
Edward Sobel |

finally finished the backstory sorry about the legth but started to get on a roll
Kobad was born to a Qadirian military family. His father, Shamed was the army blacksmith making and repairing the men’s armor and weapons and keeping the quivers full. Kobad never really knew his mother his father always said she died in childbirth and never would elaborate any further.
Kobad had an older brother named Hassiem. By the time Kobad was old enough to apprentice to his father Hassiem was already rising quickly in the Qadirian ranks having obtained the rank of Gond Sālār, in command of an entire infantry division.
Shamed was unable to fight due to an injury that cost him his leg but his talent at the forge made him a continued asset to the encampment.
Word came that additional troops were needed at the fortress of Omash in northern Qadir near the Taldorian border. Tensions were high in this region both enduring their uneasy truce awaiting for any sign that the other side had broken the treaty and engage in open warfare.
The call for additional troops was unsettling to Kobad, Is it possible that war was in fact imminent? Shamed and kobad journeyed with the division up to Omash. His brother in command, Kobad was given his father’s scimitar to wield and took his place as Hassiem’s squire.
Kobad never really took to melee combat like his brother, but he wielded the sword out of respect for his father; He had hoped he would never have to use it.
The troops arrived at Omash and set up camp. We were not there long when another small group of soldiers returned to the keep badly battered. After a short meeting Hassiem was ordered to gather a small division and lead them north to the mountains and track down a group of Ogres in the area.
Hassiem assigned Kobad as the leader of the expedition and was given the rank of Vasht Sālār. Kobad led the group up into the mountains to find the ogres but instead the ogres found Kobad’s Vasht division first and the entire division was nearly wiped out. Kobad realized that his small division was no match for the ogres and the commander had to of known as well.
Kobad escaped and managed to return to Omash to inform the commander. The commander, Argbadh Abdul, Abdul demanded that Kobad pay for the loss he should have died with his troops.
Kobad was sentenced to 20 lashes for incompetence on the field of battle. But as the punishment was to be administered, Shamed intervened demanding a proper trial be performed. Abdul refused and sentenced both to the same punishment.
Following the lashes Abdul ordered both Kobad and Shamed into exile from Qadira lands. Kobad’s blood began to boil at the news his eyes began to glow a fiery red. Shamed grabbed Kobad, “No, it isn’t possible. You were not supposed to be cursed.”
Kobad heard nothing what his father said and in an instant of rage unleashed a blast of fire form his hand burning a soldier and singeing Abdul.
Abdul flew into a rage and ordered the men to kill Kobad and Shamed, but Hassien stepped inbetween. Abdul ordered him to step aside but Hassiem refused . the following altercation gave Kobad and hos father enough time to escape Omash.
Hassiem was captured and sentenced to death. Kobad and his father never learned about what happened to Hassiem but they knew enough to guess the most probable outcome. Now in exile Kobad and his father journeyed north to Taldor. During this time Shamed told Kobad about what had happened.
Shamed explained that long before Kobad was born it was discovered that his mother was sterile and unable to bear children. Hassiem was an adopted child and not a true relative yet he was raised and treated as their own. But it was custom that a true blooded heir to the family be born to carry on the family name. shamed made a pact with an Efreeti to remove his mother’s sterility and to bear a son. The Efreeti granted that wish but as they say all magic has a price, Kobad was born with the blood of an efreeti. This made him no longer an heir to the family but instead the future property of the Efreeti that granted the wish. And to ensure that no other child be born the Efreeti killed Kobad’s mother right after his birth.
Now Kobad is of age and it will just be a matter of time before the Efreeti comes to claim his property. The fires of the Efreeti run in Kobad’s veins and fire come naturally to him.
Kobad and Shamed journeys through Taldor until they finally settled in the tiny town of Helfren. Shamed assumed the name Samuel and Kobad assumed the name of Vors in order to blend in in the Taldorian culture.
As the years passed Kobad (AKA Vors) Shamed (AKA Samuel) became to old to continue farming. Kobad decided to seek work in town he had grown more confident in his Efreeti abilities and learned to manifest various powers. But he kept as much of that as he could secret. Kobad attempted to find work with Isker, the local blacksmith but it seemed that Iskar had figured out about Kobad’s Qadirian heritage and since he was a retired soldier of the Taldorin army he refused Kobad the oppurtunity to wok in the smithy.
Kobad and taken a liking to Iskar’s daughter, Xanthippe, this only infuriated Iskar even more and he forbade the two from ever being together. Kobad agreed though reluctantly and he set up a small smithy out of the barn on his home. This second smithy provided competition to Iskar and he was not very fond of it. Iskar would look for every means possible to shut down Kobad’s operation but never met with success.
Today Kobad continues to work his small smithy on his farm and continues to care for is now bed ridden father. Occasionally Xanthippe would stop by to read to Shamed. Kobad liked to believe so she could be near him. But truth-be-told, she only comes by because her father said no.
The debt to be repaid to the Efreeti still lingers in his mind, perhaps the winter witches in the North could help but first, how to get there.
Kobad
Male Human (Keleshite) Sorcerer 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
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Defense
--------------------
AC 12, touch 11, flat-footed 10 (+1 armor, +2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +0 (1d6/18-20/x2)
Sorcerer Spells Known (CL 1):
1 (4/day) Burning Hands (DC 16), Burning Disarm (DC 16), Snowball (DC 15)
0 (at will) Spark (DC 14), Ray of Frost, Read Magic, Flare (DC 14), Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Elemental Focus (Fire), Eschew Materials, Expanded Arcana (Sorcerer)
Traits Elemental Pupil (Fire), Heirloom Weapon (Proficiency) (Scimitar)
Flaws Vulnerable
Skills Craft (blacksmith) +3, Craft (weapons) +3, Knowledge (planes) +5, Spellcraft +5
Languages Common, Ignan, Kelish
SQ bloodlines (efreeti), fire ray (1d6) (7/day)
Combat Gear Keros oil; Other Gear Haramaki, Scimitar, Belt pouch (empty), Tindertwig (5), Torch (2), Waterproof bag (empty), Whetstone, 40 GP, 4 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Fire Ray (1d6) (7/day) (Sp) - 0/7
Keros oil - 0/10
Tindertwig - 0/5
Torch - 0/2
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Efreeti You were born with the power of fire genies, and the magic of the efreet is strong in you.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's description to fire
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Pupil (Fire) +1 dam when cast damaging spells of chosen element.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire Ray (1d6) (7/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability

Phillip0614 |

Pezmerga, here is my submission: human ranger Darius Kaplan.
Darius Kaplan
Male Human (Taldan) Ranger (Horse Lord, Skirmisher) 1
NG Medium Humanoid (human)
Init +3; Senses Perception +5
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Falchion +4 (2d4+4/18-20/x2)
Ranged Longbow, Comp. (Str +1) +4 (1d8+1/x3)
Special Attacks favored enemy (animals +2)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Mounted Combat (1/round)
Traits Deft Dodger, Restless Wayfarer (Knowledge [local]), World Traveler (Diplomacy)
Skills Acrobatics +1, Bluff +0 (+2 vs. animals), Climb +1, Diplomacy +5, Escape Artist +1, Fly +1, Handle Animal +4 (+6 with your animal companion), Knowledge (local) +5 (+7 vs. animals), Knowledge (nature) +4 (+6 vs. animals), Perception +5 (+7 vs. animals), Ride +5 (+7 on your animal companion), Sense Motive +1 (+3 vs. animals), Stealth +1, Survival +5 (+7 vs. animals, +6 to track, +7 to avoid becoming lost when using this), Swim +1
Languages Common, Skald
SQ track, wild empathy
Other Gear Chain shirt, Arrows (40), Falchion, Longbow, Comp. (Str +1), Backpack, masterwork (28 @ 30 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Belt pouch (empty), Blanket, Compass, Fishhook (5), Grappling hook, Silk rope, Tindertwig (10), Trail rations (7), Waterskin (2), Weapon cord, 33 GP, 3 SP
--------------------
Special Abilities
--------------------
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs Favored Enemy (Animals).
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Track +1 Add the listed bonus to survival checks made to track.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Darius Kaplan was born to Zais and Eonia Kaplan, a Varisian wed to a Taldan. To many, it seemed a strange match, given that both were relatively typical examples of their heritage: Zais was possessed of a wanderlust that kept him on the road many a day, while Eonia, a beautiful young woman, was almost singularly focused on working her way higher in Taldan society.
However, it's often said that love makes people do strange things, and this case was certainly no different. On one of Zais' many travels throughout the Inner Sea, he met a Taldan woman by the name of Eonia. He was immediately smitten, and although she didn't initially return Zais' affections, he made sure to schedule frequent trips through her area in the future, and it didn't take long for the woman to fall for his zest for life. Even so, the vastly different lifestyle that the pair led had to result in a compromise: they would make their home in Taldor, but Eonia would join her new husband on his meandering journeys through the Inner Sea.
It was on one of these journeys that Darius was welcomed into the world. As he grew, he took to the life on the road like a fish took to water, particularly when he volunteered to help scout the territory ahead of and around the caravan as well as gather food to supplement the on-hand provisions. One particular member of the caravan, an Ulfen named Sigmundar, took Darius under his wing as a friend more than anyone else, teaching the young man wilderness survival skills as well as his own native tongue. He also found he had a particular way with the horses as well, able to form a unique bond with the animals that few seemed able to replicate. He also learned many skills from his mother and father: the art of diplomacy, where best to look for information in a new place, and survival on the road, among other things.
When he reached his early 20s, Darius knew he had to make his own way in the world; his father's wanderlust, mother's social skills, and friend Sigmundar's knowledge of the land had seen to his sense of independence and competency. However, that didn't mean he was ready to strike out on his own completely just yet. Choosing to remain in the place he'd always known as "home," Darius settled in the small town of Heldren near the southern border of Taldor. Using it as a base of operations, he began spreading his wings, performing scouting jobs in and around the town for the residents.
He has decided that he likes the small-town atmosphere of Heldren and the accepting nature of the people living there; while his worship of Desna has never significantly impacted his life to this point, he feels some strange hold in this place, feeling as if there is something significant right around the corner for the village.
-----------------------------
Character Appearance
-----------------------------
Darius has the look of a young man who has a lot to prove to the world. He stands slightly above average in height at around 5'11" and weighs in at 195 pounds, though it is almost entirely muscle. His dark red hair is kept cut short so it won't interfere with his travel through wooded areas or present a possible handhold for grabby foes; when he is in the forest, he keeps his face hooded, as the red hair is a dead give-away of his position. His brown eyes are nearly always alert, on the lookout for anything out of the ordinary.
-----------------------------
Character Personality
-----------------------------
Darius is possessed of a wanderlust that is typical of Varisians, a race he is half member of. Generally speaking, Darius is a jovial man, enjoying a good laugh with friends, though when he is out in the field he turns into a different person, his demeanor becoming intensely serious as he stays on the alert for any potential hazards or threats to the safety of both himself and others who he may presently be with.
Do I need anything else?

Pezmerga |

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I'd like to submit my custom race druid.
His name is Larma, and he's just a stone-themed outsider with the Earth domain. He'll fulfill the divine caster and survival expert roles.
I've chosen two flaws in case we use those. I'll need to put them down, as well as choose my first-level feat and buy equipment.

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@Pezmerga: Here's my statblock. I'm looking at two alternate ideas. I'll list both after the block.
** spoiler omitted **
~Possibly starting as a custom race, either a Jotunblut / Half-Giant type guy or a Half-Troll via a Mountain Troll. I'll mull it over for the night.
~Completely different PC using the Huntmaster Cavalier in Animal Archive. My question for you is this. Can I take Boon Companion (as written in Animal Archive) and apply it to an animal companion, and at a later level take it again and apply it to a second? Boon Companion in AA says that it's applied to the Companion, not the PC. That's where my confusion comes from. If yea, I think I'll go with that. I like the idea of having two or three burly hounds with me. This would likely also work with a Pack Lord Druid, if I changed the concept up a bit.
I was referring the the quesiton above about the Boon Companion feat. If I have more than one companion, Can I take it multiple times and apply it to different Companions, as the feat says.
Meaning a level 5 Huntmaster with two level 5 hounds.

Pezmerga |

twilsemail wrote:@Pezmerga: Here's my statblock. I'm looking at two alternate ideas. I'll list both after the block.
** spoiler omitted **
~Possibly starting as a custom race, either a Jotunblut / Half-Giant type guy or a Half-Troll via a Mountain Troll. I'll mull it over for the night.
~Completely different PC using the Huntmaster Cavalier in Animal Archive. My question for you is this. Can I take Boon Companion (as written in Animal Archive) and apply it to an animal companion, and at a later level take it again and apply it to a second? Boon Companion in AA says that it's applied to the Companion, not the PC. That's where my confusion comes from. If yea, I think I'll go with that. I like the idea of having two or three burly hounds with me. This would likely also work with a Pack Lord Druid, if I changed the concept up a bit.
I was referring the the quesiton above about the Boon Companion feat. If I have more than one companion, Can I take it multiple times and apply it to different Companions, as the feat says.
Meaning a level 5 Huntmaster with two level 5 hounds.
That is fine. At first thought it seemed like too much, but you still will have to split up future levels amongst them.

Pezmerga |

Pezmerga, does my submission look alright to you? The history is not something I spent a lot of time expanding on and I can add more to it, if you wish. I want to make sure that I'm thorough with everything.
It is fine. I actually am gonna plan a little something before the AP officially begins. Kinda like a social event in game to let characters interact and develop a little before jumping into the adventure. So I don't require that everything be nailed down before hand. I am going to pick based on party need, Overall concept, and just my gut (maybe a coin flip or two as well!).

Pezmerga |

Here are the applications I have seen.
Divine
W1d0w – Volker Valhalson (Human Cleric)
D-Kal – Larma (Boulderman Druid)
Jamie Noone - Oracle (Maybe Oracle/Barbarian)
Arcane
RainyDayNinja – Aksum (Human Spellslinger Wizard)
Edward Sobel – Kobad (Human Sorcerer)
Frontline
Twilsemail – Kogar (Human Fighter or Huntmaster Cavalier)
Aak – Gilthanis Silverbrow (Half-Elf Ranger)
Jlighter – Kaylen (Human Fighter)
Merkatz – Markus Burke (Human Huntmaster Cavalier)
Phillip0614 – Darius Kaplan (Human Ranger)
Camris – Thorfinn Aelfson (Human Barbarian)
Utility
Manzcar - Magnauk Hailstraum (Half-Orc Inquisitor)
Jlighter – Nelosse (Suli Bard)

Javell DeLeon |

Cool. That's kinda what I was figuring.
I was thinking of throwing this guy in there: Droguk
I was also thinking of going with the Giant creature template

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I've updated Kogar. He's still a big brute from the North, he's just able to manifest his weapon now.
Half- Frost Giant Soulknife (Heh... knife) up for consideration. I'll have background and appearance and such up shortly.
Half-Giant Soulknife 1
CG Medium Humanoid (giant, human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 Armor)
hp 10 (1d10) pp 4
Fort +3, Ref +3, Will +4
Resist Cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Large Mind Blade (TH) +6 (3d6+6/18-20/x2)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Power Attack -1/+2, Psionic Talent, Psionic Weapon, Wild Talent
Skills Autohypnosis +6, Climb +7, Perception +6, Survival +11
Languages Common
Traits Northern Ancestry, Poverty Stricken
Other Gear Masterwork Armored Coat, Haramaki, Large Falchion, 147 GP
--------------------
Special Abilities
--------------------
Cold Acclimated +2 on saving throws vs. all cold spells and effects
Form Mind Blade Move action to manifest weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerful Build For many effects, a half-giant counts as a large creature
Psionic Weapon +1 damage while maintaining Psionic focus. Can spend Psionic focus as part of an attack action to add 2d6 damage.
Shape Mind Blade Full-Round action to reassign size & type of Mindblade
Stomp 1/day 20’ cone 1d4 non-lethal damage and prone. Reflex (DC 11) to avoid. May spend 1 PP to add 1d4 damage. May spend 2 PP to add 2d4 damage and +1 DC.
Throw Mind Blade May throw mindblade if Light or One-Handed. Range20/15

Pezmerga |

Cool. That's kinda what I was figuring.
I was thinking of throwing this guy in there: Droguk
I was also thinking of going with the Giant creature template
I have to think it over. If I do allow it, to be fair, I think it should cost something. Maybe If you take two flaws and don't take the bonus feats, or something of that nature. Maybe even lower your character to a 15 point base build. Or an exp debt (which I would probably start at level 2, staying level 1 for too long is dangerous imo.)
I'll let you know for sure in a bit.
Pezmerga |

Cool. That's kinda what I was figuring.
I was thinking of throwing this guy in there: Droguk
I was also thinking of going with the Giant creature template
Unless I am missing something, your stats are 7 points over the build.
27/20 points
Str-19 (13 Points)
Dex-14 (5 points)
Con-16 (10 Points)
Int-9 (-1 point)
Wis-12 (2 Points)
Cha-8 (-2 points)

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Ooooh, did someone say Reign of Winter?
I built Doctor Gii for a Reign of Winter campaign that never happened, and I figure he should meet all your requirements.
Doctor Gii, Aasimar Cleric of Nethys.
Male Aasimar Cleric 1
N Medium Outsider (Native), Humanoid (Human)
Init +1; Senses Darkvision, Perception +5
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16. . (+1 Dex, +6 armor)
HP 9 (1d8+1)
Fort +4, Ref +2, Will +7
Resist 5 Cold, 5 Electricity, 5 Fire
--------------------
OFFENSE
--------------------
Speed 20 ft. (Medium Armor)
Melee Quarterstaff +1 (1d6+1/20/x2)
. . Dagger +1 (1d4+1/19-20/x2)
Ranged Dagger +1 (1d4+1/20/x2)
Special Attacks Channel Positive Energy (1d6) (DC14) 5/day OR
. . Channel Smite (1d6) (DC14) 5/day
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Channel Smite
Traits Adaptive Magic (+1 Knowledge (arcana) and Use Magic Device, UMD is a class skill), Focused Mind (+2 Concentration checks), Sacred Conduit (+1 save DC on Channel Energy)
Skills Use Magic Device 1 rank (+7), Knowledge (arcana) 1 rank (+6), Sense Motive 0 ranks (+6), Perception 1 rank (+5), Spellcraft 1 rank (+5), Heal 0 ranks (+4), Survival 0 ranks (+4), Diplomacy 0 ranks (+2)
Languages Common, Skald
Combat Gear -; Other Gear 4pp 1gp 6sp, quarterstaff, dagger, light crossbow, crossbow bolts (20), masterwork breastplate, silver holy symbol of Nethys, wooden holy symbol of Nethys, spell component pouch (2), bedroll, winter blanket, candle (10), crowbar, flint and steel, oil (1-pint flask) (2), silk rope (50ft.), satchel, quiver, 5 days trail rations, waterskin, traveler's outfit, cold weather outfit [Medium encumbrance]
--------------------
SPECIAL ABILITIES
--------------------
Aasimar Racial Traits (Scion of Humanity and Truespeaker alternate racial traits)
Favored Class: Cleric (Skill Points)
Neutral Aura (Ex)
Channel Positive Energy (Su) (1d6) (DC14) (5/day) OR
Channel Smite (Su) (1d6) (DC14) (5/day)
Protection Domain
(7/day)
Magic Domain (Divine Subdomain) (7/day)
--------------------
SPELLS
--------------------
Cleric (CL 1, Concentration +7)
0- [DC14] (3/day) create water (1), detect magic (1), guidance, light, mending, purify food and drink, read magic (1), resistance, spark, stabilize
1- [DC15] (2+1/day) abundant ammunition, ant haul, bless, comprehend languages, cure light wounds, divine favor (1/1), endure elements, identify [D], obscuring mist, protection from evil, sanctuary, sanctuary [D] (1/1), shield of faith, summon monster I
Gii grew up quickly, and was a friendly, happy child. Though a fair bit more contemplative than his peers, and far wiser than his years, the young Aasimar boy excelled in the schooling he received from his parents. Though not particularly strong, quick or tough, he took to the study of magic with unparalleled resolve. By the time he was in his teens, Gii had become totally absorbed in the study of magic for both creation and destruction. He found the most joy in the creation aspects, but it would be a disservice to himself, his faith and his studies to ignore the other aspect of Nethys.
When Gii reached adulthood, he joined the clergy of the Church of Nethys. Here, he was enabled to study even more, and he became completely immersed in the mysteries of magic. His dedication to the pursuit of scholarly knowledge and practical spellcasting experience earned him a decent amount of respect in the Church, but after a few years of this study, they decided Gii, who they now called Doctor Gii, should go out into the world. Giving him a list of far-flung towns that could use a little guidance from Nethys' hand, he was to try and spread the faith to the area. Having recently read about the Winter Witches of the North, the Aasimar man chose Heldren, in order to possibly interact with them. Sadly, his stay in the town has been quite peaceful and without any meetings with these legendary magic-users. Instead, Gii has ingratiated himself with the people of the town, acting as a scholar, doctor and clergyman for them. The townsfolk believe him to be human, and he doesn't care to correct them.
When he must don his armor, Gii wears it over his cold weather clothing, as it is sized just a tad bit too large for him.
However, Gii can be indecisive at times, especially regarding personal relationships. Where magic and scholarly pursuits are simple, friendships and the like are rare for the Aasimar man.

Pezmerga |

Updated Submissions
Arcane
RainyDayNinja – Aksum (Human Spellslinger Wizard)
Edward Sobel – Kobad (Human Sorcerer)
dunebugg - Winter Witch
Divine
W1d0w – Volker Valhalson (Human Cleric)
D-Kal – Larma (Boulderman Druid)
Jamie Noone - Oracle (Maybe Oracle/Barbarian)
Big OM - Oracle
Seranov - Doctor Gii (Aasimar Cleric)
Frontline
Twilsemail – Kogar (Half- Frost Giant Soulknife)
Aak – Gilthanis Silverbrow (Half-Elf Ranger)
Jlighter – Kaylen (Human Fighter)
Merkatz – Markus Burke (Human Huntmaster Cavalier)
Phillip0614 – Darius Kaplan (Human Ranger)
Camris – Thorfinn Aelfson (Human Barbarian)
Javell DeLeon - Droguk(Human Barbarian)
Azten - (Catfolk Barbarian or Psychic Warrior)
Reshar - Fighter
Calinthas Aldimay - Human Ranger
Big OM - Fighter
lordzack - Skivven the Bold (Ratfolk Paladin)
Pocsalypse - Gunslinger
Utility
Manzcar - Magnauk Hailstraum (Half-Orc Inquisitor)
Jlighter – Nelosse (Suli Bard)
Pocsalypse - Inquisitor

Pezmerga |

Cool. That's kinda what I was figuring.
I was thinking of throwing this guy in there: Droguk
I was also thinking of going with the Giant creature template
I propose the Giant template will cost two feats (1st and 3rd, or take two flaws.), the Skilled racial trait (assuming you are human base), and you can't have any Ability scores below 10 before racial modifiers. Also you will effectively level 1000 exp slower for levels 2,3, and 4. After that it will be normal. You won't lose any exp, it just will delay your leveling until you are 1000 exp into the level. For example, you would hit level 3 at 6000 exp instead of 5000. You still level up to 5th and beyond at the normal exp amounts.
I figure thats fair for 3 Natural armor, +4 to str and con, and large size. If anyone disagrees please say so.

Javell DeLeon |

I propose the Giant template will cost two feats (1st and 3rd, or take two flaws.), the Skilled racial trait (assuming you are human base), and you can't have any Ability scores below 10 before racial modifiers. Also you will effectively level 1000 exp slower for levels 2,3, and 4. After that it will be normal. You won't lose any exp, it just will delay your leveling until you are 1000 exp into the level. For example, you would hit level 3 at 6000 exp instead of 5000. You still level up to 5th and beyond at the normal exp amounts.
I figure thats fair for 3 Natural armor, +4 to str and con, and large size. If anyone disagrees please say so.
Okay, that's pretty interesting. And I think that would be a pretty fair deal. But I think I'll stick with human.
Thanks for the option though!

Pezmerga |

In the interest of full disclosure, Pezmerga, I'm currently also GMing this game as a PbP with a group I've been PbPing with for close to two years now. Separation of what I know vs. what my character knows has never been a problem for me, but I thought I should tell you all the same.
Not a problem. I applied for a few RoW games having seen the first two books (I am a contractor for entering new datafiles into Herolab), so I would be a little bit of a hypocrite to say that affects my decision! :D

Javell DeLeon |

I got a question about this flaw:
It says: Effect: If you are damaged in combat, you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.
Now, it says you suffer the penalty until you damage the foe that caused you harm.
But then it says the penalty disappears when combat ends.
Which is it?

Pezmerga |

I got a question about this flaw:
It says: Effect: If you are damaged in combat, you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.
Now, it says you suffer the penalty until you damage the foe that caused you harm.
But then it says the penalty disappears when combat ends.
Which is it?
Whichever comes first. You damage them or combat ends.

Pezmerga |

Presumably both. If you damage the foe who harmed you, it goes away. If you don't ever damage him, it goes away when combat ends. I'd wonder about the potential for stacking, though, if you take damage from multiple sources.
Edit: Ninjaed by the boss.
Just to clarify, it won't stack. But It will remain until you damage each source that has damaged you.

Pezmerga |

Updated Submissions
Arcane
RainyDayNinja – Aksum (Human Spellslinger Wizard)
Edward Sobel – Kobad (Human Sorcerer)
dunebugg - Winter Witch
Divine
W1d0w – Volker Valhalson (Human Cleric)
D-Kal – Larma (Boulderman Druid)
Jamie Noone - Anniksson Oracle (Maybe Oracle/Barbarian)
Big OM - Oracle
Seranov - Doctor Gii (Aasimar Cleric)
Frontline
Twilsemail – Kogar (Half- Frost Giant Soulknife)
Aak – Gilthanis Silverbrow (Half-Elf Ranger)
Jlighter – Kaylen (Human Fighter)
Merkatz – Markus Burke (Human Huntmaster Cavalier)
Phillip0614 – Darius Kaplan (Human Ranger)
Camris – Thorfinn Aelfson (Human Barbarian)
Javell DeLeon - Droguk(Human Barbarian)
Azten - (Catfolk Barbarian or Psychic Warrior)
Reshar - Fighter
Calinthas Aldimay - Human Ranger
Big OM - Fighter
lordzack - Skivven the Bold (Ratfolk Paladin)
Pocsalypse - Gunslinger
Utility
Manzcar - Magnauk Hailstraum (Half-Orc Inquisitor)
Jlighter – Nelosse (Suli Bard)
Pocsalypse - Inquisitor
Encouraging note: Lot's of nice submissions. I may end up running two campaigns.

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His vision blurred and when it returned he faced three women. They took his wits from him and told him that the only way to find them again would be to follow a road that started in Heldren. He blacked out and awoke a good while later, feeling refreshed. He followed a white raven all the way to Heldren and has waited for his sign since.
The simpleton has stayed in the town for years waiting for the sign that would point to this road.
After writing the background, I think I’m going to drop his Int by another point. There’d be more to this, but there was an impromptu meeting called at work.
I’m out of the area for the weekend. I’ll likely not have internet access until Sunday. Hopefully you don’t need any updates between now and then.
I'm thinking Cold-Blooded fits the Frost Giant's kid perfectly.
I'm thinking Implacable might work out well for him, though I'm still looking for something that reflects the "stolen wits" from his backstory. Stupid tiny text.
I don't actually have feats in mind at this point. I just like the idea of flawed characters.