
GM Ace of Hearts |

Hello y'all, like the title says, I'm starting up a Serpent's Skull campaign. If you're interested, here are the rules:
CHARACTER CREATION
> 15 Point Buy
> Races from Advanced Race Guide are allowed
> Classes from any Paizo source are allowed, but no summoner archetypes
> Max gold and HP for your character's class
> An evil alignment is allowed...if your character can play nicely with others.
> 2 Traits, 1 Campaign Trait
> Paizo sources only
Posting at least once every three days is preferred. This recruitment will last from March 9th to March 17th.

Orodhen |

This is what I have so far. Background will be added in soon.
Chaotic Good Medium Humanoid (Suli)
Favored Class Bloodrager
Initiative +2
Senses Perception +4, Low-Light Vision
==DEFENSE==
AC 15, touch 10, flat-footed 15 (+5 armor)
HP 12 (MAXd10 +2 Con)
Fort +4, Ref +0, Will +1
==OFFENSE==
Speed 30 ft
Claws(x2): +5 (1d6) Slashing 20/x2
Boarding Axe: +5 (1d6) Slashing/Piercing 20/x3
Throwing Axe: +5 (1d6) Slashing 20/x2
==STATISTICS==
Str 18, Dex 10, Con 14, Int 8, Wis 10, Cha 16
BAB +1, CMB +5, CMD 15
==FEATS==
Armor & Shield Proficiency (light/medium armor and bucklers) – Bloodrager Default
Weapon Proficiency (simple and martial weapons) – Bloodrager Default
Extra Rage
==TRAITS==
1. Magical Knack (Magic) Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
2. Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
3. Boarded in the Shackles (Campaign): Your last home was in the
Shackles, a dangerous land of pirates and treachery, but
also of fantastic opportunity. A life of weal and woe on the
sea and amid the pirate controlled lands has toughened you
to a variety of hardships. Pick one of the three categories
of saving throws—you gain a +1 trait bonus on all saving
throws of that type. (Will)
==SKILLS==
4 ranks/level ( +1 Preferred Class Bonus)
Intimidate +7 (1 rank +3 class +3 Cha)
Perception +4 (1 rank +3 class)
Spellcraft +3 (1 rank +3 class -1 Int)
Survival +4 (1 rank +3 class)
Swim +8 (1 rank +3 class +4 Str)
Languages: Common, Ignan
==EXTRAORDINARY & SUPERNATURAL ABILITIES==
Racial
Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. (Firehand (fire): Instead of adding damage to a melee attack, the suli may hurl a piece of her arm-flames as if it were a thrown weapon. The suli makes a ranged touch attack; if the attack hits, the target takes 1d6 points of fire damage. The flames have a range increment of 10 feet.)
Energy Strike (Su): A suli with this racial trait has a stronger connection to one energy type than to the other three used by sulis. Choose one energy type: acid, cold, electricity, or fire. The suli's elemental assault ability can only deal energy damage of this type. The suli has resistance 5 to this energy type and no racial resistance to the other three types. While her elemental assault is active, the suli gains an additional ability based on the chosen energy type. This racial trait otherwise works like and replaces elemental assault.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Bloodrager
Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage: The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement: A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Claws: At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
==EQUIPMENT== 105 gp
Worn
(50 gp) Scale Mail
(6 gp) Boarding Axe
(8 gp) Throwing Axe
(9 gp) Bloodrager's Kit: This kit includes a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), trail rations (5 days), and a waterskin. - 29 lbs.

Tyeal |

I'm sure this crew would feel more at ease with a man of the cloth aboard.
Enter Ruthgar the Red, a human Evangelist born of a serf father and merchant mother. His schooling was largely done by the church, while his father eventually took up trading himself when his wife died at sea. After recently learning from his now-retired father than he's one of eight siblings, he sets out to find the rest of his family. And, maybe, find the final resting place of his Mother, so he could properly lay her to rest.

Dahrehn Hallea |

Step 1—Homeland, Family, and Childhood
Core Race: 1d8 ⇒ 5 1=Dwarf, 2=Elf, 3=Gnome, 4=Half-Elf, 5=Half-Orc, 6=Halfling, 7=Human, 8=Featured Race(Roll Again)
Homeland: 1d100 ⇒ 53
Parents: 1d100 ⇒ 41
Siblings: 1d100 ⇒ 71
Childhood: 1d100 ⇒ 21
Sibling Relative Age (If Necessary): 1d100 ⇒ 80
Sibling Race (If Adopted): 1d100 ⇒ 95
Unusual Homeland (If Necessary): 1d100 ⇒ 14
Circumstance of Birth: 1d100 ⇒ 65
Parents’ Profession: 1d100 ⇒ 31
Adopted Outside Your Race (If Necessary): 1d100 ⇒ 84
Nobility (If Necessary): 1d100 ⇒ 44
Major Childhood Event: 1d100 ⇒ 62
Step 2—Adolescence And Training
Class: 1d31 ⇒ 6 List of Classes here.
Best Ability Score: 1d6 ⇒ 4 In order: STR, DEX, CON, INT, WIS, CHA
Worst Ability Score: 1d6 ⇒ 2 In order: STR, DEX, CON, INT, WIS, CHA, re-roll if necessary.
Class Background: 1d100 ⇒ 26
Class Background (If Hybrid Class): 1d2 ⇒ 2 Alphabetical by parent class.
Influential Associates: 1d100 ⇒ 54
Step 3—Moral Conflicts, Relationships, and Drawbacks
Conflicts: 1d20 ⇒ 7
Conflicts (Nonevil Only): 1d12 ⇒ 9
Conflicts (Good Only): 1d6 ⇒ 2
Conflict Subject: 1d20 ⇒ 13
Conflict Motivation: 1d10 ⇒ 2
Conflict Motivation (Nonevil Only): 1d8 ⇒ 1
Conflict Motivation (Good Only): 1d4 ⇒ 3
Resolution Chosen:
Optional: Crime: 1d100 ⇒ 44
Optional: Punishment: 1d100 ⇒ 17
Alignment Chosen:
Deity Chosen:
Romantic Relationships: 1d20 ⇒ 3
Romantic Relationships (Relationship Required by earlier rolls): 1d12 ⇒ 10
Relationship with Fellow Adventurers: 1d100 ⇒ 100
Optional: Drawback: 1d100 ⇒ 22
---
Edit (Random generation is fun): Dahrehn Hallea, Half-Orc Brawler in the works. Grew up in an orc community, stole something from his mom at the request of his dad. Mom kills dad, lets Dahrehn get kidnapped and sold off to a merchant from Ilizmagorti. When that merchant kicks it himself, Dahrehn finds training among the locals to receive soldier training, trying to emulate what he remembers of his father. He's smarter than he looks, but not as quick on his feet as he'd like to be - and is training every day to get better! He boards the Jenivere at Mediogalti after feeling that he's advanced as far as his social status will allow, and is looking forward to a new life in Eleder!
Full stats to follow.

ScubaSteve93 |

All done, Chairo Anavah is a Gnome bard who's party roles include support, both buff and debuff, skills, and potential party face.
N Small Humanoid (Gnome)
Init +2; Senses Perception +3, Low-light Vision
------------------------------
DEFENSE
------------------------------
AC 11, touch 11, flat-footed 10 (+0 armor, +1 dex(+2 without backpack), +0 shield)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3 (5 vs fear and despair)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee Scorpion Whip +3 (1d3/x2)
Ranged Shortbow +3 (1d4/x3)
------------------------------
STATISTICS
------------------------------
Str 7, Dex 14, Con 12, Int 14, Wis 12, Cha 16
Base Atk +0; CMB -3; CMD 9
Traits Extremely Fashionable, Maestro of the Society, Prehensile Whip, Boarded in Varisia
Drawbacks Dependent
Feats Weapon Finesse
Skills (9 points; 6 class, 2 INT, 1 favored class)
ACP -6 with backpack, -0 without
(1)Diplomacy +8
(1)Disguise +7
(1)Intimidate +8
(1)Perform(Sing) +7
(1)Perform(Keyboard) +7
(1)Sleight of Hand +6
(1)Spellcraft +6
(1)Stealth +6
(1)Use Magic Device +7
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Bluff, Diplomacy, Intimidate (trait)
+1 Knowledge(all) (class)
+2 Knowledge(history) (race)
Languages Common, Gnome, Sylvan, Elven, Draconic

Arknight |

I present Dengar, Beast Totem Barbarian (Mad Dog) with his Deinonychus companion.
Male human barbarian (mad dog, beast totem) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 13 (1d12+1)
Fort +3, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee light flail +3 (1d8+2)
Ranged throwing axe +3 (1d6+2)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 12, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Pack Tactics, Precise Strike[APG]
Traits armor expert, get the cargo through, mentored
Skills Handle Animal +4, Knowledge (nature) +5, Perception +5, Profession (sailor) +3, Survival +5, Swim +2
Languages Common, Polyglot
SQ fast movement, heart of the wilderness
Other Gear agile breastplate, buckler, light flail, throwing axe (2), 51 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Mentored (Profession [sailor]) +1 to skill checks when making an aid another roll.
Pack Tactics Animal companion counts as having your teamwork feats for purpose of teamwork feat bonuses.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
--------------------
Exiled from his home in the Mwangi Expanse as a boy after a failed coup by his parents, Dengar had a tough time surviving. That is until he befriended Wevror (Savior in Dengar's native language), a small and agile dinosaur. They worked well together, working as a team to deal with any threats. When fighting, Wevror serves a a distraction for the most part, typically causing opponents to be more worried about the creature's claws and bites until Dengar lays into them with his preferred weapon, a flail.
He has recently been earning good money as a mercenary ensuring the safety of various vessels sailing in and out of Magnimar. For the last several months, he's been working aboard the Jenivere keeping ship and crew safe, and letting Wevror keep the hold free of rats and various other vermin as well.
--------------------
Wevror
Deinonychus (totem guide)
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 15 (+6)
Fort +6, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +5 (1d4), 2 talons +5 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Skills Acrobatics +3 (+15 to jump), Perception +5, Stealth +11
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Mahorfeus |

Dotting for interest.
Current character idea is a dwarven cleric of Cayden Cailean. He is one of the Starstone Brewers, and though he deals in the rum trade (Get the Cargo Through), his specialty is busting halfling slaves out of Cheliax by hiding them among his cargo. I figure this time around he left Cheliax emptyhanded, much to his disappointment; that is, unless someone with a halfling character wants to collaborate or something.

Oakbreaker |
Here he is
Eion the Iron Wing
Male Strix Primal Companion/Feral Hunter 1
N medium humanoid(strix)
Init 5 [b] Senses[b] Low-light Vision, Darkvision 60ft, Perception +8
___________
Defense
___________
AC 18 Touch 13 Flat-footed 15 (+5 armor, +3 Dex)
HP 9 (1d8+1)
FORT 4 REF 5 WILL 2
____________
Offense
____________
Speed 30 ft (20 ft in armor)
60ft fly (Average)
Melee 2 Claws+1 (1d6, 1d6 bleed)
___________
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 5
Base Atk +0; CMB +1; CMD 14
Feats Flyby Attack
Traits Reactionary, Orphaned, Stowaway
Skills Fly +7, Heal +6, Knowledge (nature) +5, Perception +8, , Survival +7, Stealth +8, Spellcasting +5
Languages Common, Strix
SQ Animal Focus (3 evo ppints)
Other Gear Scale Mail, 190 gp
Will finish after I get off work

ToBeDeleted |
Orodhen checking in with alias.
Bear with me, I couldn't stop writing. It might be a bit too far-fetched... I'll tweek it later but this is the gist of it.
His father was not an evil dragon, although many mortals would be hard pressed to believe that. He was responsible for the protection of the wilds in a little known edge of the world. His many children, who all bore striking resemblances to their father, stayed at his temple in order to train and become like him one day, protectors of their unofficial domain.
Garr on the other, took from his mom. He didn't look dragon-esque, he couldn't spew flames from his mouth like a true dragon. He was an utter disappointment. After his mother suddenly left the temple, Garr found himself with a family he could not relate too. After all, his father was too busy being all high and mighty.
Garr plotted his escape, his home had become his prison. He was destined to become another one of his father's "pets", as he liked to refer to his other siblings. Garr would have none of that. He wanted a life of adventure beyond this forest realm. As he slunk away in the dead of night, the rushing sound of wings announced the arrival of the one he dreaded meeting the most at this hour. His father alighted in front, questioning his intentions. After a bout of yelling, Garr produced flames from his hands (his mother's latent Suli blood manifesting in this moment of anger). He would prove to him that he was not his to command. Before things could get out of hand, his father sighed and agreed to let him leave, bewildering Garr. He thought this must be some kind of trap. But he decided to not waste this opportunity, and left with what little belongings he had. As he was about to lose sight if his father's encampment, he looked back and saw his father, a stoic dragon perched atop the rocky crag that overlooked the temple grounds. With one final look, he took off, and that was the last time he would ever see him again. Or so he thought.
Garr roamed the wilds until he happened upon human civilization. So many people, all of which looked like him. This was a life he could get used to, if it wasn't for his lack of patience and his fiery temper. He got into many sticky situations, eventually leading him aboard a vessel in an attempt to throw off some would-be pursuers. Little did he know this boat was headed for the Shackles, where he would learn how to take care of himself in the presence of dangerous foes.
One fateful day, an envoy appeared to him. It bore his father's seal. The news he received was shocking. A terrible accident had occurred. It did not go into much detail, but most of his siblings had perished. He was one of the remaining two offsprings left of his ailing father. He was to return immediately and resume his training to take his father's place. He panicked and boarded the first ship in port, by the name of "Jenivere".
Garr sports brown hair and red eyes, proof of both his Suli and Draconic heritages. He is 6'2" and very well built. He has a soft spot for cute woodland animals. Loses his cool quickly, but tries to protect those he cares for.

Simeon Iskandar |

The boat rocks gently, moonlight shines on the large ship, outlining it a pale blue. Most of the crew sleeps in the decks below, but the midnight crew tends the sails. “The blood in these veins, though.” Simeon starts, looking at his hands. “They are conflictin’. Tearing at each other, ya know?” The sailor takes a swig, nodding, but not paying any real attention. Simeon raises a hand, reaching it outright to the stars. “Like, have you felt something in you before, like an expression screaming to get out? My blood, man, it screams to me.” He raises his other arm, his hands cup over the distant moon. He brings his hands back to his stomach. “Screaming. It just, like, needs to leave this body. Ya know?” Again the sailor nods.
Simeon takes a drink of his own, beating his foot down. He continues this beat in tempo. “Alright, bear with me, I’mma try something new out. Stomp for me. The sailor obliges, matching Simeon’s pace. A couple of men tending the sails watch. “Right, right. Work in progress, no judges.” He breathes deeply, his head swirling figure-eights to the stomps.
“So I’mma, Slam Sorcera’, an enforcerah,
a man of spells from across another border- A-
explorah of the high seas, a pirate without quarter, a-
blasta from afar, a mortar whose supportin’ ya
“Castin’ spells and blastin’ hell,
contrastin’ other casters I be lastin’ well.
An everlasting yell, makes ya ol’ soul swell,
Morale from ya’ pal to ya’ ear canal.
“Boat keeps rockin’, my turn ta rock back,
keep up ya blockin’, my spells go past that.
clock keeps clockin’, and Simmy gonna’ whack that
keep up ma’ mockin’ till the boat just docks back.
“Yaaaa~!
Battle ain’t quite done yet.
Yaaaa~!
Ma’ voice is a stunnin’ threat.
Covered in scales, surrounded by say-lahs,
wanna bring me ta jail?
ya, better bring out the jay-lahs~!
A couple of claps from the ship, the midnight cruise seems entertained. The assistant captain gives a yell, a silence to the noisemakers. Simeon quites down, but a quake fills his voice’s absence. The ship roars, screaming at the sea as is tears opens. It ruptures, cracking at its bow, splitting into pieces. The vessel splinters, Simeon holding on the side of his ship for his life.
Take a look at Simeon's character for more info. Still doing some more info on him. Vishkanyan sorcerer who wishes to become human by any means necessary. Half human, with a Vishkanyan father, mother dies from Simeon's birth.
Dies his skin blue to hide his scales, tries to be the center of attention. Send me a PM if you want to collab. It is a long trip and Simeon talks a lot, surely there is some interaction we had. Worst case scenario, I don't make the game, you get character development, and my dead, shipwrecked body might fuel your character.

Simeon Iskandar |

@Lothor
Dead parent club? Perhaps a bonding over drinks on the ship? Simeon enjoys all types of song, and surely a sea shanty would strike up a bit of interest in him.
@Alesha
Both of exotic blood, perhaps that strikes up conversation. A woman of fire on the sea could easily attract Simeon's attention, and a persistent Simeon would try to start some sort of friendly relationship.
@Selvie
A fellow outcast. I am sure many regard a tiefling's blood to be just as poisonous as a Vishkanyan's. A stowaway needs to get food and drink somehow, and in exchange for stories and rumors, Simeon would oblige. I would probably share my secrets with you, possibly thinking your possible relations to efreeti could grant my wish for humanity.
Just spitballing possible relations, I love making and adding backstory. Also a bump of sorts for everyone to see. I want this campaign to be beautiful. Followed on RSS so I can update relations promptly.

Crunch's Space Pregen |

Submitting Ollurim Skull-Render, half-orc tribal shaman. I might withdraw him if I am accepted into the upcoming Kingmaker campaign, but I can probably do both.
By the way, he's not actually a shaman, he's a Scarred Witch Doctor.
As Ollurim drew closer to adulthood, the tribe began to consult a human who had arrived from the mist. His opinions were in high regard, as no member of the tribe had passed through the mist and came back both alive and sane. The human was interested in Ollurim, who at the time was training himself to become a shaman of the tribe, due to his renown throughout the community. The human talked to him of his own gods and traditions, and Ollurim attempted to seem as interested as possible, but, though it was all interesting he would never turn his back on his roots. When the human (whose name was Garth) offered to take him through the mist, however, it was too good an opportunity to refuse.
The journey through was rather anticlimactic, taking the two to a furnished hall already crowded with other humans. Ollurim and Garth stepped through a simple door from between the two places. Garth announced that he had found a tribesman willing to convert. Ollurim did not know how much longer he could or should keep up his charade, and silently went through the many holy rituals. It was not until he was bathed in an eye-watering holy light that the humans gasped. Ollurim looked down, and notices that his shadow had become that of a bizarre fiend. Just as quickly, the shadow flickered and vanished entirely, as if to mask its own blunder. The priests' attitudes changed suddenly, threatening him to leave his own body as if they thought he was possessed, holding the lives of his kin forfeit.
Immediately, anger such as he had never felt before lanced through Ollurim. Like any other mage of the tribe, he had tried to dispel the mist to no avail, but it had never worked. This time, from the other side, he dispelled the door and simultaneously destroyed it by eroding it to nothing. On the other side, the tribe noticed the fading of the mist and all walked from the village into the hall, by which time the only living thing was Ollurim, who had killed all the priests with his magic and his bare hands. Garth had received an extremely painful death, having not only brought Ollurim here but admitted he was his long-gone father that had marred him as a bastard. Ollurim now walks the world trying to raise the status of more civil orcs and half-orcs.
Build and Personality coming soon.

Crunch's Space Pregen |

Male Half-Orc Witch 1 (Scarred Witch Doctor)
N Medium Humanoid (Human, Orc)
Initiative +4 Senses: Darkvision 60 ft. Perception +5
Defense
AC 13, Touch 12, Flat-Footed 11 (+1 Armor, +2 Dex)
HP 11 (1d6+5)
Fort +6, Ref +4, Will +5
Offense
Speed 30 ft.
Melee Longspear +0 (1d8/x3)
Morningstar +0 (1d8)
Ranged Light Crossbow +2 (1d8/19-20)
Statistics
Str 10, Dex 14, Con 18, Int 12, Wis 12, Cha 7
BAB +0, CMB +0, CMD 12
Feats: Brew Potion (if it's okay).
Traits: Fate's Favored, Reactionary, Deft Dodger, Umbral Unmasking (drawback), Stowaway.
Skills: Perception +5, Spellcraft +4, Knowledge (planes) +4.
Languages: Common, Orc, Draconic.
Special: Scarshield, Fetish Mask, Patron (time).
Alternate racial traits: Sacred Tattoo, Scavenger.

Crunch's Space Pregen |

He is willing to break the law when it is necessary, but otherwise tries to maintain as good grounds as he can with the authorities. Under his stony exterior he hides a passion for defending the downtrodden and weak, but often has trouble when it conflicts with his taught code of only helping those who can help you. He usually only speaks of his emotions to the mask he carries containing ancestral spirits, but has been known to open up with a quart or two of ale.

Simeon Iskandar |

Unfamiliar with PbP Recruitment, if I should shut up, tell me
I am loving the race diversity of possible players so far. We are going to be the most tolerant group of people when in comes to race.
@Travis:
Missed you when I did a quick sweep. As an older, wiser man of possibly "tainted" blood, Simeon would definitely look up to you. Provide law for my chaos, maybe seen as a fatherly figure to the young man. While he might resent some of of your strictness to law or order, he would respect Travis.
@Ollurim
Dang that is some low charisma, Simeon is more than happy to talk for two, especially for those whose blood makes them looked down upon. I was thinking of taking up potion brewing too, so that could be an in for us. Realistically speaking, I could see Simeon trying to use your muscle to back up his at times bold language, maybe even speaking for you (and not always rightfully so) in your silence. Could be nice to see what happens when Ollurim says no, get them to talk while maybe pulling Simeon back down to earth.
Exotic blood seems to be a good running theme with many of the characters, one I am more than happy to get behind. Unifying in a way.