
GM Nightmare Knight |

@ Elek: "Igor" sounds like a fun idea, I'd like to see how it pans out. I'm not going to flat-out say no to a concept unless it screams bloody murder at me. Go for it if it'll be fun for you. If it ain't fun, you won't last long in a PbP campaign I've found.
@ Ictoo: Glad I made it sound interesting :) I will be using hero points, starting with one for initial submission. I will plan on using maps, either with Roll20 or Google Docs, I'll let my players vote on which to use.
@ ozyar: Sure, we'll run with that. And I don't mind, you're figuring your stuff out, testing the waters. I'd be lucky if someone else had that kind of patience with me.

Tamara Hart |

Oyzar's character here. Mechanics are done (though I might switch the int and wis), but I have to modify the background to get into the correct format (as well as add some more relations, which might require a bit of rewriting). I hope you like it. If you have any feedback on her I would be more than willing to alter her to better suit your wishes. Is the Naive drawback ok? I would love to play with the Lovesick drawback, but that requires another PC (which is better to chose after selection), maybe someone she meets at the funeral?

Martin Lorrimor |

Oyzar's character here. Mechanics are done (though I might switch the int and wis), but I have to modify the background to get into the correct format (as well as add some more relations, which might require a bit of rewriting). I hope you like it. If you have any feedback on her I would be more than willing to alter her to better suit your wishes. Is the Naive drawback ok? I would love to play with the Lovesick drawback, but that requires another PC (which is better to chose after selection), maybe someone she meets at the funeral?
An alternative idea for your lovesick needs could be Kendra, the Professor's daughter.

GM Nightmare Knight |

1d10+7
1d10+7
1d10+7
1d10+7Excellent! Martin should cover the main points you want for background, though I can convert his story into actual bulletpoints if you want, of course.
The bullet points aren't necessary, but having the points themselves clearly made in your backstory will make it easier for me to find them.

GM Nightmare Knight |

Oyzar's character here. Mechanics are done (though I might switch the int and wis), but I have to modify the background to get into the correct format (as well as add some more relations, which might require a bit of rewriting). I hope you like it. If you have any feedback on her I would be more than willing to alter her to better suit your wishes. Is the Naive drawback ok? I would love to play with the Lovesick drawback, but that requires another PC (which is better to chose after selection), maybe someone she meets at the funeral?
Like Martin said, Kendra would be fine for the lovesick drawback, but either drawbacks are fine. I just stress making a character you'll have fun with.

![]() |

I think I am going to be making a Dhampir swashbuckler who had been saved by the professor, and so choose to take up a life of adventure so that she could better protect herself as well as others. It would also go well for her monster hunting.
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (5) + 7 = 12

![]() |

1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (8) + 7 = 15
Hmmm so all told I'd 8,8,15,15,17,18, pretty good spellcasters stats but I could also make a pretty good unchained rogue with something like this. Hurts that most of book one would be stuck with a penalty to damage, that's a bummer, looking at spellcaster then. I'll add an arcanist here in a bit, let me work it up and see if I can find something.

TwelvePointFivePercent |
Stats.
4d10 ⇒ (1, 7, 2, 2) = 12
8/8/9/9/14/18.
Yuck, but I can always make a caster work. My options are Sorc, Wizard, Summoner or Arcanist.
Hmm. Barbarian might be halfway viable too, but I'd probably get tired of it pretty quick.
Best bet for melee would probably be synth, if I want to go that way.

GM Nightmare Knight |

Unfortunately I need to withdraw. I haven't yet submitted an alias, so not a huge loss. I'm sad I won't be contributing, but I wish you all great fun (and debilitating terror) in your adventure!
Thank you for your interest, and I wish you good luck in other games, present and future.

Leedwashere |

I'm still waiting to hear back if there's any definite plans between this character and the "Igor" character. Here's my detailed sketch of my own entry, though, I can add a section to cover the relationship between the two if that goes ahead, but I wanted to make sure I had a character to submit whatever happened. The whole character chassis stays the same in either case. Let me know if there's anything I'm missing, or that you have a problem with, and I'll start putting it into an alias.
His early time at University was about what you'd expect from a kid used to means and whose only real ambition was to see just how much partying he could squeeze out of his stipend. He was smart enough to get by without getting kicked out, but never truly excelled. Then one day he attended a lecture by Professor Lorrimor about the nature of the esoteric planes.
For the first time in his life, Norville became inspired. He did something he'd never done before: saw a professor after class to further discuss the material in greater detail. Norville and Lorrimor continued to meet, and spent many long evenings discussing the relationship between the Positive and Negative energy planes, and their relationships with life, death, the soul and the mind. Eventually, however, Norville was no longer content to discuss theory.
As Professor Lorrimor went on another one of his many trips, Norville began to dose himself with stronger and stronger psychoactive drugs, using the altered state to plumb the depths of his own consciousness, restlessly searching inner space for the secrets to a mind and soul's connection with the universal energy running throughout the universe. He'd often do this alone, though sometimes he would share the experience with the only true friend he'd made at the University, a kindred spirit named Messick. He continued to discuss his findings with Lorrimor, either in person or by correspondence during the professor's long trips. The more he dosed himself, however, the more resistant he became to the drugs. He began to take bigger and bigger doses, and as his sober periods became shorter, his frequency of discussion also declined.
Naturally, there were those at the University who thought this "research" was utter nonsense. Professor Dunhurst, a rival of Lorrimor's, soon began a campaign to kick him out on the grounds of his excessive drug use, and the decreasing frequency with which he interacted with the rest of the academic institution. So far, however, Norville's relationship with Lorrimor has been enough to keep the University from expelling him, though it becomes a much harder fight each time
Besides making enemies, his constant exploration of his own mind had another unintended side effect. He began to unlock psychic potential, much to his own surprise. This whole new world of ability excites him, and he's become convinced that there's a connection between his new abilities and his greater understanding of the universal life force he's come to believe is behind all living things.
From Others: These days, about 60% of his drug use is recreational rather than for purely research purposes as he protests.
From Him: Now that Lorrimor is dead, Dunhurst is about to finally succeed in getting Norville evicted from the University.
1. Messick (friend)
2. Wendy (mother)
3. Professor Dunhurst (rival academic)
4. set aside for the "Igor" character he wants to go this route
1. First lecture with Prof Lorrimor
2. First "research session"
3. First discovery of psychic ability
Norville Rogers
Male Human Psychic 1
CG Med Humanoid (Human)
Init +2; Senses perception +8
-------------------------------
Defense
-------------------------------
AC 12, touch 12, flat 10 (+2 dex)
HP 8 (1d6+2)
Fort +1, Ref +2, Will +5 (+4 vs drugs and addiction)
-------------------------------
Offense
-------------------------------
Speed 30'
Phrenic Amplifications: Will of the Dead
Spells Known: (CL 1, concentration +9)
1st (4/day) - polypurpose panacea, psychic crush I (DC 16), silent image (DC 15)
0 (at will) - light, detect magic, ghost sound (DC 14), telekinetic projectile
Psychic Discipline: Psychadelia
-------------------------------
Statistics
-------------------------------
Str 8, Dex 14, Con 12, Int 18, Wis 16, Cha 10
BAB +0; CMB -1; CMD 11
Feats Combat Casting, Spell Focus: Divination
Languages Common, Draconic, Dwarven, Elven, Gnome
Skills Knowledge (Planes) +11, Knowledge (History) +9, Knowledge (Arcana, Dungeoneering) +8, Perception +8, Sense Motive +7, Spellcraft +8
SQ Phrenic Pool (3), Drug Resistance, Cognatogen
Gear Scholar's Outfit, 70gp since he doesn't usually travel much physically, he likes to keep his assets liquid for now
-------------------------------
Traits
-------------------------------
Teacher’s Pet Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill. (Knowledge: Planes)
Scholar of the Great Beyond Your greatest interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. (Knowledge History)
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Lilian "Lily" Tandor |

Here is Lilian "Lily" Clearfire for you, Tiefling Alchemist(Mindchemist)! I'm rather pleased with how she turned out, I hope to be gaming with you and others soon! I am enjoying reading the other entries. Her character sheet is in her tab, all filled out and ready to boogey!
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Knowing a life of travel and relative luxury compared to frontier children, her father spent considerable money to have her trained and educated despite her heritage.
3)Lilian would be described as beautiful if one can look past her tiefling nature, the black pitless eyes, pointed teeth and sharp nails which she finds she has to cut all too often.
4)Bookish, she enjoys reading stories of heroes and will often reflect on such stories all manner of the day. Her natural intelligence is the only thing that kept her afloat in the universities despite her avid daydreaming.
5) She is recently an understudy and interning with Professor Lorrimor, traveling with him conducting studies and aiding in his research.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
Veronica Clearfire(Human Sister) Secretly Fiendish Sorcerer
Clyde Douglas(Human male, Local boy) Has a strong affection for Lilian, bordering on dangerously obsessive, could be an enemy, frightening themes here.
Nimon(Human Inquisitor) A fellow colleage of Proffessor Lorrimor, not much contact with outside of the lecture hall ((I don’t know Nimon in real life or anything, but figured it’d be fun to try and tie my character in with another submission!))
5) Three key memories that define your character as the person they are at the time of submission. Including Lorrimor in one of those might not be a bad idea.
2) The last day she saw her dad and sister before attending the University in Caliphas, the way he embraced her so lovingly and how she tried so hard to hold back her tears, knowing how much she would miss them.
3) The first time she had an alchemical breakthrough, the wonder and joy, the excitement and fear at her new powers and how much it showed that despite her race, she was able to create new things, not just destroy!

oyzar |

Re Kendra: While I have nothing against anyone preferring same sex relationships, I would prefer to play against someone of the opposite sex myself. I think playing against a PC would be really interesting. I'll leave it as Naive for now and maybe change to Lovesick if I get selected and any of the other PCs are interested in being the target.
I think I am going to be making a Dhampir swashbuckler who had been saved by the professor, and so choose to take up a life of adventure so that she could better protect herself as well as others. It would also go well for her monster hunting.
1d10+7
1d10+7
1d10+7
1d10+7
I selfishly hope there won't be too many damphirs in the game or that they at least take the reverse "normal" healing option. It would suck to kill someone by accident due to my channeling or to not be able to use what my character is good at.

Viemos Kendahan |

Submitting Viemos Kendahan. I will rework his backround to meet all your criteria but if you wouldn't mind taking a look and seeing if I'm at least on the right track with whats there now? I think it has the flavor your looking for just set in the wrong part of the country and needs a little more detail.
Stat roll 1:1d10 + 7 ⇒ (3) + 7 = 10
Stat roll 2:1d10 + 7 ⇒ (2) + 7 = 9
Stat roll 3:1d10 + 7 ⇒ (10) + 7 = 17
Stat roll 4:1d10 + 7 ⇒ (3) + 7 = 10

Seljak Kopile |
Ok, This answers the questions and somewhat builds the typical background, appearance and personality lists. Remember you asked for it…
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
A. Seljak Kopile was born to Goruza Drolja a high end call girl from Caliphas Widow's Boudoir who specialized in giving and taking pain. His Father was one of her regular customers. Yngvar Varangian from Ulcazar, a Sorcerer of the Undead Bloodline, who is a professor at the prestigious university Quarterfaux Archives. Goruza hid the pregnancy from her customers and her madam allowed her to keep the baby Seljak until certain events.
B. After certain events his mother dropped him off at the kitchen door of the university with a note attached that said “From this place I came, too this place I have been returned.’ The staff that found him assumed he was the bastard child of one of the students who had a tryst with half-orcs on staff. The university was known as being both elitist and liberal. While the professors and students considered themselves better than the locals, especially the half-orcs; they felt it there civic duty to help them “better themselves” by providing jobs, such as cooking, cleaning and general maintenance.
C. The first time Yngvar Varangian, who publically despises all half-orcs, saw young Seljak rummaging through the trash looking for food, he snatched the waif (unbeknownst to either of them, father and son) by his collar and, walking through the courtyard, threw the boy into the “serenity Pool.” A fountain that decorated the courtyard. Fortunately one of the cooks saw him thrashing about in the water and after the professor had left rescued the boy.
D. Morgrym Domar the head Janitor found Seljak soon after that and brought the young half-orc under his wing. He let Seljak clean, take trash to the dump and work as a beast of burden for room and board (sleeping on the floor in the attic) food (anything left over from the previous day before it was thrown away) and second pick of any of the “trash” that the rich students left at the end of the school year. Of course Morgrym got first pick. Morgrym, a dwarf, promised the young half-orc that when he retired Seljak could have his job. Not that he had that authority knowing that the Half-orc had no idea how long Dwarves lived. Seljak did whatever Morgym told him too and Morgym, for his part, saw that Seljak was fed, clothed and slept under a roof.
E. Morgrym, when Seljak wasn’t busy doing his other responsibilities, would rent the young half-orc out to students or professors. This is how Seljak met Professor Lorrimor, the year that the professor was at Quarterfaux Archives. Anytime the professor needed any simple work done he would employee Seljak. Knowing that all of the money went to Morgrym, Professor Lorrimor also gave Seljak money; he called it a ‘tip’. Through earning ‘tips’ Seljak was able to earn enough to purchase the only new item he owns. His new coat. All of his other possessions came from the trash; the items the students or professors had left on campus at the end of the school year. It was after Seljak had purchased his new coat that he was helping the professor set up a very large piece of equipment that Seljak didn’t really understand, but the professor told him ”Put this do-jiggy hear, or put that whats-it there” and Seljak would. When the professor had his back turned to a thing-a-ma-bob, it started to fall and Seljak pulled him out of the way. The professor told him his gratitude was “effusive”, and he promised that he would never forget.
F. At the end of the school year last year, Seljak found his other pride and joy. One of the students had left a beautiful gem crusted Alchemical Silver Gladius. Morgym was so pleased with Seljak’s find that when the half-orc asked to keep the sword Morgym agreed. Using a dagger he pried all of the gems from the blade and scabbard, keeping them to sell, and giving the defaced blade back to Seljak. He was overjoyed. Seljak wears it every day, tucked in the belt of his fancy over coat. It was the most expensive coat he could find in the area of town that Seljak traveled; they called it an ‘armored coat.’ He liked the sound of that. His other possessions are: a pair of fine green dress pants that are only slightly short, a sky blue puffy sleeved shirt with only one sleeve torn, a vest with a hole in the left shoulder blade that because of the maroon color the blood stain did not show, a pair of heavy work boots, his hand made walking stick called a shillelagh (so he can look like a gentleman) and a ruck sack that Morgym calls a “bug out bag.”
G. Seljak is very lonely, while he looks up to Morgym as a father figure and dearly misses his mother he wants to belong to someone or someone’s. He willing helps those whom Morgum instruct him too. He will help the cooks or maids when asked. Many assume he helps for promise of payment when he actually helps just to associate with others and to belong.
He is listed as neutral, not because he is looking for balance or because he understands the need to behave in different ways at different times. He is listed as neutral because he is a blank canvas, willing to take on the values, goals and standards of those who are willing to associate with him; whatever their motivation.
2) Two goals that you'd like the character to accomplish in-game.
A. he likes to earn money, he wants to own other new stuff, like his coat. If asked about his goals or aspirations his answer would be to be a great man like Professor Lorrimor who is able to give tips. Then he would list all the stuff he would want to buy before he would give tips. Items like new boots, a hat, a riding crop, he always heard students threaten to use a riding crop when dealing with him; so all gentlemen must have one. To be able to buy what he needs and give money to those he likes.
B. He wants to belong. To be a part of a family, possibly to find his mother. Possibly to find love, obviously to be part of a group of well-to-do travelers who watch out for each other and value each other’s company and skills. unapologetic plug ;0
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
A. The secret he keeps to himself. His mother is a half-orc. Everyone has assumed that his mother was a human student who couldn’t take him home to her family.
B. The secret kept from him: that Professor Yngvar Varangian, the man who tried to kill him and caused his fear of water is his father.
C. another secret that's not a secret; he is a monster, he turns into a zombie when he is mad!
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
A. His Mother: Goruza Drolja a high end call girl from Caliphas Widow's Boudoir. He remembers her face, her singing to him orc lullabies and her soft silky cloths and black leather cloths, all of them showing her beautiful orcish skin.
B. His father and enemy: Yngvar Varangian from Ulcazar a Sorcerer of the Undead Bloodline, who is a professor at the prestigious university Quarterfaux Archives. Those that know Yngvar mistakenly believe he is a Dhampir, which he, being a sorcerer of the undead bloodline does not confirm or deny.
C. His employer, handler, trainer and Mentor: the dwarf Morgrym Domar the head Janitor at Quarterfaux Archives.
5) Three key memories that define your character as the person they are at the time of submission. Including Lorrimor in one of those might not be a bad idea.
A. Seljak’s first memory is the reason his mother had to send him away. He was bad, he was a monster. It was a normal night at the brothel. His mother was downstairs entertaining customers and he was playing in the attic with the other children. One of the other boys, Seljak doesn’t remember his name, only his face; and that he had Seljak’s only possession a yellow baby blanket. He wouldn’t give Seljak the blanket he was teasing and teasing. Seljak got mad and turned into a monster. Seljak screamed at the boy ”Give me my blanket!” and all the children in the attic started to scream as Seljak grabbed the blanket from the other little boy. All the kids kept screaming. When one of the ‘ladies’ unlocked the door at the top of the stairs the kids all ran screaming out of the attic. The woman screamed and called Seljak a “Zombie”. When mother and the ‘mistress’ came to see why children were running around in the brothel; Seljak, having torn up his blanket in a rage, was sitting on the floor, very tired. The Mistress glared at mother and said ”You get rid of him or I will!” Seljak was frightened; he didn’t mean to be a ‘monster,’he didn’t mean to be a ‘zombie’, he didn’t mean to tear up his blanket.
B. Seljak’s second memory was the following morning, when his mother took him to the Quarterfaux Archives: sleeping in her room (always a special treat) that night, her singing to him while he looked at and touched all her nice clothes as she put on her ‘outdoor cloths’, her pinning a note to his shirt while carrying him all the way to the big building: it was the furthest he had ever been from the ‘Widow’s Boudoir.’ When she set him down near the trashcans at the back door near the kitchen, she kissed him and told him ”I can’t keep you at the house anymore, There are Half-Orcs here that will help you. There are nice people here; they will feed you and keep you warm. I love you and want you to live. You will be safe here. Sit down right there until someone comes to help you.”
C. His third memory was the same day. A man: tall and pale, well dressed and carrying a cane, walked up to Seljak, glaring at him, Questioning. ”What? More verminous scum? We know the cause of the infestation! When are we going to solve it?” The pale man grabbed Seljak by his collar and dragging the little boy across the courtyard threw him in a fountain, strangely called the ‘serenity pool.’ Seljak, flailed about, sputtering and spitting, sucking in the nasty cold water. Just as he felt consciousness leaving him, a gentle feminine hand grasped hold of his collar and pulled him out. As he lay there, shivering cold and wet, he looked up at the young cooks assistant that had saved him nodding as she said; ”You need to stay away from that one, he doesn’t like our kind.”
D. Seljaks favorite memory was when he got to work with Professor Lorrimor, in the not so distant past. It started with the Professor talking to him kindly and not hitting him with a walking stick or riding crop or whip or punching him or kicking him. Then the Professor even gave him money called a ‘tip’ not just a little but enough to by a coat. Then some equipment fell and the professor didn’t blame Seljak. It was a good memory and Seljak liked professor Lorrimor. He was Seljaks favorite person after his mother.
-Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own. Cool?
Seljak has several fears, the most obvious is of water. He never got overbeing thrown into the ‘serenity pool’ His fear of water is inclusive; he doesn’t drink it or wash in it (himself or his clothing), he will not willingly enter into it and he will not cross a bridge going over water until he see’s something that he believes is heavier than himself cross over it first. He will literally stand by the bridge he crossed yesterday until he sees something heavier, like a wagon or a horse, cross the same bridge today.
He is afraid of Yngvar Varangian from Ulcazar, a Sorcerer of the Undead Bloodline, who is a professor at the prestigious university ‘Quarterfaux Archives.’ The man, who unbeknownst to both of them, is his father.
He is afraid people will learn he is a monster.

Anna Lee Starburn |

Here is my submission for the game
What lead her to her place in life.
She had a good relationship with her father, who was a vampire. He was the one who first taught her how to use a sword. She knew from a young age that her father was a monster but he never once harmed her or even scared her any more then a father should.
Mother was killed by bounty hunters trying to kill her father for a reward. She tried to warn her husband before the men broke into their home in the country side and was murdered for it.
Father actively fought evil creatures as well as undead, causing the call for his bounty. He was not a saint, simply siding against those who wished to harm others, but his family helped to keep him grounded and human. Anna never knew who put the bounty out on her fathers head, but the fact that both good and evil people would look to harm him leaves many potential masterminds.
After the attack her father was forced to leave her with a band of Varisian travelers. He knew it was to dangerous for Anna to be around him and so left him with a old friend who was leader of the travelers. From that day she considered the caravan her new family. It could never replace the one she had, but she took great pains to try and make sure they were protected as they traveled the country.
One day when the caravan was traveling they were attacked by a group of ghouls while they set up camp near a abadnoned home. The professor had been traveling with the caravan on his way to a city and was able to direct the fighters and helped to kill the undead. He even saved Anna after she had been paralyzed by one of the beasts. After that she looked up to him like a hero, talking with him until he eventually left the caravan to continue his studies. After that she looked up to him like a hero, looking to emulate his fight as well as her fathers against the forces of darkness.
Her goals
Her first goal is to track down her father so she can finally see him again, and help to stop what ever force is trying to destroy him.
Her second goal would be to track down the bounty hunters who killed her mother and bring them to justice.
Those important to her.
Ludvic Starburn: Anna’s missing Vampire father.
Erin Lee: He is the leader of the caravan, a cleric of desna in his late 60’s.
Yoric Silversheen: He was Anna's first love as well as being the caravans black smith. He was the most important love during her flirty teenage years.
Yanera Lin: She was Anna’s best friend in the group until her family left to settle down at one of the cities the caravan visited.
Her secrets and fears
Her personal secret is that once when she was young, after her best friend was hurt, Anna helped mend the wound. After though, she tasted a bit of the blood from her friend that was left on her hands and found that she enjoyed the taste. More so then any candy she had every had before or since. She dos her best to forget that memory and the craving she may find herself having every now and again.
What she also does not know is that Erin has known all along where her father fled and is currently living. He did not tell her even after she left the caravan for the funeral.
Her biggest fear in life is of anything long and smiley. Seed weed, slugs, leeches, worms, anything with that texture makes her weak and disgusted. Ever since a playful swim in a pond ended up with her covered in leeches she could never look at anything like them again.
Her memories
Her strongest memory if of her father and their flight from their home as the bounty hunters ransacked it.
Her second strongest memory would be the day Lorrimor saved her and the caravan. It is what inspired her to go on to help protect those in need no matter the threat.
Finally her last strongest memory would have been the first time she defended her new family from some wild animals attacking. She will never forget the pride and happiness when she realized she had the power to protect the things she cared about.
Her looks
Anna does take great pride in her appearance, having grown to appreciate the Varisian's flair as she grew. Her hair is dark with red streaks she dyes into it to help remind her of her mothers own red hair. She often dressed to match, wearing dark red and black dresses during relaxation. Her combat gear matches the motifs. She often wore a dark shirt over her chain shirt with red lace that has been stitched over it all. It helped that she had a figure that complimented the more tightly fitting attire she enjoyed, though she was much more lithe then full then most women. Even so she is takes any prejudice against her race in stride, having grown used to outsiders simply not understanding. She does not look to hide her heritage, knowing anyone who could not accept her for her nature as no one worth having in her life.
I would love to hear anyone opinion on her back story as well.

Anna Lee Starburn |

I forgot to post her stats as well. Here they are
Anna Laa Starburn
Female dhampir swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 2 89)
CG Medium humanoid (dhampir)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 11 (1d10+1)
Fort +0, Ref +7, Will -1; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +3 (1d8+1/19-20) or
rapier +6 (1d6+1/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 10, Int 8, Wis 8, Cha 15
Base Atk +1; CMB +2; CMD 17
Feats Weapon Focus (longsword)
Traits chance savior, dangerously curious
Skills Acrobatics +7, Bluff +4, Diplomacy +6, Perception +5; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ fangs, resist level drain, swashbuckler finesse
Other Gear chain shirt, longsword, rapier, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], soap, torch (10), trail rations (5), waterskin, 106 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Fangs You can bite a helpless (automatic) or grappled (with a CMB check) foe for 1d3 dam.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

Davor Wolfriel |

With those rolls, I'd be working with the following basic stat breakdown:
Strength: 18
Dexterity: 14
Constitution: 14
Intelligence: 8 (+2 racial trait)
Wisdom: 17
Charisma: 8
I'll need a day or two to work on doing the remainder of the character sheet changes and expanding the background/backstory to hit all the requested information.
Also, I should note I've been away from Pathfinder for about a year so I may be a bit rusty. Luckily PbP would give me ample time to research the rules before trying to do something I can't do.

Viemos Kendahan |

GM I'm struggling with getting things set for ability scores and as such I've changed classes from monk to Warpriest. I think it will fit the background for him much better. I have most of the crunch done I just need to put the finishing touches on it. Unfortunately I'm at work right now and it doesn't look like I'll be able to jump on my laptop before I get off so I will have updated numbers for you tonight. I do have the background updated.

GM Nightmare Knight |

GM I'm struggling with getting things set for ability scores and as such I've changed classes from monk to Warpriest. I think it will fit the background for him much better. I have most of the crunch done I just need to put the finishing touches on it. Unfortunately I'm at work right now and it doesn't look like I'll be able to jump on my laptop before I get off so I will have updated numbers for you tonight. I do have the background updated.
Its okay, you have till the 31st to have things finished. You've got time.
@ Everyone: Thank you so much for your interest and investment. I look forward to playing with you who are selected. See you lucky - or otherwise - few Feb 1st.

oyzar |

Finally got the questions for Tamara written out. They are also in her profile:
2. Tamara's arms are thin, sickly and discolored. They are also very sensitive, it almost hurt for her to touch anything and if she is grabbed hard or she tries to hold onto something which requires a forceful grip it's quite painful. Sometimes her arms seems to glow with a light on their own, before a massive amount of flames pour forth. It’s scary but she has learned to control it.
3. Everyone who have ever gotten really close to Tamara have died. She is very worried that it's part of the many curses affecting her. The difference between this curse and the others is that there isn't the same supernatural factor. She hopes fervently to break this curse. Once someone gets close to her she’ll do what she can to make sure they stay alive.
4. The people of Ustalav is a suspicious folk. They don't like supernatural occurrences. This is what lead to Tamara fleeing her hometown in the first place. For this reason she has also been traveling around from place to place, never staying too long in one location. She is quite cautious to share much about her curses, she doesn't want to be hunted down and burned on the stake.
5. She has been making a living as a traveling healer. She genuinely cares for others and want them well. While she does charge for her services, she adapts it to the recipient, if they are poor and can't afford much, she might let them off cheaper or for no pay at all.
6. She greatly enjoys traveling around and seeing new places. This makes her feel a bit better about having to constantly be on the move for fear of someone hunting her down due to her curses. She hopes to be able to visit a lot of new places and experience many different things.
2. Despite the people being suspicious of her, disliking her or even hating her over her curses, Tamara really want to do good. She hopes to prove people wrong, that she can save people and make the world a better place, rather than just hurting those around her.
3. Tamara wants to get to know more about the spirits haunting her and the bad luck following her. She has already started mastering her bad luck through her connection to the goddess of luck herself. Maybe she can do something similar about the spirits?
2. Tamara doesn’t know that Gerund Veldar from her hometown is seeking her out. He had long suspected that she was involved with otherworldly powers due to the numerous strange things happening around her. When the smithy burned down, along with a couple houses next to it, he was convinced she was responsible and while he doesn’t seek her out specifically in his work, he hope to one day encounter her in his travels and bring her to justice.
2. Hedwig Sentara was a young orphanaed girl who had fallen badly and broken her leg in a village Tamara passed through. She was working as a farmhand, but the ruthless farmer Edwor Kurtan didn’t think it was worth to pay to get her healed. Though he also refused to pay Hedwig as long as she didn’t work. By the time Tamra arrived Hedwig was not only injured, but also starving due to not being able to afford food. Tamara showed compassion for the girl and healed her despite Hedwig not being able to pay for herself. Tamara didn’t stay long in the village afterwards so she doesn’t know what happened to either Hedwig or Edwor.
3. Martin Ulabotar was a young boy back in Tamara’s home village. They played some when they were kids, though Tamara’s Father didn’t allow much time with the other children in the village. He didn’t want more rumors to spread about her curse than necessary. Martin had kinda a crush on Tamara as she was not only incredibly beautiful, but also had a kind personality. She has only grown more beautiful in his mind's eye since. Martin heart about what Gerund plans to do to Tamara if he finds her and he wants to stop it. He doesn't know how to find Tamara to warn her though.
4. I hope I’ll be able to chose lovesick for one of the other party members and write some about her thoughts upon meeting that person at the funeral. Maybe we could work something out over PM?
2. Her father dying right after she discovered her healing powers. The event has greatly affected her. She literally performed miracles and it still wasn’t enough. She blames herself for his death and wish she had been able to do more.
3. Healing Lorrimor and then travelling with him, learning from his vast knowledge.
Depending on who else is in the party I might want to swap out Chance Savior for Teacher's Pet, both fit with the backstory. For example if there are no one else with a decent knowledge arcana/local/nature in the party.