
Magran Ghurakat |

Okay so I rolled poorly and I'm way too multiple attribute dependent to have a number of skills below ten if that's okay. (and lord help me if there was going to be charisma or wisdom damage).
Here is Magran. He is a human rogue on the run (restless wayfarer), but with your permission I would like to change him to a ninja. I think its abilities would suit him better. But if not, I can probably get around it.
Here is the backstory. The crunch should be in the profile shortly.
“NO! FOOL! You will never been an assassin!” the old man shouted
Magran wiped the blood off his forehead while sparse room spun around him. He lay there sprawled out on the wooden floors that had been all he’d known since he could remember.
“Worthless. Can’t even hold a knife properly!”
Grandfather Shoin scoffed. As he struck him another time across his face.
When Grandfather Yutaka struck him, he couldn't even see him move the first time, when he hit him in the temple with his dagger’s hilt. Magran picked up his blade and attempted a few feeble swipes at the man but as always the man was too fast for him, especially in his current state.
Shoin was the only person he ever saw regularly He was apparently a master assassin who trained all over the world when he was young and knew a number of strange, mystical techniques and exotic weapons. He was kept separate from the others they were training. I was like his every single day since Magra could remember. Even a slight error brought harsh punishment.
It was at that time, 12 year old Magran first considered leaving the temple. Since early childhood, he was trained to be a killer; an infiltrator with skills honed to hunt down enemies of the glorious nation of Vudra.
By that age he had forgotten his parents, though he knew Shoin was not his real grandfather. He began to understand that every misstep would make him suffer. ‘Suffer now so you do not suffer when it matters’ his trainer said, though failure seemed like its own punishment. Whenever he fumbled on a trap, he’d be gassed, cut by blades, or his hands would be trapped in some mechanism all while Shoin chastised him. Every time he made a noise while walking, Shoin would strike him in the head with a stone—he rarely missed. Any time he failed to spot a detail, he’d be whipped. Showing emotion was severely discouraged. If he wept any punishment he would have had already would be worsened tenfold.
A true assassin would die for any of these mistakes, and showing any weakness was the worst mistake one could make. It seemed throughout training he died many times, but it was getting to the point where he wished he had. Magran had to escape.
Despite his conditioning and the patriotism hammered into him by Shoin, he had no desire to kill and potentially die for people he didn’t care about and certainly didn’t care about him. He knew there had to be a world outside of this dismal place.
His training continued for many more months. He forgot the date of his birth, but looking back, he must have been about 14. When he was 14, he hurled the knife at Shoin, and by some miracle, it grazed the man on the cheek. He shrieked as Magran slipped out of his little prison of a room, ran past the temple guards, and escaped into the city with nothing more than a dagger and the clothes on his back.
He lived on the streets of Vudra, he stole food to get by, and would break into the houses of those better heeled that him to take whatever he needed. He preferred not to use force, but if he had to, he did that too. As he plotted his next move in the city, he knew his handlers were hot on his heels. He saw men who worked for the temple, and he knew the only solution would be to keep moving.
It was difficult, sometimes even more difficult than life with Shoin, but at least then he would be free. He hopped from city to city until one day he arrive at the port city of Niswan; the capital of the impossible kingdom of Jalmeray. He saw the city’s glorious pagodas. He saw beings he never saw before: the gnomes, dwarves, elves, and stranger things—he even saw one of the fabled Jann and it was at that point that he realized that the world was a larger and more exciting place than he ever could have imagined.
He needed to keep moving, but it was starting to become less out of need and more out of habit. Magran stowed away on a ship a land called Taldor. He knew nothing of their customs, but he was determined to keep moving. He learned their language, and just enough of their customs to not stand out. He was taught to pick up on these things as a boy. Every settlement he went through he would take what he needed and move north. The goal was to get as far away as humanly possible and in this case, the further north, the better. Jalmeray was considered a Southern country after all.
The further away he got, the easier it was to settle down for a while. He actually started talking to some of the people there and cavorting in their public houses. Eventually he settled down in the smaller settlement of Heldren. It seemed like the perfect place to settle down until he could move further on.
Description: Magran is a short, wiry youth with Vudrani heritage who is clad in filthy rags like a common vagrant. His skin is pale for a man from as far south as he is because of a lack of sunlight exposure. His lanky figure hunches over half the time because of minor cases of rickets he had as a child.
His clothing is dark or grey to blend in better. His face and back have numerous scars. His back also has a large blue tattoo in the shape of a hand, and on his left ear he sports a small copper earring. His dark eyes are fixed into a cold, blank, distant stare like a catatonic man.
Personality: Magran is very task and detain oriented young man who will do whatever he needs to in order to survive. Despite being only 17, he’s quite jaded concerning the state of the world; however, when it comes to traveling, his eyes light up, even if only for a moment.
Since he’s seen that first pagoda, he knew it was his fate to wander the world, and even if he was on the run from powerful men, it didn’t mean his leaving was a mistake. There is a large world up north and he fully intents to see everything it has to offer. If he could venture out with a heavily armed group, he would be set.
Magran doesn’t hesitate to steal or even kill in extreme circumstances because he was conditioned that way, but as he gets further away from Jalmeray, he feels himself getting calmer. While his manners seem rather erratic and paranoid, they were not as bad as they once were.
Still, he occasionally twitches, speaks too quickly and flinches at any sudden movements. It does not take much to get Magran into a fight-or-flight state of mind. That’s more or less the mindset he’s lived with his entire life.

GM_Fenwick |

I have adjusted my character to 35 pt buy. Just let me know if you want me to change anything.
Oh and good luck everyone.
I hope that your 35 is a typo for 25, because I specified in character creation that character stats were to be generated using 25 pts.
Yeah I have not done gear either, but would like to engage with the GM on what kind of things I can get that helps the distilling, riping, fermenting and aging process for alcohol.
I shall check my sourcebooks that allow for such things and get back to you on that.
[dice=1] 4d6 18
[dice=2] 4d6 16
[dice=3] 4d6 8
[dice=4] 4d6 14
[dice=5] 4d6 13
[dice=6] 4d6 16So i have decided to randomize my charector under the spoiler tag will ne the process.
** spoiler omitted **Whipping up a dwarven ranger
I had originally randomed up a kitsune would that race be okay? I still plan on finishing Granner, but now the idea of a kitsune is stuck in my head.
A kitsune is fine, too...
Okay so I rolled poorly and I'm way too multiple attribute dependent to have a number of skills below ten if that's okay. (and lord help me if there was going to be charisma or wisdom damage).
Here is Magran. He is a human rogue on the run (restless wayfarer), but with your permission I would like to change him to a ninja. I think its abilities would suit him better. But if not, I can probably get around it.
Here is the backstory. The crunch should be in the profile shortly.
** spoiler omitted **...
Ninjas are a valid class in this campaign.
-----------------
=====THE LIST OF COMPLETED CHARACTERS======
(PLEASE let me know if you have a completed character that I missed!)
Varok von Wolfe
Male Half-Orc Bloodrager
CN Medium Humanoid (Human, Orc)
Evelina Silverblade
Female Human Swashbuckler
CG Medium Humanoid (Human)
Hassan al'Akbar (Withdrawn from campaign...)
Male Human (Keleshite) Inquisitor (Witch-Hunter) of Sarenrae
NG Medium Humanoid (Human)
Doctor Gii
Male Aasimar (Angelkin) Oracle (Dual-Cursed) of Nethys
N Medium Outsider (Native)
Darken Rhazeal Villandr
Male Aasimar (Angelkin) Sorcerer (Dragonic)
CN Medium Outsider (Native)
Ellina Sensewi
Female Halfling Paladin (Hospitaler)
LG Medium Humanoid (Halfling)
Rorgar Brewmaster
Male Dwarf Warpriest
LN Medium Humanoid (Dwarf)
Bruenor Boulderbasher
Male Dwarf Hunter
NG Medium Humanoid (Dwarf)
Uruk Meginherd
Male Human Barbarian (Invulnerable Rager)
CG Medium Humanoid (Human)
Jaralf Thundarson
Male Human (Ulfen) Skald (Totemic Skald)
NG Medium Humanoid (Human)
Gregory Paltaris
Male Tiefling Alchemist (Mindchemist)
NG Medium Outsider (Native)
Grandma Mable
Female Human Oracle (Lame)
NG Medium Humanoid (Human)
Brina Uisgin
Female Half-Elf Winter Witch
NG Medium Humanoid (Human)
Silias Hawkwinter, Esquire
Male Human (Varisian) Bard
NG Medium Humanoid (Human)
Haezelle Pyreous
Female Ifrit Skald
CG Medium Outsider (Native)
Ember Fanning
Female Slyph Wizard (Fire Elementalist)
CN Medium Outsider (Native)
Hilda Tyrsdottir
Female Human (Ulfen) Ranger
NG Medium Humanoid (Human)
Briznia Feytouched
Male Gnome Sorcerer
N Small Humanoid (Gnome)
Margan Ghurakat
Male Human Rogue (Ninja?)
?? Medium Humanoid (Human)

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Liyest Toumbar Troubadour extraordinaire at your service
4d6: 4d6 ⇒ (3, 6, 4, 2) = 15 13
4d6: 4d6 ⇒ (3, 1, 3, 6) = 13 12
4d6: 4d6 ⇒ (4, 6, 5, 5) = 20 16
4d6: 4d6 ⇒ (5, 4, 3, 1) = 13 12
4d6: 4d6 ⇒ (5, 1, 5, 6) = 17 16
4d6: 4d6 ⇒ (1, 2, 5, 5) = 13 12
Seems good. I'll work up the stats and hopefully have him done quickly

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Liyest is a travelling Troubadour travelling the lands to ply his trade and search for signs of his Ifrit father. His Elvish mother told him that the last she heard his father was heading to Taldor and it made sense to Liyest that he should start at the hotter southern Taldor.
Fiercely loyal to his companions Liyest specialises in assisting, with his Bardic abilities, knowledge, bow and spells. He will be found in the thick of any situation always getting involved, always helping, even if it isn't known that his help was needed yet...
HP: 9
Race: Ifrit
Racial Traits: Darkvision 60', Burning Hands 1/day
Alternate Racial Traits: Wildfire Heart (+4 Init), Hypnotic (+1 save DC's +force re-roll 1/day)
Class: Bard
Archetype: None
Languages: Common, Ignan,
Traits: Warded against witchery, Armour Master
Feat: Arcane Strike
Skills (1pt each): Acrobatics, Stealth, Perception, Use Magic Device, Spellcraft, Diplomacy, Climb

Jack Speed-Runner |

here is my monk submission. I have him as LN instead of LG, because he is out to protect the town of Heldren and help out the citizens of it at all possible. Though this does not mean necessarily that he would protect other towns or help out others, although he might because that is what his allies might want or because that is what the people of Heldren might want. He is more for the community and following orders and law than what he is for helping out people in general and slaying evil. Though he certainly won't hesitate to slay evil.

Calwen Snowpaw |

Alright, here is my (Feuerrabe's) contribution. PB 25.
CG female elf ranger 1
Going for archery, even though I took "Weapon Finesse" as first feat. It's going to remain my only melee related feat.
Balancing the money and the equipment to avoid having a medium load was quite a pain, so I decided in the end to pick shortbow, shortsword and leather armor instead of longbow, rapier and studded leather armor, so that I could afford a horse. It's not ideal, but I think it fits the character if she has a horse to start with. In the end there was little money for winter equipment of course... though I feel a little silly coming up with winter stuff in southern Taldor.
The story stands for now, though it's entirely possible that polish it a little. So far it tells the story of a wandering spirit who doesn't really know where she belongs - or were she wants to belong - but has found her taste for adventure.

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Dingus Dingleberry
Female
Vanara
Monk - lv 1
Rac Mod
Str 14
Dex 16 + 2 = 18
Con 14
Int 13
Wis 15 + 2 = 17
Cha 13 - 2 = 11
--------------------
Racial Trait
----------------
Ability Score Racial Trait:
Size:
Base Speed:
Nimble:
Low-Light Vision:
Prehensile Tail:
-----------------------
Alternate Racial Trait
-----------------------
Tree Stranger:
--------------------
Class Abilities
----------------
AC Bonus:
Bonus Feat: Dodge
Unarmed Strike:
Flurry of Blows:
Stunning Fist:
-------
Traits
-------
Honored Fist of Society
Warded Against Witchery
------
Feats
------
Weapons Finesse
Dodge
----------
Languages
----------
Common, Vanaran, Elven
Acrobatics: 3 + 1 + 3 = 7
Appraise:
Bluff:
Climb:
Craft:
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
Knowledge(Arcana):
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History): 1 + 1 + 3 = 5
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion): 1 + 1 + 3 = 5
Linguistics:
Perception: 3 + 1 + 3 = 7
Perform:
Profession:
Ride:
Sense Motive: 3 + 1 + 3 = 7
Sleight of Hand:
Spellcraft:
Stealth:
Survival:
Swim:
Use Magic Device:
Initiative: +4
--------
Offense
--------
BAB:
CMB: 2
Attack Damage
Unarmed Strike 1d20 + 4 1d6 + 2
--------
Defense
--------
HP: 1d8 + 2 + 1 = 11
AC: 10 + 4 + 3 + 1 = 18
Touch AC: 10 + 4 + 1 = 15
Flat-Footed: 10 + 3 = 13
CMD: 10 + 2 + 4 = 16
Fortitude: 2 + 2 = 4
Reflex: 2 + 4 = 6
Will: 2 + 3 = 5
Monks Outfit
Monks Kit

GM_Fenwick |

Apologies for the delay in posting the list. All of you submitted such wonderful characters that it took me an extra day to figure out who to take on! The fact that I was swamped with copious amounts of homework had nothing to do with it.
Drumroll please....
Now, without further ado, I present to you...
Elevina Silverblade
CG Female Human Swashbuckler
Rorgar Brewmaster
LN Male Dwarf Warpriest
Ember Fanning
CN Female Slyph Wizard (Fire Elementalist)
Hylda Tyrsdottir
Uruk Meginherd
CG Male Human Barbarian (Invulnerable Rager)
Hilda Tyrsdottir
NG Female Human Ranger
For those of you that got selected, please RSPV in the Recruitment tab within three days. To everyone else, I thank you from the deepest part of my heart for your applications into my game. Your stories and backgrounds were very entertaining to read, and I hope that we'll adventure together in the future!