
Theorythmus |

Here's my Paladin/Ranger Mikhail Volkov, background isn't filled in yet as I'm still waiting on further details from the GM, but he will most likely be a Faithkeeper in service of Elyse, the Divine Matron. I envision him part of a militant order within the Faithkeepers, who protect those in need, try to resolve disputes in an amicable manner, who will fight if necessary (or communication isn't an option) and uphold order in the society. He is assisted in this task by his trusted wolf Boris.
Mikhail Volkov
Male Paladin (Hospitaler/Warrior of the holy light) 6 | Ranger (Skirmisher) 6 [Gestalt]
LG Medium humanoid (Human, Damphir)
Alternate Human Traits :
Silver Tongued : Humans are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Focused Study : All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Init +1; Senses Normal Vision ; Perception +10(12)
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 10 (+1 Dex, +1 Shield)
DR 7/Magic (6 breastplate, 1 from lvl)
hp 66 (6d10+6)
Fort +9, Ref +9, Will +9
--------------------
Offense
--------------------
BAB +6; CMB +7; CMD 19
Speed 20 ft. (base 30 ft.)
Melee
MW Longsword +10/+5 (1d8+3/19-20x2)
--> PA MW Longsword +8/+5 (1d8+7/19-20x2)
--> 2H PA MW Longsword +8/+5 (1d8+10/19-20x2)
Shield Spikes +9/+4 (1d4+3/20x2)
--> PA Shield Spikes +7/+3 (1d4+5/20x2)
Armor Spikes +9 (1d6+3/20x2)
--> PA Armor Spikes +7/+3 (1d6+5/19-20x2)
Standard Two-weapon fighting routine :
MW Longsword +8/+5 (1d8+3/19-20x2)
Shield Spikes +7 (1d4+3/20x2)
PA Two-weapon fighting routine :
MW Longsword +6/+3 (1d8+7/19-20x2)
Shield Spikes +5 (1d4+5/20x2)
Ranged
MW Composite Longbow (+3 STR) +8 (1d8+3/20x3)
--------------------
Statistics
--------------------
Str 16 Dex 12 Con 12 Int 10 Wis 12 Cha 17
Feats Racial Heritage (Damphir), Skill Focus (Diplomacy), Natural Charmer, Endurance, Power Attack, Boon Companion,
Improved Shield Bash, Persuasive
ranger style (Weapon and Shield) feats Two-Weapon Fighting, Shield Slam
Traits Blade of Mercy, Sacred Touch, Armor Expert
Drawback Overprotective
FCB Skillpoints
--------------------
Skills
--------------------
Class Skills Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str)
ACP -4
[ranks]+CS bonus+Stat Bonus+ACP+other(+circumstantial) = total
Acrobatics [3]+0+1-4 = 0
Bluff [0]+0+3+2 = 5
Climb [1]+3+3-4 = 3
Diplomacy [6]+3+3+3+2+2 = 19
Handle Animal [6]+3+3(+4) = 12(16)*
Heal [3]+3+1 = 7
Intimidate [1]+3+3+2 = 9
Knowledge (dungeoneering) [1]+3+0 = 4
Knowledge (geography) [1]+3+0 = 4
Knowledge (nature) [1]+3+0 = 4
Knowledge (nobility) [1]+3+0 = 4
Knowledge (religion) [2]+3+0 = 5
Linguistics [1]+0+0 = 1 (Celestial)
Perception [6]+1+3(+2) = 10(12)**
Ride [1]+3+1-4 = 1
Sense Motive [3]+3+1(+2) = 7(9)**
Spellcraft [1]+3+0 = 4
Stealth [1]+3+1-4 = 1
Survival [2]+3+1 = 6
Swim [1]+3+3-4 = 3
*Only applies when handling my Animal Companion
**When adjacent to Animal Companion
Languages Common, Celestial
SQ Track, Wild Empathy, Favored Enemy x2, Favored Terrain, Hunter's Bond(Wolf companion), Skill Sage 4/day, Aura of Good, Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands 3d6 6+1/day, Aura of Courage, Divine Health, Mercy x2, Channel Positive Energy 2d6 6/day, Power of Faith(Su), Divine Bond(Weapon)
--------------------
Equipment
--------------------
Combat Gear
Spiked MW Breastplate, Spikes MW Light Steel Quick Draw Shield, MW Longsword, MW Morningstar, MW Composite Longbow (+3 Str), spiked guantlet x2,
Other Gear
MW Backpack,Explorer’s outfit, belt pouch, signal whistle,
Coin xx GP
--------------------
TRACKED RESOURCES
--------------------
Durable Arrow : 20/20
Flask of Holy Water : 4/4
Coin : 101 GP 2 SP 0 CP
Carried weight : 81,0 lbs
Light 76 lbs. or less Medium 77-153 lbs. Heavy 154-230 lbs. (without MW backpack bonus)
Light 86 lbs. or less Medium 87-173 lbs. Heavy 174-260 lbs. (wit MW backpack bonus)
--------------------
Special Abilities
--------------------
Favored Enemies +X bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +X bonus on weapon attack and damage rolls vs selected type of enemy.
* Undead +4
* ?? +2
Favored Terrains+X bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks when in selected terrain.
* Urban, Mountain or ...? +2
Hunter's Tricks each trick 1/2 ranger lvl + WIS per day.
* Skill Sage As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Mercy Fatigued, Staggered
Power of Faith(Su) 1 additional lay on hands at lvl 4, +1 every 4 levels after that, abilities from this power use up lay on hands usages.
--------------------
Background
--------------------
TBD
--------------------
Personality
--------------------
TBD
MW Cold Iron Morningstar 316 GP | 6 lbs
Silversheen (counts as MW) Longsword 765 GP | 4 lbs
MW (+3 STR) Composite Longbow 700 GP | 3 lbs
MW agile Breastplate 550 GP |+6 AC | +3 max dex | -4 ACP | 25 lbs
+ Armor spikes 50 GP | 10 lbs
+ 1000 GP for Living Steel
MW Quickdraw Light Steel Shield 209 GP | +1 AC |- | -1 ACP | 7 lbs
+ Shield spikes 10 GP | 5 lbs
+ 100 GP for Living Steel
MW backpack 50 GP | 4 lbs
belt pouch 1 GP | 0.5 lbs
Explorer’s outfit - | 8 lbs
signal whistle 8 sp | -
Platinum Holy Symbol 500 GP | 1 lbs
small steel mirror 10 GP | 0.5 lbs
20 durable arrows 20 GP | 3 lbs
4 flasks of Holy Water 25 GP | 1 lb (per flask) = 100 GP | 4 lbs
MW Chain Shirt Barding for Wolf 350 GP | +4 AC | +4 max dex | -1 ACP | 50 lbs
+ 500 GP for Living Steel
101 GP 2 SP 0 CP left
Carried weight : 81.0 lbs
Male Wolf Animal Companion (Bodyguard Archetype) 6
N Medium Animal (Wolf)
Init +3; Senses Low-light Vision, Scent; Perception +5(7)
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
DR 11/Magic (6 NA, 4 shirt, 1 from HD)
hp 60 (6d8+12)
Fort +7, Ref +8, Will +3
--------------------
Offense
--------------------
BAB +4; CMB +6; CMD 19
Speed 50 ft.
Melee
Bite +6 (1d6+2/20x2) [trip]
--------------------
Statistics
--------------------
Str 15 Dex 17 Con 15 Int 3 Wis 12 Cha 6
Feats Combat Reflexes, Light Armor Proficiency, Bodyguard
tricks attack, defend, down, guard, come, heel,
Watch, Break Out, Menace, Track, Detect, Hunt
--------------------
Skills
--------------------
Class Skills Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str)
ACP -1
[ranks]+CS bonus+Stat Bonus+ACP+other(+circumstantial) = total
Acrobatics [1]+3+3-1 = 6
Climb [1]+3+2-1 = 5
Perception [1]+3+1(+2) = 5(7)*
Stealth [0]+0+3-1 = 2
Survival [1]+0+1 = 2
Swim [1]+3+2-1 = 5
Sense Motive [0]+0+1(+2) = 1(3)*
Linguistics [1]+0-4 = -3 (Celestial)
*When adjacent to Master
Languages Celestial
SQ Scent, Link, Shared Vigilance (Ex), Tenacious Guardian (Ex),Devotion

chrono17 |

Here is the basics of my character, Brahm Ossia. He is an Inquisitor/Internal Alchemist who belongs to a group within the magistratum. This group is made up of freaks and outcasts and as such the magistratum doesn't care about any of it's members. As such, they were on the short list to be sent into Harlan.
The Scarlet Order is a subgroup within the Magistratum. However, you have almost certainly never heard it called this. Due to the nature of their members they have earned many more infamous nicknames; Spriggans, Crows etc. From the beginning they have been a religious group dedicated to the destruction of the evil beasts that threaten civilization. To that end they have always used whatever they could to gain an advantage over the powerful creatures they face potions, grafts, limited magic. In particular, they took alchemy and used it to the fullest extent they could with no regard for the stigma they might gain. As a result, the Scarlet Order is filled with people whose bodies have been mutated and changed through the power of alchemy. There are many rumors that the "freaks" that make up their order are actually cursed or made some kind of demonic pact for power. None of this matters to a member of the order though. It is mostly made up of the unwanted; orphans taken in and raised by the order, people who seek vengeance on the beasts for various reasons, or even the occasional criminal with nowhere else to turn. With such a large focus on power though, the Order teaches all of it'a members two things above all: Humility and Control. The order exists to destroy the evil that threaten the world, not create new ones. The few that have ever tried to betray the order did not make it far.
Brahm has been part of The Scarlet Order for about a century. In all that time, he had never regretted his decision to join. Many would resent the stigma gained from being a part of such a group, but Brahm is a tiefling. He was a monster from the start. As such he lived a rough life before joining the order. He doesn't talk much about his time before the order though. He spent a lot of time scrounging for scraps and trying to avoid beatings; both from adults and other children. Even within the order it took time to earn his place. But one of the Scarlet Order's basic precepts is to use any weapon that you can. Once he had proved himself a valuable ally, he earned his place among them. The training was difficult; both physically and mentally. While his body was being broken down and rebuilt to increase his tolerance to the various concoctions the order used, his mind was being shaped into a veritable library of information. Any and every monster they had record of he had to learn how to kill. What weapons to employ and how. He threw himself into his training with tremendous fervor. It was the only place he had ever been where his accomplishments were recognized over his appearance. In fact, many of the order members looked even stranger than he did. Despite this, Brahm never made what you would call "friends." The Scarlet Order just isn't that kind of place. But being there he had comrades, and to Brahm, that was more than he could have asked for. After all his time in the order, he is still very loyal to his comrades and the Order's precepts, however he has grown a bit jaded towards the world. No matter how hard they fight, there will always be more to fight. Even if they somehow succeeded there are worse monsters amongst those they protect than those they kill. The Noxious March weighs especially heavy on his mind. A great many undead fell at his hands, but few truly deserved it. Despite this, he continues to fight and will do so until his end. He's already damned, may as well bring the rest of the monsters down with him.
If I have time, I still want to write a little short story for him, but I'm at Gen Con now and likely won't be able to finish it.

Vrog Skyreaver |

I have a quick question for our GM: would you be okay with me using the standard spellcasting for now, with the caveat that I can switch to words of power when the words list comes out for the shaman? Otherwise it's a whole lotta work for me to put together the list (I think I would have to mine 3 separate spell lists to get all the words I would have access to).

Slyness |

Revised Vincent Bloodmoon, Slayer(Vanguard) 6/Lunar Oracle(Spirit Guide) 6
Mostly the same background. I'm trying to play up the dhampir and infernal taint aspects of the character.
"Nine Hells, That's Vincent Bloodmoon! I wonder if he is here because of Colton Manor."
"Who is that?," a second man asked with a voice younger than the first.
A gruff third voice chimed in, "Some fixer for the Crown, but he usedta be a soldier in the War. They say he joined when he was just a kid, saw as many battles as any other ten soldiers combined."
"What's so special about that?" It was the younger man asking.
The first voice again, "When he says 'the War', he means the War of the Damned."
"That was a century ago! You old-timers are messing with me, right?" Vincent could hear the hope in the young man's voice.
"Nope, they say he always managed to survive, but no one from any of his squads ever came back, just him."
"Aye, they say that he is immortal. He was cursed in the War. And now he travels the world for eternity, haunted by the spirits of his brothers-in-arms."
"Naw, he wasn't cursed. Unless'n you mean by his own hand. He made a deal with dem devils. And don't forget about the hellhound that follows him!"
Out of the shadows leaped a wolf, it's front paws landing on the table, growling and snarling at the three men.
Vincent downed his drink and turned around, leaning back, elbows on the counter. He didn't bother to stifle his laughter when he saw the three men on the ground, scrambling to right themselves. "I see you boys have met Nymeria. I wouldn't call her a hellhound again. You may wake up without a throat." He flashed a smile, revealing extended lateral incisors.
The three men gained their footing and ran for the door.

Fendrith |

Alright, to those of you worrying, I'm going to extend applications through until Wednesday with the game set to start on Friday 08/22 for a few reasons. Point one: I'm behind, my bad. I take full ownership of that. Point two: The ACG came out and I assume people need time to process. Three: I've been silent.
@Vrog - Thanks for your itemized submission list. Really appreciate that. I don't mind you using regular magic, and I'm not sure a word list is going to come out any time soon but feel free.
@Theory - The Faithkeepers are your bread and butter religious organization aimed at vetting out that which they believe is against the matron and spreading her good word etc. Linoor is not an ecclesiarchy, but it is tradition that the crown receive counsel from a Septor of the faith. This gives the Faithkeepers a fair amount of political pull. That and they are largely treated as a noble house with property and local lawmaking activity. For example, upon the Faithgrounds, arcane magic is punishable by death as it disrespects the Matron. Further, the church is involved in all royal ceremonies/marriages/burials etc. A subset of the Faithkeepers, known as Templars, vet out enemies of the faith - specifically anything of demonic or infernal origin (Demons are known as the "unbound" and devils are generally considered to be the soulsworn of LE or NE Scions). These Templars also track down heretics and combat undead.
A certain subset of the Templars often get drafted to work with or join the Magistratum as their duties have a tendency to overlap. This is, of course, a matter of state secret. Remember that the most society knows about the magistratum is that they have authority handed down directly from the crown and there are rumors about their anti-magical threat neutralization function.
The Matron herself is your standard NG Scion (God) with a firm belief that life is to be nurtured and final death is to be embraced in order to return to her bosom so long as one has followed her standard NG principles. Any other details, you're free to make up. Her domains might be Community, Good, Healing, Resolve, etc. She is pretty staunchly against the idea of disrupting the natural life cycle with undeath and considers it to be an impure abomination of life [which from her perspective was designed to be centered around positive energy]. She also does not outright condemn arcane magic, but given her traditionalist stance on the natural order of things, she believes that mortals cannot handle and were not made to independently direct mana. It is arrogant to suggest that a mortal can be on the same level as a scion, and mortals are not privy to the same degree of wisdom. That being said, she also respects the mortal autonomy and therefore does not necessarily overtly condemn arcane magic.
A quick note about undeath and negative energy - The standard mortal soul that is "alive" is a scaffolded mana conduit that is composed of mana itself. Part of that scaffold is positive energy, and the thread between the mortal soul within the astral plane and the "scionic center" within the brain of the mortal body is partially composed of positive energy as well. When you die, the current understanding is that this positive energy thread is disconnected, and the remainder of your soul containing the "software" of your personage is transferred to whatever afterlife you pledged to (through your deeds and patronic oath presumably) through some yet undiscovered mechanism. Necromancy is broadly defined at present as the use of negative energy to manipulate other forms of mana. Undeath is simply a condition by which negative energy is used to power life or some semblance of it. This ranges from mindless undead, for which negative energy is simply used to provide the locomotive power and base primal drive/simple commands, to intelligent undead who are theorized to actually possess a soul, but one that is connected by and made partially of negative energy. Certain arcane philosophers argue that this condition of having a soul still technically defines some undead as "alive" though they are admittedly against the "norm."
Alright, I know there are some messages I haven't answered, and I'll get to those in the morning, I promise. Am I missing anything else from this thread, and Vrog, would you mind re-listing applications and potentially putting the names in bold? Thanks all.

Slyness |

Alright, to those of you worrying, I'm going to extend applications through until Wednesday with the game set to start on Friday 08/22 for a few reasons. Point one: I'm behind, my bad. I take full ownership of that. Point two: The ACG came out and I assume people need time to process. Three: I've been silent.
Thanks for the update.
And yes, the ACG gave us a lot of new toys.

Theorythmus |

Here's my final version of Mikhail Volkov, nothing much changed. Just filled in a few details and added the background.
Mikhail Volkov
Male Paladin (Hospitaler/Warrior of the holy light) 6 | Ranger (Skirmisher) 6 [Gestalt]
LG Medium humanoid (Human, Damphir)
Alternate Human Traits :
Silver Tongued : Humans are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Focused Study : All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Init +1; Senses Normal Vision ; Perception +10(12)
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 10 (+1 Dex, +1 Shield)
DR 7/Magic (6 breastplate, 1 from lvl)
hp 66 (6d10+6)
Fort +9, Ref +9, Will +9
--------------------
Offense
--------------------
BAB +6; CMB +7; CMD 19
Speed 20 ft. (base 30 ft.)
Melee
MW Longsword +10/+5 (1d8+3/19-20x2)
--> PA MW Longsword +8/+5 (1d8+7/19-20x2)
--> 2H PA MW Longsword +8/+5 (1d8+10/19-20x2)
Shield Spikes +9/+4 (1d4+3/20x2)
--> PA Shield Spikes +7/+3 (1d4+5/20x2)
Armor Spikes +9 (1d6+3/20x2)
--> PA Armor Spikes +7/+3 (1d6+5/19-20x2)
Standard Two-weapon fighting routine :
MW Longsword +8/+5 (1d8+3/19-20x2)
Shield Spikes +7 (1d4+3/20x2)
PA Two-weapon fighting routine :
MW Longsword +6/+3 (1d8+7/19-20x2)
Shield Spikes +5 (1d4+5/20x2)
Ranged
MW Composite Longbow (+3 STR) +8 (1d8+3/20x3)
--------------------
Statistics
--------------------
Str 16 Dex 12 Con 12 Int 10 Wis 12 Cha 17
Feats Racial Heritage (Damphir), Skill Focus (Diplomacy), Natural Charmer, Endurance, Power Attack, Boon Companion,
Improved Shield Bash, Persuasive
ranger style (Weapon and Shield) feats Two-Weapon Fighting, Shield Slam
Traits Blade of Mercy, Sacred Touch, Armor Expert
Drawback Overprotective
FCB Skillpoints
--------------------
Skills
--------------------
Class Skills Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str)
ACP -4
[ranks]+CS bonus+Stat Bonus+ACP+other(+circumstantial) = total
Acrobatics [3]+0+1-4 = 0
Bluff [0]+0+3+2 = 5
Climb [1]+3+3-4 = 3
Diplomacy [6]+3+3+3+2+2 = 19
Handle Animal [6]+3+3(+4) = 12(16)*
Heal [3]+3+1 = 7
Intimidate [1]+3+3+2 = 9
Knowledge (dungeoneering) [1]+3+0 = 4
Knowledge (geography) [1]+3+0 = 4
Knowledge (nature) [1]+3+0 = 4
Knowledge (nobility) [1]+3+0 = 4
Knowledge (religion) [2]+3+0 = 5
Linguistics [1]+0+0 = 1 (Celestial)
Perception [6]+1+3(+2) = 10(12)**
Ride [1]+3+1-4 = 1
Sense Motive [3]+3+1(+2) = 7(9)**
Spellcraft [1]+3+0 = 4
Stealth [1]+3+1-4 = 1
Survival [2]+3+1 = 6
Swim [1]+3+3-4 = 3
*Only applies when handling my Animal Companion
**When adjacent to Animal Companion
Languages Common, Celestial
SQ Track, Wild Empathy, Favored Enemy x2, Favored Terrain, Hunter's Bond(Wolf companion), Skill Sage 4/day, Aura of Good, Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands 3d6 6+1/day, Aura of Courage, Divine Health, Mercy x2, Channel Positive Energy 2d6 6/day, Power of Faith(Su), Divine Bond(Weapon)
--------------------
Equipment
--------------------
Combat Gear
Spiked MW Breastplate, Spikes MW Light Steel Quick Draw Shield, MW Longsword, MW Morningstar, MW Composite Longbow (+3 Str), spiked guantlet x2,
Other Gear
MW Backpack,Explorer’s outfit, belt pouch, signal whistle,
Coin xx GP
--------------------
TRACKED RESOURCES
--------------------
Durable Arrow : 20/20
Flask of Holy Water : 4/4
Coin : 101 GP 2 SP 0 CP
Carried weight : 81,0 lbs
Light 76 lbs. or less Medium 77-153 lbs. Heavy 154-230 lbs. (without MW backpack bonus)
Light 86 lbs. or less Medium 87-173 lbs. Heavy 174-260 lbs. (wit MW backpack bonus)
--------------------
Special Abilities
--------------------
Favored Enemies +X bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +X bonus on weapon attack and damage rolls vs selected type of enemy.
* Undead +4
* Outsider(Evil) +2
Favored Terrains+X bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks when in selected terrain.
* Urban +2
Hunter's Tricks each trick 1/2 ranger lvl + WIS per day.
* Skill Sage As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Mercy Fatigued, Staggered
Power of Faith(Su) 1 additional lay on hands at lvl 4, +1 every 4 levels after that, abilities from this power use up lay on hands usages.
--------------------
Background
--------------------
Mikhail Volkov is one of the Radiant Blades, one of the Templar orders in the service of Elyse, the Divine Matron. This specific order of Templars is tasked with protecting the community they are in, upholding the order and spreading the Light that is Elyse. The Radiant Blades are skilled mediators and negotiators, which is needed to keep order in the world. They also protect the people of their community against the dangers that lurk in the night and the shadows. Mikhail had been selected to join this order from a young age, due to his innate skill in diplomacy. Little did he, nor his parents, know that this came partly due to the Damphir blood in their ancestry.
Mikhail is aided in his tasks by Boris, his loyal companion. He got Boris when it was still a cub, like many others who lived in his hometown of Green Haven near the Wildwood. Most people there kept wolves like others would keep a guard dog. The Volkov family breed wolves as a living, so it isn't surprising that they selected a fine specimen to be raised by their son.
Mikhail and Boris have gone through a lot together, fighting side by side against unspeakable things. Even coming close to dead on a few occasions. This has made it so that they are fiercely protective of one another.
At the present day, Mikhail is stationed in Harlan, where he helps the people of the community where he can. Protecting them from the dangers of the night and the arguments and disputes of the day.
--------------------
Personality
--------------------
Mikhail Volkov is a stoic man, though always friendly to those he meets. He loosens up a bit around those whom he would call friends.
MW Cold Iron Morningstar 316 GP | 6 lbs
Silversheen (counts as MW) Longsword 765 GP | 4 lbs
MW (+3 STR) Composite Longbow 700 GP | 3 lbs
MW agile Breastplate 550 GP |+6 AC | +3 max dex | -4 ACP | 25 lbs
+ Armor spikes 50 GP | 10 lbs
+ 1000 GP for Living Steel
MW Quickdraw Light Steel Shield 209 GP | +1 AC |- | -1 ACP | 7 lbs
+ Shield spikes 10 GP | 5 lbs
+ 100 GP for Living Steel
MW backpack 50 GP | 4 lbs
belt pouch 1 GP | 0.5 lbs
Explorer’s outfit - | 8 lbs
signal whistle 8 sp | -
Platinum Holy Symbol 500 GP | 1 lbs
small steel mirror 10 GP | 0.5 lbs
20 durable arrows 20 GP | 3 lbs
4 flasks of Holy Water 25 GP | 1 lb (per flask) = 100 GP | 4 lbs
MW Chain Shirt Barding for Wolf 350 GP | +4 AC | +4 max dex | -1 ACP | 50 lbs
+ 500 GP for Living Steel
101 GP 2 SP 0 CP left
Carried weight : 81.0 lbs
Male Wolf Animal Companion (Bodyguard Archetype) 6
N Medium Animal (Wolf)
Init +3; Senses Low-light Vision, Scent; Perception +5(7)
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
DR 11/Magic (6 NA, 4 shirt, 1 from HD)
hp 60 (6d8+12)
Fort +7, Ref +8, Will +3
--------------------
Offense
--------------------
BAB +4; CMB +6; CMD 19
Speed 50 ft.
Melee
Bite +6 (1d6+2/20x2) [trip]
--------------------
Statistics
--------------------
Str 15 Dex 17 Con 15 Int 3 Wis 12 Cha 6
Feats Combat Reflexes, Light Armor Proficiency, Bodyguard
tricks attack, defend, down, guard, come, heel,
Watch, Break Out, Menace, Track, Detect, Hunt
--------------------
Skills
--------------------
Class Skills Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str)
ACP -1
[ranks]+CS bonus+Stat Bonus+ACP+other(+circumstantial) = total
Acrobatics [1]+3+3-1 = 6
Climb [1]+3+2-1 = 5
Perception [1]+3+1(+2) = 5(7)*
Stealth [0]+0+3-1 = 2
Survival [1]+0+1 = 2
Swim [1]+3+2-1 = 5
Sense Motive [0]+0+1(+2) = 1(3)*
Linguistics [1]+0-4 = -3 (Celestial)
*When adjacent to Master
Languages Celestial
SQ Scent, Link, Shared Vigilance (Ex), Tenacious Guardian (Ex),Devotion
I have 2 questions though :
- Not certain when we would level up, but my wolf companion has a light armor for a medium creature right now, what would be the process of upgrading it to armor for a large creature?
- The armor he's wearing is made of Living Steel. Is that a problem?
Comments & feedback are appreciated :)

Vrog Skyreaver |

Asked and answered:
Completed Submissions:
Bhenita: Aasimar Paladin 6|Monk 6, played by MDT
Zeus: Bard 6|Fighter2, Paladin 2, Monk 1, Oracle 1, played by Ashe
Ashan The "Farseer": Shaman 6|Barbarian 6, played by The Inimitable Vrog Skyreaver
Brahm Ossia: Inquisitor 6|Alchemist 6, played by Chrono17
Sperow Sixsmith: Slayer 6|Sorcerer 5, Dragon Disciple 1, played by Ptolmaeus
Owl: Ranger 6|Rogue 6, played by Zayne
Johanna "Joe" Fireheart: Gunslinger 5, Fighter 1|Rogue (or ninja) 6, played by Marko
Vincent Bloodmoon: Oracle 6|Slayer 6, played by slyness
Mikhail Volkov: Paladin 6|Ranger 6, played by Theorythmus
Azriel Wyrmclaw: Bloodrager 5/Dragon Disciple 1| Monk 1, Brawler 5 played by AngelCypher
DeGal: Inquisitor 2, Monk 2, Fighter 2| Druid 6, played by Strebor Leahcim.
let me know if I missed anyone.

Fendrith |

Yeah, I am sincerely apologetic about the incessant delays. Still getting accustomed to this med school thing. I have Monday off, decisions AND first post will happen Monday evening at the absolute latest. Again, I appreciate the patience. I've had the opportunity to hash out some story elements as well. Looking forward to playing with you. Stay frosty.

"Owl" |

I don't know if you got my PM Fendrith but can you open the gameplay and discussion threads at least. Its fine if you can't give us much but just opening them would give us something to do until you have settled into school. Maybe we could get some preliminary RP out of the way or work out possible connections between characters.