
Gorr Bardagi |

Ok, I updated the back story a bit, added a section explaining my plan for playing a fighter bard, and added a link to an excel character sheet which is below.
character sheet
The sheet is on my Onedirve, if you would prefer it on Google drive, or on Myth wearers let me know and I can move it over.
Julian, i'm actually Mark_twain007, Jack Churchill is another alias, but it's not a big deal. Thanks for putting the list together and keeping it updated. It's nice to see everyone's characters.

Julian Fey |

Mark Twain007! Anytime, I finally build a template to make it easier. I;m like you and its nice seeing the characters instead of reading every post to get the gist of it. ;) And guilty as charged lol, i highlight peoples names and type up the name.
Will update list again once there are a few more postings. :)

Hotaru of the Society |

She'll get busy at later levels taking up at least a few points in architecture to help with defense-building and the like... but her obsession with finding out what happened to her has shrouded over a cleric of Torag's usual propensities.
She will have difficulty in acknowledging evil's abilities to repent, though she knows that not all that is dark is evil; after all, her people make their home within underground facilities.
Unlike most clerics of Torag, Gigt has the additional motivation of trying to find out what the ritual was meant to do, if it had ended prematurely due to an outside influence, or if it has had some lasting impact upon her beyond what has already changed within her.
Tier 1: Legendary Item(Shape Change) or Mythic Craft, Fleet Charge, Craft Mythic Arms and Armor.
Tier 2: Legendary Item(Adroit) or Mythic Craft
Tier 3: Maneuver Expert, Craft Mythic Wondrous Items. Powerful to Legendary Item.
Tier 4: Legendary Item again(Powerful again)
Likely, her first path ability will be to gain a legendary item, taking intelligent: Shape Change, allowing her Arcane Bond to transform into a hammer, [preferably allowing it to be used for surging craft skills, and also to use her spells in a nonthreatening manner. If that isn't possible, what about an anvil?] If it's not possible, then just an Earthbreaker is fine. :)
In any case, she'll pick up adroit at tier 2, allowing her to use legendary power to add 20 insight to [craft checks], attack rolls, and combat maneuvers. At tier 3, she'd pick up Powerful, making the hammer/axe capable of legendary surging even more often.
Her tier 2 path ability is likely to be Mythic Craft... if it will stack with her speed of making things. Her tier 3 path ability will either be Legendary Item again, or Maneuver Expert, allowing to put her bulk to real use. :)
I don't really know how long/deep this path goes, so I'll restrict planning to mythic tier 4, for now. :)

Tragershen |

Here’s the submission for markofbane, an elven ranger (guide) / wizard (diviner: foresight). I am still working on the details of his centipede familiar. He would be following the archmage path and has the Riftward Orphan campaign trait. He would serve the party as a wizard first and foremost. Beyond that, he would be a sage (with at least +7 to start in all knowledge rolls and all at least at +11 at 2nd level) and a back up melee/ranged fighter. If the party lacks a rogue type character, he has a decent perception skill and disable device skill.
While I haven’t been involved in any games with you yet, I have been in a couple of starts to WotR that haven’t lasted and I would love to be part of a group to hit level 20/mythic 10.

Mark_Twain007 |

Since I've never built a gestalt character before, I thought I would make another one. Below is the story and stats for Villi Eldr. Gnome Cavalier(Beast master)/Barbarian. End goal is to get a flying mount, climbing mount, or the Velocrapor, which can charge over rough terrain. Barbarian mounted rage powers and spirit totem increase mount effectiveness and power off of the mount.
Villi Eldr
Gnome Barbarian 1/Cavalier (Beast Rider) 1 (Pathfinder RPG Advanced Player's Guide 32; Pathfinder RPG Ultimate Combat 0)
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +6
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Defense
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AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 size)
hp 16 (1d12+1d10+7)
Fort +7, Ref +1, Will +0; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 30 ft.
Melee chakram +4 (1d6+2) and
chakram +4 (1d6+2) and
gnome hooked hammer +5 (1d6+3/×3/x4) and
lance +5 (1d6+3/×3) and
lance +5 (1d6+3/×3)
Ranged pilum +4 (1d6+2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, rage (7 rounds/day), challenge
Gnome Spell-Like Abilities (CL 2nd; concentration +5)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
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Statistics
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Str 15, Dex 12, Con 16, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +3; CMD 14
Feats Escape Route[UC], Power Attack
Traits armor expert, child of the crusades
Skills Diplomacy +7, Handle Animal +7, Perception +6, Ride +2, Sense Motive +0 (+1 when opposing a Bluff check); Racial Modifiers +2 Perception, ride mount, sword's skills
Languages Common, Gnome, Sylvan
SQ fast movement, orders (order of the sword), tactician
Other Gear scale mail, chakram, chakram, gnome hooked hammer, lance, lance, pilum (2), 25 gp
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Special Abilities
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+3 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -3 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Child of the Crusades (1/day) Against possession/incapacitation, free action: Reroll failed save, keep 2nd result.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sword's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
Sword's Skills +1 (Ex) +1 to Sense Motive opposing Bluff.
Tactician (Escape Route, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
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Animal Companion
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (+7)
Fort +5, Ref +5, Will +1
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Offense
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Speed 35 ft.
Melee bite +2 (1d6+1)
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Statistics
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Endurance, Toughness
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Track
Skills Climb +2; Racial Modifiers +4 to survival when tracking by scent
SQ combat riding, track
Other Gear cavalier's kit
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
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.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.
Commanders lead from a map on a table, orders come from a man in a chair. Inspiration comes from a banner in the wind, heroics, come from men on horses. That is what Villi learned from his parents. Leadership must come from the front, otherwise why would front not run to become the back? Growing up in a place of war you see a lot of awful things. You see your friends lose their parents, you see sisters lose brother, friends, lose each other. It's hard not to get bogged down by it, to lose hope and faith. Villi saw all of this, from a shorter prospective then most.
He experienced it first hand when his parents went on a dangerous scouting mission, that proved to be just a little bit too dangerous. Being orphaned in a place like the Worldwound is odd. Everyone is there for you, but you need to be there for them. Foster parents lose their real children, and then you are all they have left. They try to protect you sure, but deep down inside Villi knew, he had to fight.
While strong for his size Villi was't as strong as most who wanted to be great fighters, nor did he have a magical talent that many had to help them fight. All he had was his anger, his desire to fight, and his love of animals, but a horse was too large for him, and charging an enemy with a lance from a pony would only work for so long.
So Villi bent the rules a bit. Instead of a knight in shining armor riding a white steed, he would be the knight in dull armor, riding whatever he could find. No one would think some gnome on a beast would be as dangerous as a knight upon a horse. That would be their last mistake. Heroics from men on horses can win battles, so lets see if a bit of crazy from a gnome on a wolf can do the same.

Xentik |

Here's Yukio's Background and Appearance. I've also updated her profile to include it.
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As a young woman of Tian Min descent, she retains the traditional features of her race, straight black hair and brown eyes. Her long hair is pulled back into a simple, loose pony tail, and she wears a fine two-piece robe consisting of a white silk upper portion and wide-legged pleated red pants. Those familiar with the cultures in Tian Xia would immediately recognize the outfit of that of a Shrine Maiden, a priestess of the Moon God Tsukiyo. Atop the silk is a set of finely laquered leather, providing additional protection for her torso. Prominently displayed on her chest is a finely crafted crescent of jade and silver, the symbol of her god. At her side is a longspear, and slung across her back is a longbow and quiver of arrows.
When speaking, she is reserved and polite, a feature common to those raised in Tien cultures. She prefers diplomacy and cooperation, but is willing to fight when it is unavoidable. Among those she knows closely, she is more open and relaxed, and expresses a great curiosity about the world and other cultures. When she's not occupied with duties at the temple, she can often be found meditating or playing her flute in some remote portion of the temple grounds.
Yukio stared across the open plains, her legs dangling from the side of the wagon as it slowly worked its way down the road. The journey from the village nearest their home to Kenabres was an exceedingly long one, or so she had been told repeatedly by her parents. The scenery was beautiful, however, and she had plenty of time to think or play her flute, and people to talk to when she was bored of either of those. The caravan consisted of three wagons and assorted riders on horses, perhaps two dozen travelers total.
She had encountered them in the village tavern earlier that week, a group of samurai from Minkai drinking and boasting of the great deeds they would do when they reached Kenabres. The lot of them had decided to travel there and enlist in the crusades to prove that the best warriors in the world were Tian-Min. They told stories of the endless battles against demons and cultists at the Worldwound as well as of their own battles in the service of their various lords. Yukio listened to the tales with a sense of awe and wonderment. To go to battle in such a place sounded quite exciting, much more so than tending the family shrine.
She sighed for a moment as she thought about it, swinging her legs so they kicked at the side of the wagon. Tending the shrine was an important task to be sure, an honor that had passed down through the family for at least 15 generations unbroken. She'd heard the story so many times she could repeat it by heart...
Generations ago when the founder of her house, Genryu Shadowhare, was travelling through the Forest of Spirits, he came upon a small clearing surrounded by steep hills. Water trickled out of the face of one of the rocky hills sheltering the area and ran down into a pristine pool. Genryu slaked his thirst in the pool and sat down to rest, eventually falling asleep. When he awoke, night had fallen, so he set about to build a fire. When he stood and looked upon the pool, he saw reflected in it the full moon, it's light filling the clearing so that he could gather wood to build a fire. When he finished, he returned to the pool to fetch water and saw that the reflection had gone, and when he looked up, expecting a cloud, he instead found the new moon staring back down at him. Being a pious man, he sat down to meditate on the occurrence and as dawn broke he decided that this must be a sacred place for the Prince of the Moon. He swore then and there to return to build a proper shrine on this location and left, returning several years later to see his promise through and found the nearby village of Kofu.
Several hundred years later the shrine had risen to prominence, serving as the center of worship for several small nearby villages including Kofu, and providing shelter for travelers making their way along the Spirit Road to and from Minkai. While many of the main branch of the house were involved in the maintenance of the grounds, the most important role filled by the family was that of the High Priestess of the temple. The High Priestess' duties not only included tending to the shrine and appeasing the Kami in the surrounding forest, but also seeing to the spiritual needs of the surrounding villages and protecting them from any supernatural threats.
As the eldest daughter of House Shadowhare, Yukio's path had been determined before she was born. Tradition demanded that she, as the eldest daughter of the main branch, be next in line to take over the duties. At the age of eight she began receiving both spiritual and martial training from her aunt, Himiko, a shrine maiden of Tsukiyo and the current high priestess. She trained in archery, use of the longspear, and learned both the magic of the spirits of both ancestors and the land, and was taught how to call upon Tsukiyo to allow her to sense ill intentions and to censure those that would act upon them.
Though her training to become a shrine maiden was long, she finally completed it when she turned 25. By then she had resigned herself to continue training under Himiko until she was properly groomed to assume the role of high priestess. The arrival of the samurai had changed things for Yukio though. The group was in town for several days as their caravan restocked and made preparations for the journey through the remainder of the Forest of Spirits and the plains of Hongal. As guests of the family, Yukio spent those nights of listening to their storytelling, imagining the adventures that they would be seeing. On the day of their planned departure Yukio demanded an audience with her father. Prostrating herself before him she requested that she be allowed to set out on a pilgrimage to Kenabres with the Samurai. While such a request was unusual, it was not without precedent, and several of her predecessors had set out to see the world before returning home to take their posts.
Her father's response was measured, and he meticulously questioned her, attempting to get a feel for whether she was truly interested in such a trip, or merely trying to get out of her duties. He tried his best to dissuade her, explaining the differences in the world outside of Tian Xia and of the trials and travails involved in such a journey, but her desire did not falter. In the end her father relented and accepted his daughter's request. Along with giving her his blessing to travel to Kenabres, he presented her with the gear they had had prepared for her in anticipation of her becoming the next high priestess of the shrine as well as a small stipend to help cover her expenses on the way there.
So here she found herself, on a caravan filled with warriors from Minkai, travelling to seek glory and adventure in a distant land. The remainder of the trip was long, but mostly uneventful. Travelling in a group of warriors had its benefits, and if there were bandits along the road to Kenabres they must have thought twice about tangling with the group. When they finally arrived in Kenabres the group found that they would need to wait another six months before the celebrations the Samurai had hoped to attend. They pooled their resources, Yukio included, and took up residence in a small shack in the southern part of the Gate district.
Her first few months in Kenabres were exciting but hard. She, like her companions, had little gold left after the trip, and so they all took to small jobs here and there to keep food on the table. Being able to work magic, Yukio spent time tending to the sick and the injured, offering her services in exchange for food and occasionally for shelter as well when she traveled out to the surrounding regions. She enjoyed the company of the Samurai, but her curiosity had driven her to wander the city and about lands nearby. She learned much of the goings on, and also about the gods of the lands of Kenabres--a topic which she'd always found fascinating when a cleric of some foreign faith had come through town back home.
Time passed quickly, and when the festival came around the group was in great spirits despite their relative poverty. She wished her companions good luck in joining the crusades, something she had not intended to do herself, and set off to take in the sights of the festival that had engulfed the city.

Xentik |

And since we can do two submissions, here's the Human Fighter/Oracle of Torag I was considering (from a now defunct game):
She's a front-line TWF fighter with divine magic for backup. Path-wise she'll be Dual Path Heirophant/Champion and spending a good bit of her mythic power on the legendary blades she'll eventually craft.
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The Drallidur family has always stood out from the local residents of Restov. Aranthis is no exception, born with the same flame red hair and brilliant green eyes her family is known for. She stands tall for a Taldan woman, at 6’1”, with a lithe but well-muscled body, hardened from her time working the forge under her father’s and grandfather’s joint tutelage. Since leaving for Kenabres she has opted utilitarian travel clothes, favoring leather breeches and a sturdy boots along with a loose shirt and simple leather tunic. On her back, hanging beside her pack, is a bundle of burlap cloth within which are two curved blades sheathed in their scabbards. These blades are the first weapons she has forged, and she takes great pride in them. Strapped to the bottom of her pack is a suit of brand-new scale mail, a gift forged by her father. In addition, a set of fine blacksmith’s tools can be seen bundled tightly together and tied to the side of the pack.
While there is some truth to the saying that fiery hair is a sign of a fiery temperament, most of the time Aranthis has a level head. A forge has many lessons to teach, and first among them is that impatience and lack of planning can exact a heavy toll. Additionally, Aranthis is still possessed of a naïve outlook on the world. She has known neither hunger nor suffering in her life, nor has she seen the horrors which war visits upon the lands, much less one waged by the demonic forces of the world-wound. The world she knows exists only within her grandfather’s tales: A land of gleaming knights and heroism, where good inevitably triumphs over evil.
Born and raised in Restov, Aranthis was the only member of the latest generation of the Drallidur family. Her father and grandfather had both served as blacksmiths to one of the minor noble houses in Restov, House Melifil. In exchange for their service, the Drallidurs were provided with space for a home and forge within the lord’s lands.
It was in this relatively sheltered environment that Aranthis grew up. While they weren’t rich, the income from the forge run by her father and grandfather was enough that they could afford help to handle the cooking and cleaning, allowing Aranthis freedom in her childhood. Free from the household chores most children were saddled with, she spent her days playing with the lord’s children, or following her father or grandfather around the forge and learning about smithing. At night, her grandfather would regale her with wonderous stories; some were about the wondrous creations of Torag, others were tales of knights valiantly fighting to protect the weak and bring justice to the land. Her favorite tales, however, were those of her grandfather’s adventures with Lord Arden Melifil in the World-Wound before he settled on House Melifil’s lands in Restov.
When she came of age, she began taking sword-fighting lessons from the eldest son of the Lord, an expert in the two-bladed Aldori style the house was known for. She had a natural talent for combat it seemed, and Melifil’s son also taught her how to use armor and a variety of other weapons in case she should ever have need of it. During this period she also came to discover that she was blessed with unusually good luck. When working in the forge or practicing dueling it seemed that whenever anything odd happened or went awry, it always did so in a way that ended up favoring her.
When she reached the age of nineteen she began having repetitive dreams of a vast walled city, and a pair of gleaming blades marked with runes. After a while she became curious and asked her grandfather about the dreams. He replied that the dreams were common among all the first born children of the Drallidur family. The city was Kenabres, he explained, although he still had no idea what the blades symbolized. Both he and her father had had the same dreams when they had come of age, and both travelled to Kenabres as a result. For him it had led to his adventures with Lord Melifil. His father, on the other hand, had wound up training there under a famed dwarven blacksmith before returning to Restov, training that had helped ensure their prosperity and added to their renown in the town.
She understood then that she was being called on the same journey. Unlike her father and grandfather, however, she recognized the blades: A pair of Aldori dueling swords not unlike the ones she’d trained to use. Asking for aid from both her father and grandfather, she undertook her first smithing project, crafting a pair similar to those in her dreams. Once she had completed them, she began packing her things, and decided to set off for Kenabres herself. Upon her departure she was gifted a suit of scale mail forged by her father, her grandfather’s blacksmithing tools, along with his symbol of Torag, and holy book.
Dreaming of the grand adventures she’d have and the fame she’d gain, she set off to find out what the dream held in store for her.
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Julian Fey |

Julian will go with Dual Path, Trickster Archmage.
Sine Nomine will be starting without the campaign trait if selected. depending on how things turn out the may dual path Champion or Archmage.
I'm not sure if Guardian or Champion is better for paladin. But looking forward to the end here.
Posting on phone will update list in ten hours to include new links and make sure everyone is covered. some really great character concepts here!

Tarov Boulderfist |

Tarov might actually go Dual-Path Guardian/Champion, because though Warder gives him some tools to keep things trying to beat his face in, being able to do more damage might be a good plan for him: he's probably going to be pretty tough to hit or kill, anyway.
I've pretty much figured out what he'll do if he goes full Guardian (lots of fast healing and DR!) but I'll need to take a look at the Champion stuff.

GM Rednal |
As per norm in Pathfinder, there are many options in each category - and there will be many, many more once Mythic Mania is out. XD I'll totally be allowing that in this game, and happily give suggestions for everyone else. That said, time to post for my other games, then make a serious review of submissions here...

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So to double check, is Synthesist banned? You didn't specifically call it out as you did in the RotR campaign.
I'm thinking of ideas on how to get a Kellid Shaman invested in getting rid of the worldwound. Obviously the Kellids lost Sarkoris years ago when Aroden died and the demons took over, but I was thinking that perhaps I could do a Kellid Synthesist Summoner/Shaman who summons a great Kellid hero from Sarkoris into themselves.
If Synthesist doesn't work, I could go with Wild Stalker Ranger, but for what it's worth for the Synthesist idea I wouldn't be completely neglecting the character's physical scores without the Eidolon.

Julian Fey |

New list
Equal representation. Good luck everyone! :D
Paige: Marshal. Paladin/Bard (Nidoran Duran)
Makes-You-Fall: Trickster. Barbarian/Inquisitor (Rysky)
Ta Ferumber: Marshal. Paladin/Ninja (Toxic Dragon)
Nzohat Grimwind: Marshal. Monk/Sorcerer (Toxic Dragon)
Anarya: Heirophant. Oracle/?Paladin? (Needs updates? The Morphling)
Marlik: Guardian. Cleric/Ranger (Sarpadian)
Tarov: Guardian. Warder/Cavalier (Seranov)
Cinna Blackthorn: Champion. Oracle/Paladin (Tim Woodhams)
Madison: Heirophant. Ranger/Oracle (Cardboard Tube Knight)
Julian: Trickster. Magus/Alchemist (Corerue)
Sine Nomine Amnesia - If selected. Paladin / Sorcerer (Crossblooded/Wildblooded) (Corerue)
Desh Smithson: Guardian/Heirophant. Bloodrager/Oracle (Eben The Quiet)
Gigt: Champion. Cleric/Magus (Hotaru of the Society)
Zahere Nedraid: Trickster. Bard (Dervish Dancer)/Rogue (Camris)
Kaylee Fable: Trickster. Arcanist/Rogue (Updates when possible) (Pathfinder Zoey)
Yukio Shadowhare Heirophant. Paladin / Shaman (Xentik)
Aranthis Drallidur Champion/Hierophant. Fighter/Oracle (Xentik)
Thaddicus Marcaldor Marshall. Zen Archer Monk/ Freebooter Ranger 1 (Oterisk's )
Ameyla Rvell Hierophant. Bard/Oracle (Life) (Ladyladile)
Olivia Wormwood Marshall. Paladin/Fighter (Cardboard Tube Knight)
Gorr Badagi Champion. Fighter/Bard (Mark Twain007)
Villi Eldr. Gnome Cavalier(Beast master)/Barbarian. (Mark Twain007)
Tragershen Archmage. Ranger/Wizard (Markofbane)
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Pathfiinder Zoey and Horo of the Society are friends. :D
Let me know if anything needs to be removed. Thanks!

Pathfinder Zoey |

My friend found this trait and I wanted to know if you'd allow it and if you'd allow the broken weapon to be magically upgraded like +1 or frost

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Good luck all, I was going to switch it to Bloodrager/Shaman (which would work really nicely due to a new feat in Advance Class Origins), but I cannot come up with the background so I must not want to play the character that much.
I tried, and if a character's background won't write itself it's not worth playing IMO.

Tim Woodhams |

Good luck all, I was going to switch it to Bloodrager/Shaman (which would work really nicely due to a new feat in Advance Class Origins), but I cannot come up with the background so I must not want to play the character that much.
I tried, and if a character's background won't write itself it's not worth playing IMO.
I totally agree, this is one of the biggest cause of early game player drop outs in my opinion (along with real life time problems).
I have another character who I haven't submitted, he has interesting crunch but I can't get the character itself to be interesting so isn't going anywhere.

GM Rednal |
Recruitment is now closed! The following characters should report to the discussion thread for general comments and review:
Julian Fey (Corerue)
Paige (Nidoran Duran)
Tarov Boulderfist (Seranov)
Yukio Shadowhare (Xentik)
The rest of you, thanks for applying, and best of luck in getting into future games! ^^

GM Rednal |
Pfft. This is a Gestalt game - the normal guidelines of what's good and what isn't don't apply, since you can easily make up the rogue's shortcomings with your other class levels. In fact, since we're also going mythic, you'd pretty much have to actually try and make a terrible build in order to find yourself too weak to contribute. XD Forget about what other people are telling you and focus on the kind of character you'd like to make.
My expectations:
1) Literacy
2) Reasonable level of activity (I like to post daily and keep things moving)
3) Generally good gaming behavior (y'know, don't purposely try to derail the campaign, don't play Lawful/Chaotic Stupid, don't obsessively min-max yourself, etc.)
My players' expectations:
That's up to them, but I suspect they'd like someone who can work well in team-based combat over PbP (as opposed to individuals each doing their own thing). This is harder when we're not using actual battle maps or anything, so you'll have to learn to roll with it. XD This is a game about becoming a truly legendary hero, so it's best if you act like it.

Tim Woodhams |

Cinna is still available. She won't provide much skill or blasty magical support but will provide healing and buffing magics.
Note that I will be going overseas for 2 weeks in early January and I have no idea how much internet I'll have access to while there.

Javell DeLeon |

Is anybody welcome to throw something in here?
If so, I've got this guy I could throw in there. Morgrym
Champion path/Stolen fury trait, all that info is in his alias.
But if not, then sorry for the interruption. :p

GM Rednal |
The two current players are rather heavy attackers so far. Adding in a Champion would likely give three solid melee types which - while dangerous - might not be the best thing for overcoming the challenges you're likely face. XD All things considered, I think I'm leaning magic here (incidentally, the playtest classes are okay by me, following the usual "redo them when the book's out" bit).

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If you are taking submissions, I could have something up by tomorrow afternoon.
Couple questions, looking at your original post.
If I understand correctly, to buy up to 18 from 10 is going to be 8 points?
Do the current players have any specific deity allegiences?
Thinking about either an arcane/divine, or an arcane/healing build. Going either Archmage or Heirophant.

GM Rednal |
1) Submissions will be open for at least a few more days. New entrants are welcome.
2) Yes, it would be 8 points to take an ability up to 18. The setup of this game is intended to encourage generally above-average stats, but without being so strong in any one area that you'll break the game. Trust me, you'll be plenty strong as it is...
3) Tarov (Dwarf Cavalier/Warder) follows Torag. I think Julian follows Desna, but I'd have to double-check.
4) Don't forget that Dual Path can be a thing if you're having a hard time picking between them. However, it's First Tier only, so do try to plan ahead.
...
...Is what I'd say if I didn't allow the retraining rules. XD But seriously, it is easier if you plan at least some ways ahead. I plan to give everyone a chance to adjust (if you're mythic by then) when Mythic Mania comes out, too.