worth 200gp, a Silver and Sapphire Signet Ring, Belt of Incredible Dexterity +2, Ring of Protection +1 , Three sets of Nobles Clothes, one set of Explorer’s Clothes, 710gp
--------------------
Special Abilities
--------------------
Arcane Pool (4 points), Unbreakable, Reduced Spellcasting, Telepathy, Canny Defence
Backstory
Ilidian Kelsian is the second son of a minor Chelaxian Noble House. The fact he is a second son has dominated Illidian’s life. It never mattered if he was faster, or smarter, or faster because he was the second son, and so it didn’t matter. Oh, he was given training in the finest fighting techniques, trained by best tutors, even given the kind of equipment only a noble house could afford - all so he could be the martial might to his brother’s rule.
What especially annoyed Ilidian was the Blackblade, Kell. Rumoured to have come to the family as part of the deal that raised them to the nobility, the matt black bladed weapon hung in his mind. But it was a symbol of the Head of the House and while Ilidian desired it above all else, he was loyal to his brother. It wasn’t Asanda’s fault, after all, that he was first born - a position he was obviously as uncomfortable to be in as Ilidian was to be second born. Kell would go to the eldest - Ilidian would have to settle for what he could get.
Kell had other ideas.
One morning Ilidian, after a paticularly interesting night out, awoke with a start, apparently in a bush, his clothes soiled, and no memory how he had gotten there.
It is about time you awoke, a voice announced in his mind, We have far to go.
“What?” the young noble announced, “Who are-”. He stopped and looked in growing horror at the matt black blade that seemed to almost swallow light held in his hand, the sharp contrast between it and the burnished steel handle set with sapphires exceptionally beautiful. “Kell? I took Kell?”
No, the voice replied, I took you, but that is irrelevant. We must leave soon.
“No,” Ilidian replied, “I need to take you back. My brother-”
Was unworthy to wield me. The voice paused. You are...better. A better choice. And of course, no one will believe you didn’t steal me.
The young noble shook his head in confusion, before his noble blood and years of training re-asserted itself. “No, we shall...” He paused, considering. Everyone knew he didn’t want the life that he had been fated. Everyone knew he wished for Kell. Everyone would believe he could steal the blade.
And besides, why should he return? True, he never expected be a homeless vagabond, but there was wealth to be made out there. Had not Great Grandfather come from more humble beginning to found House Kelsian? With the years of training and such a weapon in his hands, surely he could do the same?
“We shall go,” he said decisvely.
A wise choice, the soothing voice of Kell replied, Befitting your status. There is a task for us, somewhere, that will grant you all your wishes...

Sean FitzSimon |

Interested.
4d6 ⇒ (5, 4, 2, 6) = 17 = 15
4d6 ⇒ (5, 1, 1, 3) = 10 = 9
4d6 ⇒ (5, 6, 2, 4) = 17 = 15
4d6 ⇒ (2, 5, 4, 2) = 13 = 11
4d6 ⇒ (6, 4, 3, 5) = 18 = 15
4d6 ⇒ (2, 4, 1, 5) = 12 = 11
Hmm. That's 22 point buy, but I think I'm better off going with actual point buy on this one. I'm thinking a Sylvan Sorcerer currently. Not sure on the race yet.

Sean FitzSimon |

Most of us are probably using d20pfsrd.com for character creation which, for the most part, identifies where its content comes from (so we can avoid unallowed material). However I think it was the Advanced Race Guide that expanded all core races and the site doesn't break it down by source very well.
To simplify my question, are we allowed to use any of the SRD options for the core races (favored class bonuses, alternate racial traits), excluding feats, or do we need to track down where the option came from and only use those from the allowed material?

Curaigh |

I am interested. Lots of character options dancing in my head right now.
Elemental Wizard (earth or wooden) (ala Furies of Calderon)
Monk/druid. (crouching tiger, shapechange tiger)
Straight monk.
Cleric of fire and ice.
Prescient/clairvoyant fighter
and I need to play more rogues, but not will have to check archetypes out before I know anything specific.
Do I need to be more specific for you to decide who is in?
4d6 ⇒ (1, 5, 1, 6) = 13 = 12
4d6 ⇒ (1, 4, 2, 1) = 8 = 7
4d6 ⇒ (4, 2, 4, 5) = 15 = 13
4d6 ⇒ (5, 1, 2, 3) = 11 = 10
4d6 ⇒ (3, 1, 3, 1) = 8 = 7
4d6 ⇒ (3, 1, 3, 5) = 12 = 11
EDIT hah, -4 stat bonus total! I need to check if PFS has the 'unplayable stats reroll' rule :)

FratManCy |

Question about starting wealth - you said we start with lvl 4 starting wealth - is that just in gold, or can we buy items & magic items with that gold?
Oh sorry for overlooking that.
As it happens to be, I've ran several pbp's - but I'm still learning how to be a better dm.
Anywho, that gold is for you to use at it seems fit. Buy stuff you would need for the adventure! I'd hate to see you walk into a conflict where you've nothing but the clothes on your back.
(On second thought, playing a commoner adventure seems rad. *noted for later).

Sean FitzSimon |

Most of us are probably using d20pfsrd.com for character creation which, for the most part, identifies where its content comes from (so we can avoid unallowed material). However I think it was the Advanced Race Guide that expanded all core races and the site doesn't break it down by source very well.
To simplify my question, are we allowed to use any of the SRD options for the core races (favored class bonuses, alternate racial traits), excluding feats, or do we need to track down where the option came from and only use those from the allowed material?
Any chance I could get you to touch on this, please?

FratManCy |

Most of us are probably using d20pfsrd.com for character creation which, for the most part, identifies where its content comes from (so we can avoid unallowed material). However I think it was the Advanced Race Guide that expanded all core races and the site doesn't break it down by source very well.
To simplify my question, are we allowed to use any of the SRD options for the core races (favored class bonuses, alternate racial traits), excluding feats, or do we need to track down where the option came from and only use those from the allowed material?
Any chance I could get you to touch on this, please?
Oh, I didn't think anyone would go that far for character creation..hm...ah.
Using the SRD options for the core races (favored class bonuses and alternate racial traits) are totally fine with me.
I typically stay around from 3rd Party materials because its may/may not be balanced for pathfinder. But, if you've a solid reason as to why this should be the exception, pick my brain.

Sean FitzSimon |

Oh, I didn't think anyone would go that far for character creation..hm...ah.
Using the SRD options for the core races (favored class bonuses and alternate racial traits) are totally fine with me.
I typically stay around from 3rd Party materials because its may/may not be balanced for pathfinder. But, if you've a solid reason as to why this should be the exception, pick my brain.
Haha, sorry. I like to explore mechanical options as a way to flesh out a character- RP and Crunch in the same bite, you know? I just wanted to make sure that I wasn't going to dig into anything you didn't want in the campaign.
Also, I usually avoid 3rd party materials simply because of the unease of the community. And that they were notoriously unbalanced in 3e/3.5.

Curaigh |

I am interested. Lots of character options dancing in my head right now.
** spoiler omitted **Do I need to be more specific for you to decide who is in?
4d6 = 12
4d6 = 7
4d6 = 134d6 = 10
4d6 = 7
4d6 = 11EDIT hah, -4 stat bonus total! I need to check if PFS has the 'unplayable stats reroll' rule :)
Not sure if the 'unplayable' even existed in 3.5 or maybe it was just a homebrew, but it does not exist in PF.
I did settle on either the Thug (rogue) or Shapeshifter: jackal (ranger) to play someone who is kind of a coward and sometimes bully. I mean adventuring sounds like an interesting choice for someone as fragile as these stats suggest. How much do you want in story/build before choosing?

FratManCy |

"Not sure if the 'unplayable' even existed in 3.5 or maybe it was just a homebrew, but it does not exist in PF.
I did settle on either the Thug (rogue) or Shapeshifter: jackal (ranger) to play someone who is kind of a coward and sometimes bully. I mean adventuring sounds like an interesting choice for someone as fragile as these stats suggest. How much do you want in story/build before choosing?"
To best answer Curaigh's question and to give a better idea of what I'm looking for, below's a breakdown of what to keep in mind.
-Background: Where is he/she/it from? How has that place influenced them?
-Personality: Don't be a zombie! From the lowly thief to zealous activist, I'm looking for what kind of person your character'll be in the party.
-Alignment: To better put it, ethics and morals. Again, anything but EVIL is accepted.
*Bottom line: I know many of you'll apply to play, and rather than having you make a full character only to be rejected - just give me a gist/summary of who you want to be. (include dice rolls / pt buy please)
It'll make it easier for me to select a character as well as read through the already growing list. After selection's made, I'll allow room for folks to tighten their characters and prepare for the adventure.
Sound cool?

Ice Titan |

4d6 ⇒ (4, 1, 1, 6) = 12 = 11
4d6 ⇒ (1, 4, 6, 5) = 16 = 15
4d6 ⇒ (2, 5, 6, 4) = 17 = 15
4d6 ⇒ (2, 1, 5, 3) = 11 = 10
4d6 ⇒ (4, 5, 1, 3) = 13 = 12
4d6 ⇒ (1, 1, 2, 2) = 6 = 5
This is what I'm sticking with.
-Background: Where is he/she/it from? How has that place influenced them?
-Personality: Don't be a zombie! From the lowly thief to zealous activist, I'm looking for what kind of person your character'll be in the party.
-Alignment: To better put it, ethics and morals. Again, anything but EVIL is accepted.
Nicola Vlasko Grey
Nicola is a young Varisian man who carries himself with dignity despite his heavy reliance on a thick darkwood crutch. Covered over with tattoos and markings, his body looks like an errant wall on a city street, overlapping words and images forming a patchwork strangeness across his body-- the only clear image is a tatoo of a seven-pointed star on the back of his neck. A white-and-black ferret lays across his shoulders, tangled in his scarf; It's almost mistakable for an accessory until it yawns, bearing long fangs.Class: Witch, Patron: Stars.
Str 11
Dex 5
Con 15
Int 18
Wis 10
Cha 12
Background: Nicola is from the Immortal Principality of Ustalav, the home of Tar Baphon the Whispering Tyrant. He came south to Nidal in a caravan and stayed to help the Whispered Song, a group of Desna worshippers who sought an end to oppression in Nidal.
When on a raid to free slaves from a lumber colony, he and several freed slaves were separated from the main group and escaped into a forest. There, the stars became overcast and they found themselves lost. Just before the sun rose, turned and confused about, they came upon a crossroads. One way would lead back to the camp, and the other would lead away-- but with the stars hidden, they had no way to know which was which. Nicola prayed to Desna for guidance at the crossroads and was offered a choice: freedom for the slaves and eternal binding for himself, or freedom for himself and eternal slavery for the slaves. He chose the former, and was struck by inspiration-- the clouds parted, sundering the darkness, revealing a single guiding star.
Following it, he led the slaves to the Whispered Song's hidden bolthole and to safety, but when the sun rose, his left leg stiffened, heavy. Sometimes he can feel a heavy manacle resting upon it, and his wrists are burdened by the weight of chains. Disabled by strange illness, could no longer help the freedom network, and left to set out on his own.
Nicola knows that he has sold his spirit to something strange and otherworldly. A minor talent with arcane magic, he find that it flows liberally from him now, unburdened by his lack of formal training. When the passed the crossroads a second time, he met his companion: a ferret, who he named Austus. He knows that it speaks to him. When the stars are out, the noble creature stares into his eyes, and he cannot help to think that it has been sent to guide him.
Personality: Nicola is a person who does what he says, honors his word and hates dishonesty. Helping people is second nature to him, and leaving someone behind is impossible. He views himself as a very experienced person and tries to give advice whenever he feels it's needed, which is more often than not. Nicola would rather die than compromise his morals, and his ordeal at the hands of some greater power has not changed this, but only cemented his stubborn viewpoint. Nicola humors, but does not respect everyone: he saves his loyalty for those who prove it first. As a Varisian, he is a storyteller, and loves overexaggerating anything he can twist into a parable or anecdote.
Alignment: LG. Nicola is lawful because he always keeps his word, respects order and the law and keeps to his own moral code. Nicola is good because he refuses to abide by cruelty and puts others above himself.

FratManCy |

"Made an alias just for fun, since I was wondering what the character would look like with Dex 5.
My familiar has a much higher AC than me.
I'll do magic items later, but for right now, I'm ashamed that my familiar could probably kill and eat my character.."
Heh, imagine that. You'd really have *quite* the relationship with your pet. Might make for some awesome roleplay. Hell, you inspired me to try this out at somepoint.

JAF0 |

Ingred - how'd you get those stats - you rolled
4d6 ⇒ (6, 4, 4, 3) = 17 (= 14)
4d6 ⇒ (3, 2, 1, 1) = 7 (= 6)
4d6 ⇒ (5, 1, 4, 2) = 12 (= 10)
4d6 ⇒ (4, 2, 2, 4) = 12 (= 10)
4d6 ⇒ (6, 6, 3, 3) = 18 (= 15)
4d6 ⇒ (6, 4, 2, 3) = 15 (= 13)
just curious... (did you forget the 'drop the lowest' part of 4d6?)

Cat Bottle-Breaker |

Ingred is not smart. She is, as most dwarves are, also a tad surly, and as such, has always kept to herself. She IS smart enough to realize anything she has to say is usually not welcome in intelligent conversation, so she doesn't talk, and when she does, its usually not to say anything complimentary.
Instead, she has focused on herself. Following Irori, she is mostly keen on self-perfection ... in her case, that would be physical.
Over her training as a monk, she has come to trust her instincts and reaction time over thinking about anything too complicated, and so, like most people who aren't too bright, she's content following others with similar goals.
And Ingred's goal? Money. Adventurers and others make good money, and she's found she is a hardy and difficult to kill soul. With money she can enjoy the simple pleasures of good food and ale, and with that in mind she has focused her one track mind on making as much money as possible.
Places like Cheliax and Nidal are good for that; there's always someone or other that needs muscle for something, whether legitimate or not, and Ingred has done fairly well for herself as a result.
LN: Ingred is Lawful because she's a regimented and loyal person. In the long run it is easier and safer to keep your word, and the more organized you keep things, the easier it is to handle situations as they come up.
She is Neutral because she is more interested in money than morality. Its good if people are good, and ideally the world would be a better place if everyone was ... but they're not, and being good is not always the most profitable. She's generally opposed to travesties like puppy killing and genocide. They don't accomplish a whole lot but pissing people off anyway.

imjohnnyrah |

I'm working on my application now. You can even check my progress *here* if you'd like.
Going with a Shoanti Invulnerable Rager.
HP (HD + Con + Favored Class): 12 + 3d12 + 12 + 4 ⇒ 12 + (7, 12, 6) + 12 + 4 = 53

Alex Mack |

Attached my submission Leod Lativar a Human Hexcrafter Magus from the Uskwood. I started working on the crunch before reading that you're not keen on all the details so some stuff is done while others isn't. You should likely still get a good picture of what he can do.
Background:
Born and raised in the dark of the Uskwood to Azymaia a kind hearted witch that had always been at odds with the rulers of… Leod grew up knowing nothing but running, hiding, trickery and constant paranoia. The day the young man returned to his mother’s remote hut from a day of foraging only to find it abandoned and burned to the ground he knew true hatred of the land’s rulers.
Since that sad day 5 years ago Leod has made a name for himself in the Uskwood. Doing what he can and must to sabotage the plans of the rulers of Pangolais helping those clinging to life in this vile habitat and battling the creeping evil as best he can with the help of his trusty companion Kadabra an ancient owl that once served his mother.
When word of the plight of Karpad came to his ears Leod did not have to think twice and set forth south out of the Uskwood.
Leod is an amiable and good natured fellow, at least as good natured as they come out of the Uskwood. Behind good manners and a friendly smile he hides a missionary zeal which is fueled by his hatred of those in power. This deeply ingrained disdain for the local rulership has led him to disrespect any type of authority. While this can make him a difficult companion at times he is a loyal friend and actually a true altruist.
He shares a special relationship with Kadabra an ancient owl which once served his mother as a familiar and after her death took the young Leod under his wing. Kadabra is as close to a father figure the young man ever had and he tends to heed the animals advice in most decisions.
Leod is a slender almost feable young man of small stature. His skin is pale as you would come to expect of someone who rarely sees the light of day and his hair is of such a light blonde it almost appears to be white. His slender face and high cheekbones give him a slightly feminine appearance. He tends to wear a long black coat and matched leather boots. The leather on his cloaks right hand shoulder is scuffed as his large owl, Kadabra likes to sit there.
Leod Latvitar
CG Human Magus (Hexcrafter) 4
Abilities:
Str: 7 (-4 Pts)
Dex: 18 (7 pts) +2 Racial +1 level 4
Con: 14 (5 Pts)
Wis: 12 (0 Pts)
Int: 16 (10 Pts)
Cha: 10 (0 pts)
Stats:
Init: +4
HP: 37 (8+5+5+5+8+4)
AC: 19
Will: +5
Ref: +5
Fort: +6
Traits:
Conspiracy Hunter (Perception as Class Skill and +1)
Magical Lineage (Rime Spell)
Feats:
Alertness (From Familiar)
Weapon Finesse (1st)
Dervish Dance (Human Bonus)
Rime Spell (3rd)
Spells
0:
1: Frostbite
1: Frostbite
1: Shield
1: Shocking Grasp
2: Invisibility
2: Alter Self
Equipment:
+1 Mithral Shirt
+1 Scimitar
Wand of Infernal Healing
Pearl of Power (Level 1)
Scroll of Invisibility

Asad Zaman |

I want to play this character again! (Asad!) I am not sure what he will be reborn as, he currently is rolled up as a warrior. I am thinking a fighter, but how absurd would a bard be with his personality? LOL He is a gruff, ornery man. He loves to joke and tease, and even is a little uncouth at times. Still he is brave, and loyal.
Rolls
4d6 ⇒ (6, 1, 3, 2) = 12 = 11
4d6 ⇒ (2, 1, 1, 1) = 5 Assuming lowest possible is still a 7? If not I will be a Fighter with a 4 CHA! lol
4d6 ⇒ (2, 4, 4, 3) = 13 = 10
4d6 ⇒ (1, 6, 2, 6) = 15 = 14
4d6 ⇒ (3, 3, 5, 6) = 17 = 14
4d6 ⇒ (4, 5, 1, 5) = 15 = 14

Curaigh |

Thick, dark hair tops the pale and portly face of this man. Large dark eyes drink everything in, like a fawn's drink everything in. Black and grey patches leathers bely the mans size, marking him as one used to the forest.
HAPPY JACKAL was raised in the city of Pangalis, capital of Nidal. Raised is a relative term. He was orphaned late in childhood when his mother was killed by mysterious shadowy folk while making charcoal in the forest. HAPPYJACKAL spent some time trying to live on his own outside the city, but winter was too harsh and he returned to Pangalis.
Too old to officially be a ward of the state and too young to start a training in a trade of his own, HAPPYJACKAL joined the temple guard. He did not have the discipline necessary to learn much of the religious rights, and at first he stood on the sides watching others take care of business. He became good at watching though, and they put him into guard duty. When it was discovered he had some knowledge about the surrounding area he was lent to the city to bring visitors through the forest. After much time in the shadowy gloom, his help proved valuable in the endeavor and led to sponsored guide-training, followed by three years of service. Three years of leading visitors through the shadowy forests, is now at an end.
Mechanics
M HUMAN/HALF-ELF, Shapeshifter: jackal (ranger) 4,
traits:
Eyes and ears of the City (+1 to perception)
Skeptic (+2 save v illusions)
feats:blindfight(1), IMPROVED INIITIATIVE(1H), aspect of the beast(2ranger), alertness (3)
Class abilities:favored enemy: SHADOWS? favored terrain: forest, animal companion WOLF/BIRD
abilities: as above, I relish the chance to play two 7 stats :)