
DM Ancient |

Seeing as I got enough interest here is the official recruitment.
1048 years.
That is how long its been since the end of the war. And though only the oldest of elves even remember the conflict, all know how it ended. For they are reminded every time they look at the border of their nations and see the soaring peaks of mountain range formed in the span of a single day.
--The story--
The nations of Ouros and Boros were, up until the Great Intervention, at war with each other. This was a war the likes of which no other land could even comprehend. It didn't just last for decades or centuries...but millennium. Thousands of years the two nations had been at odds. Sometimes the two clashed on the border endlessly for years. Other times there was peace to allow the two to recuperate. And just when peace might have actually settled, a spark would ignite the two nations yet again. The war is so old that only the most ancient of dragons even know how it started. And they are as tight lipped as ever. So what could possible put an end aggression built over thousands of years?
The Gods themselves.
Specifically Tiamat and Bahamut. The two great dragon gods of good and evil. And why are these two involved. Again, only the dragons know the whole story. But part of it might be because the Metallic dragons and worshippers of Bahamut controlled the northern Ouros and the Chromatic dragons, worshippers of Tiamat, controlled southern Boros. And because of this schism of beliefs, neither could suffer the other to live peacefully. For in the north, the Metallic's and indeed most of the kingdom of Ouros, believed in the tenets of Bahamut. Honor. Justice. Loyalty. Wisdom. These are the virtues the Metallic dragons try to uphold but without being tyrannical. They prefer to guide the kingdom of Ouros by example. Whereas in Boros, the Chromatic's lead with an iron claw. They beat into the people the virtues of power, strength and greed by any means necessary. And they don't bother hiding their chains of control. Everyone in Boros knows the king is a puppet to an ancient and powerful red dragon that few have ever seen. Volthuryol.
But that is neither here nor there for the current situation. A strange grouping of people, who have yet to discover the power within, have found themselves together and bound for the city of Bastion in southern Ouros. When the gods rent the ground and formed the mountains that now separate the two nations, they created a very dangerous area. The mountain range used to be the front lines of the war where countless soldiers and creatures lost their lives. Now those lost souls wander the mountains as undead, making it all but impassable. And if the undead didn't deter you the forbidding cliffs would. Only one valley through the mountain range was discovered and that is where Bastion began. Great mages from all over flocked to the sight and began work setting up wards along the mountain range and the valley. They joined fellow scholars from Boros in the middle and set up, after many long years, the first land route between the two now peaceful countries. Both nations are bordered on one side by mountains and the other by ocean so this route was much appreciated. Unfortunately it wasn't too long before an "accident" occurred and the wards failed. The valley was abandoned as undead flooded in and since neither side knew what happened, the route was closed. The two nations still distrusted each other but the gods pretty much forbade them from acting against each other.
So Bastion was mostly abandoned and soon fell into disrepair. The walled city still maintains a skeleton crew and the mage college still retains some loyal scholars trying to figure out what happened but the city has significantly fallen in grandeur. It still maintains a decent number of devoutly loyal citizens and it lies on a trade route from the mines to the east and ocean ports to the west. In recent years though it has been the target of bandits who attack the traders headed to and from the city. Many essential goods have been stolen or burned before reaching the city and the small guard left over doesn't have the man power to fight them off. Only time will tell if the city survives.
-22 point buy because I can. None below 10 before racial and none above 18 at all.
-No evil.
-Level 1
-Core races. Anything else, ask. 3pp, no.
-All classes except psionics and summoner. No 3pp.
-Full HP first level and PFS standard after
-average wealth for class
-PFS standard for traits 2 or 3+drawback.
-Backstory. You can take some artistic freedom in this area as the world is still in development. If I like it I will include it or change it to fit what I envision. Must be from Ouros and include a reason to join a trade caravan heading to Bastion or likely to see it on the way. If you want to be from somewhere else, even Boros, know that I will only take one such Foreigner.
-Likely to pick only 5. Would rather take 4 to keep things moving quickly but experience has taught me that someone always bails early.
-1/day post rate minimum but would prefer more.
This is an idea that has been bouncing in my head for a while now and wanted to finally see what I could do with it. I have a beginning, end and much of the in between but I want the world and story to be a joint effort between me and the PC's.
Here is the original interest thread. If you have questions they may have already been answered there.

CampinCarl9127 |

I'm back with Tiasar updated. His background is short, but I closely tied in his traits and drawback. If you want me to expand it or need anything else just let me know!

Yokaiboy |

@Ancient: :(
good that I have an alternative character ready :)
Keila Free
Female Human Brawler(Winding Path Renegade) 1
Keila was born as Keila Miller, third child of a merchant family. She was a wild and unruly child, which didn't get any better as she grew up.
Unable to cope with her disregard of rules her parents send her to a monstery to lern discipline.
Monastery live hat to many rules, but the fighting was neat. she was somewhat able to cope with all the rules till somewhen after her 18th birthday, not that she wasn't disciplined quite regularly before. After being caught drunk and/or in bed with other disciples(of both genders) mulitple times, she was finaly thrown out of the Monastery.
Finaly free of her Family and the Monastery she whent where her feet would cary her.
After many Adventures (and tavernbrawls) she found herself at Bastion, lacking coin she decided to go and beat up a few bandits and get the bounty and their stuff.
Age 19
shoulderlenght red hair
a small scar near the base of her nose
green eyes with a mischievous glint
and an even more mischievous grin
lives and breathes Chaotic Neutral
has enough clever (and common sense) to get out of the trouble she causes :)
good at thinking on her feet
'when in doubt, do it'
doesn't care what others think of her
ignores social rules
Goal: to live the most fun live possible
KEILA FREE
female human brawler(Winding Path Renegade) 1
LG Medium humanoid (human)
Init +3; Senses Perception +4
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 Armor )
hp 12 (1d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities
OFFENSE
Speed 30 ft., Fast Movement
Ranged shuriken +3 (1d2)
Melee unarmed strike +2 (1d6+2)
Ranged sling +3 (1d4+2)
Special Attacks
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 16
Feats Dodge, Improved Unarmed Strike, Combat expertise
Skills Acrobatics +7 , Escape Artist +7 , Knowledge (local) +4 , Perception +4 , Sleight of Hand +8
Languages Common
SQ bonus feat, skilled, weapon and armor proficiency
Combat Gear shuriken (2), potion of cure light wounds, torch (10), rations (trail/per day) (5); Other Gear leather, shuriken (2), sling, traveler's outfit, sling bullets (10) (2), coin (gold piece) (6), coin (platinum piece), coin (silver piece) (8), pouch (belt), backpack, blanket, rope (hemp/50 ft.), soap (per lb.), waterskin
SPECIAL ABILITIES
Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.
Brawler's Cunning (Ex)
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Jaime Sommers |

Meet Barbara "Barbie" Schmidt
About a year ago, things became grim. Getting a job was harder and harder, and we found ourselves scraping our living and wearing out what savings we had, coin by coin. It must have been desperation what drove Hugo to do what he did, because he's a good guy, he really is... it was just that one time, but they got him and sentenced him to serve as a draftee in Bastion. He was dragged away, and I can still see the desperate look in his eyes when he realized there would be no one to take care of me, that I would be utterly alone.
I somehow managed to get into an old lady's good graces and became her personal maid. That provided me with the means to survive but of course I had to let go of my magic and my studies! The old lady liked me more than I realized though, because when she died, three weeks ago, it turned out that she had left me a little sum of money. It will hardly last long, but it will be enough to buy some stuff and leave for Bastion. My brother is there, and also knowledge, and magic: it's time to turn the page, leave this place and see what life has in store for me outside this empty nest.
More will follow if the character piques your interest ;-)

DM Ancient |

Yokaiboy: I think her personality is fine the way it is. Shouldn't be hard to keep her interested.
Nohwear: Firearms are not native so you would have to be a foreigner and subject to my one foreigner only rule.
All: Remember you are Level 1. To me that means you are not awesome. You have not done much. With a 22 point by you may be the toughest or smartest person in a small town but the world is big and it was at war. There are many powerful beings out there. You have not singlehandedly defeated a tribe of goblins or wrestled a werebear. You can beat most tavern goes and can cast minor spells. This may even be your first outing too. Backstories should reflect this in my opinion. But that doesn't mean you have had a boring life though. Just keep in mind you are inexperienced and are about to get a crash course in how big the world truly is.

![]() |

Greetings again DM Ancient!
As promised, here is an Elven Arcanist, bound for Bastion and its sage halls.
Hmmm. It appears someone already inhabits the Arcanist position.
DMA: Would you rather I submit a different character, possibly something divine? Or shall Barbie and I combine our fearsome magicks?

![]() |

Not to mention I have already submitted an elven wizard. There's no problem with some healthy competition, but we don't want to flood the thread with arcane casters and have nobody that can swing a sword.
Quite true, quite true! I also have a lvl 1 Fighter(polearm-master) to offer, but my preference is a lvl 1 Warpriest. That would lend to both the Divine and the swing-needing categories.
What say you, DM Ancient? Does Bahamut have room enough for one more Warpriest?

DM Ancient |

Jaime Sommers: The more you can tie your character in to what little of the world I have revealed the better.
Geist Denken and CampinCarl9127: Since I am only taking 5, the more you can separate yourself from others the better. The more interesting you can make your character the better.
Nohwear: Being both rat and foreign would be a bad combination. Especially since Boros was known for releasing were-creatures to disrupt the enemy. Also, I play a gunslinger IRL and even I think they have an advantage over every non-casting class.
Atlas2112: Of course.
TreasureFox: If you have read the Ranger's Apprentice I have incorporated the same group. Many Ranger's aspire to such levels. You can play off that.
Johnnycat93: What do you mean by new? What I meant with artistic freedom is you could potentially add to the world not add something to Paizo. No 3pp.

DM Ancient |

Things seem to be moving pretty fast and I haven't even seen all the interested parties from the interest check. So...
Applicant Cutoff: Friday, January 2nd. 8:00pm EST or UTC/GMT -5.
COMPLETED build and backstory: Sunday, January 4th. 8:00pm EST or UTC/GMT -5.
Estimated campaign start: Sometime that week. Need to look over submissions.
Deadlines. Hurrah.

TreasureFox |

Greetings, I am called Faelyn of the Silveroak village. It's a close community of elves living just on the north border of southern Ouros. We are an open minded community, accepting of humans, half elves, and gnomes when they trade with us. Our bows are top quality, and we have numerous healers and warriors of faith.
My elder told me that a group of people wish to travel to the crumbling city of Bastion. Not the easiest task, I'm afraid. Due to merciless bandits, warped terrain, and the foul stench of the undead, you will need a guide. For my first task I am here to provide you with safe passage to Bastion. I hope you're ready for the trip.
Male elf ranger 1
CN Medium humanoid (elf)
Init +2; Perception +8
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+2Dex, +4armor, +1shield)
hp 11
Fort +3, Ref +4, Will +2; +2vs enchantment, immune to sleep effects
--------------------
Offense
--------------------
Speed 30 ft. (20ft armored)
Melee halberd +3(1d10 +3(20 x3))
…and flail +3(1d8 +2(20 x2))
Ranged longbow +3(1d8 +2(20 x3))
Spell Like Abilities
… 1/day comprehend languages, detect magic, detect poison, read magic
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 12, Int 14, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats quick draw
Traits envoy (racial), knowing the enemy, reckless
Racial Modifiers keen senses, elven immunities, weapon familiarity, low light vision
Languages Common, Elven, Sylvan, Draconic
this is when armored
Acrobatics -1,
Appraise +2,
Bluff +1,
Climb +2,
Diplomacy +1,
Disguise +1,
Escape Artist -2,
Fly -2,
Handle Animal +5,
Heal +2,
Intimidate +1,
Knowledge Dungeoneering +2,
Knowledge Geography +6,
Knowledge Nature +6,
Knowledge Religion +3,
Perception +8,
Ride -2,
Sense Motive +2,
Spellcraft +2,
Stealth +2,
Survival +6*,
Swim +2;
*Depends on if tracking
Weapons, Armor, Ammo
Longbow: 75gp
Halberd: 10gp
Flail: 8gp
Hide Armor: 15gp
Buckler: 5gp
20 Arrows: 2gp
Misc.
Bullseye Lantern: 12gp
Ranger's Kit: 9gp
Survival Kit: 5gp
Mule: 8gp
Pack Saddle: 5gp
Bit and Bridle: 2gp
Harness: 2gp
6 days of Animal Feed: 3sp
Small Tent: 10gp
2 days of firewood: 2cp
Remaining Gold:
- 5gp
- 6sp
- 8cp
I'll have a proper alias up if he's selected. Thank you for your consideration.

![]() |

Here is the promised Warpriest!
I have vowed to bring my very best for this campaign, so I spared no effort on the backstory. (If you only read one, read Chp 3. *heh*) While writing it, a few things came to mind:
The first is, if there is a massive mountain range separating the two nations, that mountain range would have a name. I came up with The Great Divide. Not original, but fitting. YMMV
Second, just like Pathfinder has different Orders of knights and clerics, and IRL there were different Orders and Monasteries, there would probably be different Orders devoted to all five of the types of dragons. (With the understanding that all Metallics are representations of different aspects of Bahamut.)
Hence, just like there were "Teutonic Knights" or "The Order of the Pheonix" there might be Orders of the Bronze, Silver, Gold Dragons, etc.
Oh, quick note. Here they mention why Bahamut didn't make it to PFS. Apparently WOTC still has the rights? If you ever wanna publish or market this, you may think about just changing it to Apsu or whatever.
Just sayin'. =)
Oh, last thing. Just agreeing on common terms: Everyone knows a group of dragons is called a "Flight", yeah? A pride of lions, a school of fish, a murder of crows, a flight of dragons.

Quomaugh Ironmaw |

Okay, got everything everything for my character. May I present
Quomaugh Ironmaw, Dwarven Druid of Torag and Dorn the T. Rex Pup
In Dorn, Quomaugh found his first hero. Though Quomaugh's father was less than pleased with the adoration his son showed the other man, he could not argue that the Mining Captain was a noble and skilled leader, very much worthy of such respect. Over the years, Quomaugh worked hard as a miner, doing his best to impress Dorn. When he was still young, a lad of no more than thirty, he had gotten Dorn to promise that he would teach the younger dwarf the secrets of supporting the stone, as the elder dwarf called it, should Ironmaw prove himself worthy. The young miner threw himself into his work and the veneration of Torag, hoping to be considered worth taking on as an apprentice.
In his mid-sixties, Quomaugh finally earned the recognition he so desired. Heavyhand took Ironmaw under his wing, and taught him the ways of the druid: Of using the magics of nature, of the ancient racial enemies of their people, and of the great beasts that had lived long ago. To combine the power of things that existed long, long ago, and to use that ability to help his people today. And for many years, Quomaugh took to the training with vigor and enthusiasm. He proved himself a worthy student, sucking up all the knowledge his mentor would give him. Until the day that the Armies of Dagh Boramm called on its men.
Recruited to serve as soldiers in an excursion towards southern Ouros, Dorn and Quomaugh set out after a few months of military training. Escorting a merchant caravan, they made it most of the way to their destination without so much as a single interference from outsiders. But then the Bloodletter Clan attacked. The Bloodletters were a tribe of fire giants that had notoriously troubled dwarven and halfling communities in the area for centuries, and they crashed upon the caravan like lava from a volcano. Realizing the caravan's defenders would be overwhelmed, Dorn demanded that his apprentice flee back to Dagh Boramm. Though the younger dwarf tried to stay and fight at his master's side, Heavyhand would have none of it. "Supporting the stone also means protecting those closest to you," and with those final words, Heavyhand sent the young druid off. Quomaugh rushed to safety with a handful of other young dwarves, who brought news of the events to the people of Dagh Boramm. Stories of Dorn Heavyhand and his final stand became legend among Quomaugh's people, and upon the apprentice's return, he took up the fallen druid's position as Mining Captain.
In the many years since, Quomaugh has served the people of Dagh Boramm with determination. He lives his every day in an attempt to meet the standards fitting of a dwarf in his position, and to do Dorn proud, fighting off the deep hatred of the giants that took his teacher from him. His dedication to his former Captain is still in the forefront of his mind, and led him to name the infant tyrannosaurus pup, that he found wandering the caves under his home, in honor of his druidic master. And through the strange reptilian creature, the dwarf hopes to focus his strength and faith.
Now, Quomaugh and Dorn have been called upon, once more, by Dagh Boramm's military. They have been ordered to escort another trade caravan to Bastion, where unknown happenings await them...
Though friendly, Quomaugh is a bit off in his interactions with others. His power is received from Torag and the mountains themselves, and the training to earn them took place over the course of many decades in the dwarf's formative years. While he is right at home among the caves and mountain ecosystems of Ouros, and with the animals that live there, he is not quite as comfortable with those that can actually speak back. This awkwardness generally does not impact his work, however, so he tends to be a man of few words when working in society.
Male Dwarf
Druid (Goliath Druid) 1
NG Medium Humanoid (Dwarf)
Init +3; Senses Darkvision, Perception +7
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13. . (+1 Dex, +3 armor)
HP 11 (1d8+2+1)
Fort +4, Ref +1, Will +5 (+3 on all saves vs. poison, spells and spell-like abilities)
Defensive Abilities defensive training
--------------------
OFFENSE
--------------------
Speed 20 ft. (Light Armor)
Melee Warhammer +3 (1d8+3/20/x3) [1H] OR +3 (1d8+4/20/x3) [2H]
. . Quarterstaff +3 (1d6+4/20/x2)
. . Dagger +3 (1d4+3/19-20/x2)
Ranged Sling +1 (1d4+3/20/x2)
. . Dagger +1 (1d4+3/19-20/x2)
Special Attacks hatred
Druid Spells (CL 1st; Concentration +4)
. . 1st (2/day) cure light wounds, endure elements, enlarge person, frostbite, longstrider (1), obscuring mist, produce flame, shillelagh (1), summon nature's ally I
. . 0 (3, at-will) create water, detect magic (1), guidance (1), know direction, light, mending, purify food and drink, read magic (1), resistance, stabilize
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 15, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 14 (+18 vs. bullrush/trip)
Feats Breadth of Experience
Traits Glory of Old (+1 on saves vs. poison, spells and spell-like abilities), Reactionary (+2 Initiative)
Skills Knowledge (nature) 1 rank (+7), Perception 1 rank (+7), Survival 1 rank (+7), Profession (any) 0 ranks (+5), Spellcraft 1 rank (+5), Handle Animal 1 rank (+3), Heal 0 ranks (+3), Knowledge (any untrained) 0 ranks (+3), Sense Motive 0 ranks (+3), Climb 0 ranks (+2), Swim 0 ranks (+2), Appraise 0 ranks (+1), Stealth 0 ranks (+0), Bluff 0 ranks (-1), Diplomacy 0 ranks (-1), Intimidate 0 ranks (-1)
Languages Common, Dwarven, Druidic, Giant
Combat Gear -; Other Gear 0pp 10gp 8sp 0cp, wooden armor, light wooden shield, warhammer, quarterstaff, dagger (5), sling, sling bullet (20), animal feed (5 days), satchel, belt pouch, blanket, flint and steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, torch (10), trail ration (5 days), waterskin (Medium encumbrance)
--------------------
SPECIAL ABILITIES
--------------------
Favored Class: Druid (+1 HP)
Dwarven Racial Traits (Lorekeeper and Rock Stepper alternate racial traits)
Primal Bond (Ex)
. . Animal Companion: Tyrannosaurus
Primal Size
Primal Empathy (Ex)
Male Tyrannosaurus Animal Companion (Totem Guide) 1
NN Medium Animal
Init +3; Senses Low-light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+3 Dex, +4 natural)
HP 9 (2d8)
Fort +3, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft. (No Armor)
Melee Bite +3 (1d8+3/20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Light Armor Proficiency
Skills Stealth 1 rank (+7), Perception 1 rank (+6)
SQ tricks (attack [all creatures], come, defend, down, guard, heel)
--------------------
SPECIAL ABILITIES
--------------------
Dorn is a young dinosaur pup that Quomaugh picked up during his travels as a Mining Captain, and is named for the dwarf's late druidic master. With mottled olive skin and bright orange eyes, the tyrannosaurus youth stands just slightly shorter than his dwarven master, and roughly six feet from nose to tail. Curious and enthusiastic, one would not be able to guess that Dorn is descended from the legendary beasts that bore him. The inquisitive infant dinosaur is steadfastly loyal to Quomaugh, but takes a bit to warm up to others.

DM Ancient |

Interest so far:
MiniGM
Yokaiboy-Keila Free (Brawler)
CampinCarl9127-Tiasar (Wizard)
Seranov-Quomaugh Ironmaw (Druid)
Ira kroll
TreasureFox-Faelyn (Ranger)
Nohwear
Jaime Sommers-Barbara "Barbie" Schmidt (Arcanist)
Atlas2112-Liath Gwenilian (Warpriestess)
Johnnycat93-Wyllen Ungebrochen (Cavalier)
GenThunderfist-Stalkid (Druid)
SodiumTelluride-Jusker Ragnos(Ranger)
Missing anybody?
Great stories and some tough competition here.

Quomaugh Ironmaw |

Happy New Year!
I figured I should specify my character's overall build concept and party roles: Quomaugh is intended to be a melee combatant with a good assortment of magic (mostly for buffing, with a side order of summoning/battlefield control), martial capability (especially once Wildshape comes online) and skills (thanks to Breadth of Experience giving him access to all knowledge and profession skills, on top of his normal skills), to make a very all-rounder character.
Since he's going to be a bit spread-out in his build choices, he should be great for assisting people at stuff, and shouldn't steal the spotlight from anyone. :)

CampinCarl9127 |

Tiasar's background is much expanded. Please don't hesitate to ask questions or give feedback, including if you want any more details. Thanks!